imp_fireball
2008-08-09, 12:37 AM
How about spells that appear after 20th level?
- They might work for any caster class, or only specific caster classes.
- They might work after taking an appropriate feat that occupies slots for another feat originally meant to be taken several levels ahead (similar to taking the epic destiny feat).
Anyone want to list ideas for 10th level spells?
Ie.
Hadoken(smv) - Evocation Caster level 20
You emit pure energy of the purest blue from your tight forward-facing hands of a size depending on your concentration check. DC20 = 10' (2 spaces) wide wherever the character faces, infinite range, DC30 = Double width, DC40 = triple original width (total of 30'); anything of DC10 greater than DC40 adds 5' to the total width in front of your character (there is no maximum width). Hadoken usually completely annihilates anything or anyone inside the blast (anything outside, even if adjacent to the blast suffers no effects whatsoever), except those that have any sort of energy resistance (in which case, they must make a fortitude check + energy resistance that corresponds to the caster's concentration check + caster level). If the GM rules out hadoken's ability to instantly kill anyone inside the blast, instead have the character(s) roll a fort save versus ordinary massive damage 5 consecutive times (and die as if by massive damage if any of them fail). If the target(s) is immune to massive damage, instead have the target(s) suffer 1d20 damage multiplied by the caster's level.
Hadoken requires a full action to prepare (treat as if having casted that round for purposes of AoO, grapples, other spells, and any other variety of interruptions, etc.), as well as the caster having a general idea of the target area during preparation. Once prepared, the caster may not face away from the pre-targeted area, and no matter what occurs after this round, the caster must complete the spell and have it effect the target area.
Once prepared, hadoken requires only a swift action to release on the predetermined area.
Their are steps that must be taken during the preparation round:
- The player announces that he is casting hadoken (so that PCs/NPCs may or may not notice; ie. the PC seems to be creating a bluish light between his/her palms that appears to be expanding upon itself and strange sound effects are heard during that round)
- The player's PC chooses a target area that he will have the spell affect
- The PC spends the entire round preparing the spell (the PCs and NPCs may or may not notice this), so they are treated as being vulnerable to the usual distractions
Reflex saves may be made to completely avoid a hadoken (DC caster's level times two + caster's concentration check), however they must have known the caster's original intention. The 'speed' of a hadoken is measurable to that of a laser, and so theoretically, it cannot be avoided. Evasion removes the caster's concentration check from the reflex DC, while improved evasion requires only a DC of the caster's level to avoid.
Material Components: A speck of the essence known as 'love' that exists on the current plane that your character resides in. Your character need not know how much love a 'speck' consists of; rather, this must be predetermined by the GM.
- They might work for any caster class, or only specific caster classes.
- They might work after taking an appropriate feat that occupies slots for another feat originally meant to be taken several levels ahead (similar to taking the epic destiny feat).
Anyone want to list ideas for 10th level spells?
Ie.
Hadoken(smv) - Evocation Caster level 20
You emit pure energy of the purest blue from your tight forward-facing hands of a size depending on your concentration check. DC20 = 10' (2 spaces) wide wherever the character faces, infinite range, DC30 = Double width, DC40 = triple original width (total of 30'); anything of DC10 greater than DC40 adds 5' to the total width in front of your character (there is no maximum width). Hadoken usually completely annihilates anything or anyone inside the blast (anything outside, even if adjacent to the blast suffers no effects whatsoever), except those that have any sort of energy resistance (in which case, they must make a fortitude check + energy resistance that corresponds to the caster's concentration check + caster level). If the GM rules out hadoken's ability to instantly kill anyone inside the blast, instead have the character(s) roll a fort save versus ordinary massive damage 5 consecutive times (and die as if by massive damage if any of them fail). If the target(s) is immune to massive damage, instead have the target(s) suffer 1d20 damage multiplied by the caster's level.
Hadoken requires a full action to prepare (treat as if having casted that round for purposes of AoO, grapples, other spells, and any other variety of interruptions, etc.), as well as the caster having a general idea of the target area during preparation. Once prepared, the caster may not face away from the pre-targeted area, and no matter what occurs after this round, the caster must complete the spell and have it effect the target area.
Once prepared, hadoken requires only a swift action to release on the predetermined area.
Their are steps that must be taken during the preparation round:
- The player announces that he is casting hadoken (so that PCs/NPCs may or may not notice; ie. the PC seems to be creating a bluish light between his/her palms that appears to be expanding upon itself and strange sound effects are heard during that round)
- The player's PC chooses a target area that he will have the spell affect
- The PC spends the entire round preparing the spell (the PCs and NPCs may or may not notice this), so they are treated as being vulnerable to the usual distractions
Reflex saves may be made to completely avoid a hadoken (DC caster's level times two + caster's concentration check), however they must have known the caster's original intention. The 'speed' of a hadoken is measurable to that of a laser, and so theoretically, it cannot be avoided. Evasion removes the caster's concentration check from the reflex DC, while improved evasion requires only a DC of the caster's level to avoid.
Material Components: A speck of the essence known as 'love' that exists on the current plane that your character resides in. Your character need not know how much love a 'speck' consists of; rather, this must be predetermined by the GM.