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    Ogre in the Playground
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    Default [3.5] 10th+ level spells?

    For casters who have the improved spell capacity epic feat, are you allowed to design spells that take up slots higher than 9th level? If so, what are the general rules surrounding that?

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    Default Re: [3.5] 10th+ level spells?

    That's what Epic Spellcasting is for. I don't think there's anything explicitly forbidding 10th-level spells outside of Forgotten Realms where they used to exist and were proscribed by the goddess of magic, but they don't really have a niche.

    Improved Spell Capacity is there to let you apply metamagic to high-level spells.

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    Default Re: [3.5] 10th+ level spells?

    You're looking for Epic Spells. Typically, Improved Spell Capacity slots are only used for metamagic'd lower level spells.

    Edit: Grr, lousy extra minute spent getting the link.
    Last edited by PId6; 2010-08-24 at 10:13 AM.
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    Default Re: [3.5] 10th+ level spells?

    Quote Originally Posted by kamikasei View Post
    That's what Epic Spellcasting is for. I don't think there's anything explicitly forbidding 10th-level spells outside of Forgotten Realms where they used to exist and were proscribed by the goddess of magic, but they don't really have a niche.

    Improved Spell Capacity is there to let you apply metamagic to high-level spells.
    This. Epic Spellcasting kind of takes you beyond the ken of mere 10th level spells, and into a whole new broken world (IMO).
    Quote Originally Posted by The Doctor
    People assume that time is a strict progression of cause-to-effect, but actually from a non-linear, non-subjective viewpoint - it's more like a big ball of wibbly wobbly... time-y wimey... stuff.
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    Default Re: [3.5] 10th+ level spells?

    Quote Originally Posted by dsmiles View Post
    This. Epic Spellcasting kind of takes you beyond the ken of mere 10th level spells, and into a whole new broken world (IMO).
    I'd agree with you if spellcasters weren't already capable of tying reality in arbitrarily complicated knots already just with 9th level spell slots, but they are, so I won't.

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    Default Re: [3.5] 10th+ level spells?

    Oh darn. Looks like I can't break my 35th level sorcerer more than I already have....

    By the way, I still have 2 epic level spells to add to my character before I let him loose into the multiverse, any ideas?
    Last edited by Chess435; 2010-08-24 at 10:27 AM.

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    Default Re: [3.5] 10th+ level spells?

    What can be more powerful than Wish?

    The "I win Spell" ?

    We don't need stink-en 10th level spells.
    Remember no matter where you go. There you are.

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    Default Re: [3.5] 10th+ level spells?

    Quote Originally Posted by chess435 View Post
    Oh darn. Looks like I can't break my 35th level sorcerer more than I already have....

    By the way, I still have 2 epic level spells to add to my character before I let him loose into the multiverse, any ideas?
    Out of personal preference:

    Nailed to the Sky
    Vengeful Gaze of God
    Last edited by dsmiles; 2010-08-24 at 10:30 AM.
    Quote Originally Posted by The Doctor
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    Default Re: [3.5] 10th+ level spells?

    Quote Originally Posted by chess435 View Post
    Oh darn. Looks like I can't break my 35th level sorcerer more than I already have....

    By the way, I still have 2 epic level spells to add to my character before I let him loose into the multiverse, any ideas?
    How about the Gate in a Solar along with the Use Solars to Gate More Solars spells?
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    Default Re: [3.5] 10th+ level spells?

    Nailed to the sky I like, but I should get some Constitution buffs before I use Vengeful gaze of god, seeing as I only have 393 HP.

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    Default Re: [3.5] 10th+ level spells?

    There were 10th, 11th, and 12th level spells in 2nd edition that should be easily convertible. Effectively the 10th levels spells are poorly built epic spells, the 11th level spells are fairly well built, though not truly broken, epic spells, and the one 12th level spell is beyond the kin of any epic spells currently buildable.

    In case you are wondering the 12th level spell allowed you to steal a god's divine rank and portfolio.

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    Default Re: [3.5] 10th+ level spells?

    Quote Originally Posted by PId6 View Post
    How about the Gate in a Solar along with the Use Solars to Gate More Solars spells?
    Hmmm..... that seems sufficently pwn. I'll work it out and get back to you.

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    Default Re: [3.5] 10th+ level spells?

    Quote Originally Posted by nyarlathotep View Post
    There were 10th, 11th, and 12th level spells in 2nd edition that should be easily convertible. Effectively the 10th levels spells are poorly built epic spells, the 11th level spells are fairly well built, though not truly broken, epic spells, and the one 12th level spell is beyond the kin of any epic spells currently buildable.

    In case you are wondering the 12th level spell allowed you to steal a god's divine rank and portfolio.
    Do you know where I could find said spells here on the internet?

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    Default Re: [3.5] 10th+ level spells?

    Quote Originally Posted by chess435 View Post
    Nailed to the sky I like, but I should get some Constitution buffs before I use Vengeful gaze of god, seeing as I only have 393 HP.
    Yeeeeah...Nailed to The Sky is my personal favorite, mostly for fluff reasons, but it's effective nonetheless.
    Quote Originally Posted by The Doctor
    People assume that time is a strict progression of cause-to-effect, but actually from a non-linear, non-subjective viewpoint - it's more like a big ball of wibbly wobbly... time-y wimey... stuff.
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    Default Re: [3.5] 10th+ level spells?

    Karsus' Avatar?

    It broke magic.

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    Default Re: [3.5] 10th+ level spells?

    Quote Originally Posted by PId6 View Post
    How about the Gate in a Solar along with the Use Solars to Gate More Solars spells?
    I looked it up, and solars can't use gate unless they have it prepared.....


    Quote Originally Posted by 2xMachina View Post
    Karsus' Avatar?

    It broke magic.
    Never heard of it.
    Last edited by Chess435; 2010-08-24 at 10:42 AM.

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    Default Re: [3.5] 10th+ level spells?

    I would suggest extending the current spells per level progression, at half speed. Wizards get one 10th-level slot at 21st level, an 11th-level slot at 25th level and so on.

    So a level 35 sorcerer would have access to two 13th-level spells per day.
    Last edited by Prime32; 2010-08-24 at 10:48 AM.

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    Default Re: [3.5] 10th+ level spells?

    Marut-2 Avatar by Serpentine
    New Marut Avatar by Linkele

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    Default Re: [3.5] 10th+ level spells?

    Holy magic missles, that is epic! Wish it had details on how to actually cast it..... Good thing I have the ignore material compnents feat, lol.

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    Default Re: [3.5] 10th+ level spells?

    Quote Originally Posted by chess435 View Post
    I looked it up, and solars can't use gate unless they have it prepared.....
    Use Genesis, get a fast-time plane, then develop the following spell (preferably after achieving immortality somehow, such as being a warforged or elan):

    Spoiler
    Show
    Summon Solar
    Conjuration (Summoning) [Good]
    Spellcraft DC: 60
    Components: V, S
    Casting Time: 100 days, 11 minutes
    Range: 75 ft.
    Effect: Summoned solar
    Duration: Permanent (D)
    Saving Throw: Will negates (see text)
    Spell Resistance: Yes (see text)
    To Develop: 360,000 gp; 8 days; 14,400 XP. Seed: summon (DC 14). Factors: summon CR 23 creature (DC +42), permanent duration (x5). Mitigating factors: increase casting time by 10 minutes (DC -20), increase casting time by 100 days (DC -200).

    This spell summons a solar. It appears where the caster designates and acts immediately, on his or her turn, if its spell resistance is overcome and it fails a Will saving throw. It attacks the caster’s opponents to the best of its ability. If the caster can communicate with the outsider, he or she can direct it not to attack, to attack particular enemies, or to perform other actions.

    Cast that enough times to get twenty solar followers (inside your fast time plane), then develop the following spell:

    Spoiler
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    Summon Two Solars
    Conjuration (Summoning) [Good]
    Spellcraft DC: 0
    Components: V, S, Ritual
    Casting Time: 100 days, 11 minutes
    Range: 75 ft.
    Effect: Two summoned solars
    Duration: Permanent (D)
    Saving Throw: Will negates (see text)
    Spell Resistance: Yes (see text)
    To Develop: 0 gp; 0 days; 0 XP. Seed: summon (DC 14). Factors: summon CR 23 creature (DC +42), summon two creatures (DC x2), permanent duration (DC x5). Mitigating factors: increase casting time by 10 minutes (DC -20), increase casting time by 100 days (DC -200), 20 extra casters contributing 9th level slots (DC -340).

    This spell summons two solar. They appear where the caster designates and acts immediately, on his or her turn, if its spell resistance is overcome and it fails a Will saving throw. It attacks the caster’s opponents to the best of its ability. If the caster can communicate with the outsider, he or she can direct it not to attack, to attack particular enemies, or to perform other actions.

    Cast that a few times, and scale upward from there until you can mitigate the "I Win" epic spell down to 0 DC.
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    Default Re: [3.5] 10th+ level spells?

    Wow, that is so epic I want to give you a hug.

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    Default Re: [3.5] 10th+ level spells?

    Quote Originally Posted by chess435 View Post
    Wow, that is so epic I want to give you a hug.
    New spell: Epic Hug?
    Quote Originally Posted by The Doctor
    People assume that time is a strict progression of cause-to-effect, but actually from a non-linear, non-subjective viewpoint - it's more like a big ball of wibbly wobbly... time-y wimey... stuff.
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