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  1. - Top - End - #1
    Ogre in the Playground
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    Default Less Broken Epic Spellcasting [PEACH]

    This is my attempt to make epic spellcasting less broken. Any spellcasting at that level is broken, but I'm just trying to rein it in a bit.

    How Epic Spells Work:
    Epic spells are very powerful spells. Despite their power, epic spells still follow the basic rules for casting spells, except as specifically noted otherwise.

    Acquiring Epic Spells:
    An epic spellcaster can learn epic spells by taking the feat Epic Spellcasting. Epic spells are labeled Arcane and/or Divine; you must be able to cast ninth level spells of one of the labels on the spell. Epic spells are listed in the Epic Spells section. New epic spells can be designed in the same way as any other spell (treat them as level 10 spells).

    Casting an Epic Spell:
    Once an epic spell is learned, the caster knows the spell. A learned epic spell becomes an indelible part of the caster and may be prepared without a spellbook (if a wizard is the caster). Characters who cast spells spontaneously, such as sorcerers, can cast a developed epic spell by using any open epic spell slot. Druids, clerics, and similar spellcasters can likewise prepare epic spells using epic spell slots. If you have access to ninth level spells both spontaneously and prepared, you may use whichever method you wish for your epic spell slots.

    A spellcaster can prepare or cast any epic spell he or she knows as many times per day as he or she has available epic spell slots. A spellcaster who can cast epic spells has a number of open epic spell slots per day equal to the number of times they have taken Epic Spellcasting plus one. If the caster doesn't use up a day’s allotment of epic spell slots, the unused slots remain available whether or not the spellcaster receives appropriate rest.

    Epic Spell Levels:
    Epic spells have no fixed level. However, for purposes of Concentration checks, spell resistance, and other possible situations where spell level is important, epic spells are all treated as if they were 10th-level spells.

    Metamagic, Items, and Epic Spells:
    Metamagic feats interact strangely with epic spells. If a prepared caster wants to prepare an epic spell with metamagic added on, they must expend normal spell slots equal to double the level adjustment of the metamagic; one of the spell slots expended must cover half this requirement (e.g. to quicken (+4) and empower (+2) an epic spell costs 12 levels worth of spell slots, one of which must be at least 6th level). A spontaneous caster can apply metamagic when they cast the spell; this still requires them to expend the spell slots like a prepared caster, and the casting time is extended like normal spontaneous metamagic.

    A character can’t craft a magic item that casts an epic spell, regardless of whether the item is activated with spell completion, a spell trigger, a command word, or is use-activated. Only major artifacts, which are beyond the means of even epic characters to create, can possibly contain magic of this power.

    Dispelling, Epic Spells and Antimagic Field:
    A lucky nonepic spellcaster casting greater dispel magic might be able to dispel an epic spell. The game mechanics do not change, and epic spells do not occupy any privileged position allowing them to resist being dispelled other than their presumably high caster level. Likewise, epic spells that dispel can dispel nonepic spells. Such epic spells use the same game mechanic: The check to dispel is 1d20 + a specified number (usually dispeller’s level), and the DC is 11 + the spellcaster’s level. Epic spells also do not occupy any privileged position with regards to antimagic fields.

    Epic Spellcasting [Epic]:
    Your studies into magic finally unlock the greatest of spells.
    Prerequisites: Ability to cast 9th-level spells
    Benefit: You gain one epic spell slot. You learn one epic spell.
    Special: You can gain this feat multiple times. Its effects stack.
    Special: The first time you gain Epic Spellcasting, its effects are doubled (i.e. you gain 2 epic spell slots and learn 2 epic spells).

    Epic Spells:
    Mass Teleport:
    Conjuration (Teleportation)
    Labels: Arcane
    Components: V
    Casting Time: 1 standard action
    Range: Personal and Medium (100 ft. + 10 ft./level)
    Target: You and touched objects or other touched willing creatures
    Duration: Instantaneous
    Saving Throw: None and Will negates (object)
    Spell Resistance: No and Yes (object)

    This spell instantly transports you to a designated destination, which may be anywhere on any plane. You can bring along objects and other willing creatures as long as their total weight doesn't exceed 1000 pounds per caster level. You can bring along anything within range. You must have at least a reliable description of the place to which you are teleporting. If you attempts to cast this spell with insufficient or misleading information, all creatures and objects teleported disappear and simply reappear in their original location.

    Superb Dispelling:
    Abjuration
    Labels: Arcane, Divine
    Components: V, S
    Casting Time: 1 standard action
    Range: Medium (100 ft. + 10 ft./level)
    Target or Area: One spellcaster, creature, or object; or 20-ft.-radius burst
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance: No

    As greater dispel magic, except that there is no maximum bonus on the dispel check; you can always apply your entire caster level.

    Hellball:
    Evocation [Cold, Fire, Electricity, Sonic]
    Labels: Arcane
    Components: V, S, M
    Casting Time: 1 standard action
    Range: Long (400 ft. + 40 ft./level)
    Area: 20-ft.-radius spread
    Duration: Instantaneous
    Saving Throw: Reflex half
    Spell Resistance: Yes

    A hellball spell is a dissonant blast of energy that deals 1d6 points of cold damage per caster level, 1d6 points of fire damage per caster level, 1d6 points of electricity damage per caster level, and 1d6 points of sonic damage per caster level to all creatures within the area. Unattended objects also take this damage. The explosion creates almost no pressure.

    Perfect Cure:
    Conjuration (Healing)
    Labels: Divine
    Components: V, S, DF
    Casting Time: 1 standard action
    Range: Touch
    Target: Creature touched or dead creature touched
    Duration: Instantaneous
    Saving Throw: Will negates (harmless)
    Spell Resistance: Yes (harmless)

    This spell cures almost everything that could be ailing the target. Perfect cure heals the target to their maximum hit points, removes all non-lethal damage from the target and cures all diseases, lost senses, temporary ability damage, drained ability scores, poisons, mental effects, missing body parts and negative levels. This includes ending any and all of the following effects that the target might be suffering from: blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, sickened, stunned, and poisoned.

    If cast upon a dead creature, the targeted creature is restored to life. The condition of the remains is not a factor. So long as some small portion of the creature’s body still exists, it can be resurrected, but the portion receiving the spell must have been part of the creature’s body at the time of death. (The remains of a creature hit by a disintegrate spell count as a small portion of its body.) The creature can have been dead no longer than 10 years per caster level. In addition, the subject’s soul must be free and willing to return. If the subject’s soul is not willing to return, the spell does not work; therefore, a subject that wants to return receives no saving throw. Upon completion of the spell, the creature is immediately restored to full hit points, vigor, and health, with no loss of level (or Constitution points) or prepared spells. You can revive someone killed by a death effect or someone who has been turned into an undead creature and then destroyed. This spell can also resurrect elementals or outsiders, but it can’t resurrect constructs or undead creatures. Even perfect cure can’t restore to life a creature who has died of old age.

    Divine Counsel:
    Divination
    Labels: Divine
    Components: V, S, DF, XP
    Casting Time: 1 minute
    Range: Personal
    Target: You
    Duration: 3 hours or until expended

    You contact your deity—or agents thereof—and ask questions that can be answered by a simple yes or no. (A divine caster of no particular deity contacts a philosophically allied deity.) You may ask up to 5 such questions plus a number of additional questions equal to your caster level. The answers given are correct within the limits of the entity’s knowledge. “Unclear” is a legitimate answer, because powerful beings of the Outer Planes are not necessarily omniscient. In cases where a one-word answer would be misleading or contrary to the deity’s interests, a short phrase (five words or less) may be given as an answer instead. The entities contacted structures their answers to further their own purposes.

    Unlike the lesser spell Commune, you are permitted to wait between questions, discuss the answers, or go off to do other activities during the duration; however, any questions not asked by the end of the duration are lost. Once the last question is asked and answered, the spell ends.

    XP cost: 300 XP.

    Force Mind:
    Enchantment (Compulsion) [Mind-Affecting]
    Labels: Arcane, Divine
    Components: V, M
    Casting Time: 1 standard action
    Range: 75 ft.
    Target: One living creature
    Duration: 1 hour/level or until completed OR contingent until expended, then 1 hour/level or until completed
    Saving Throw: Will negates
    Spell Resistance: Yes

    Force Mind is used to compel a target to follow a given course of activity. The instruction must be worded in such a manner as to make the activity sound reasonable. Asking the creature to do an obviously harmful act automatically negates the effect. The compeled creature must follow the given course of activity for the duration or until they complete it. You can additionally specify a trigger with the instruction; if you do, the spell's duration and the compulsion do not start until the trigger occurs (if used in this fashion, the caster level used is your caster level when you cast the spell).

    Sands of Time:
    Transmutation
    Labels: Arcane, Divine
    Components: V, S, XP
    Casting Time: 1 minute
    Range: Touch
    Target: Creature touched
    Duration: Instantaneous
    Saving Throw: Fortitude negates (harmless)
    Spell Resistance: Yes (harmless)

    Sands of Time is a powerful spell used to reverse the aging process. The touched creature becomes 1d10+10 years younger. If this lowers the creatures age category, the aging bonuses and penalties are reversed.

    XP cost: 300 XP.

    Word of Death:
    Necromancy [Death, Sonic]
    Labels: Arcane, Divine
    Components: V
    Casting Time: 1 standard action
    Range: 40 ft.
    Area: Creatures in a 40-ft.-radius spread centered on you
    Duration: Instantaneous
    Saving Throw: No, Fortitude partial or negates (see text)
    Spell Resistance: Yes

    You speak a word of pure death and all creatures within a 40 foot area around you suffer deadly effects, based on their number of hit dice compared to your caster level; you may not increase your caster in any way for this effect (e.g. an orange prism ioun stone won't make this spell stronger). You can exclude creatures within the area from this effect as you see fit. The effects are as follows:

    Hit dice: Effect
    Caster level -10 or lower: The creature dies; no saving throw is allowed against this effect.
    Caster level -9 to caster level -3: The creature dies; they are allowed a Fortitude save to survive the attack; creatures that survive are sickened for 1 minute.
    Caster level -2 to caster level +1: The creature are sickened for 1 minute; they are allowed a Fortitude save to negate this effect.
    Caster level +2 or higher: The creature is unaffected.

    Superb Image:
    Illusion [Figment]
    Labels: Arcane
    Components: V, S
    Casting Time: See text
    Range: Long (400ft + 40ft/level)
    Effect: Figment that cannot extend beyond ten 10-ft. cubes + two 10-ft. cubes/level (S); See text
    Duration: See text
    Saving Throw: Will disbelief (if interacted with)
    Spell Resistance: No
    This spell functions like silent image, except that the figment includes visual, auditory, intelligible speech, olfactory, tactile, and thermal elements, and the spell's true nature is harder to reveal. Any effect or ability that would reveal information about the Superb Image and/or it's false nature (such as Truesight, making a DC 80 spot check, making a spellcraft check, etc) must make an opposed caster level check against a DC of 15 + the caster level of the Superb Image to reveal any information about the illusion. If the effect or ability does not have a caster level the user/source of the ability/effect must make a level check instead. Disbelieving the illusion with a successful will save works normally.

    By concentrating, you can move the image within the limits of the range and even set a script for the spell to follow (Such as having a figure walk the perimeter). Unless given a script the image remains static when you are not concentrating on it.

    If you cast this spell as a swift or immediate action, it lasts one round.
    If you cast this spell as a standard action, it lasts for as long as you concentrate plus one hour.
    If you spend 10 minutes casting this spell its effect is permanent and the maximum size of the effect is doubled.

    Divine Righteousness:
    Evocation
    Labels: Divine
    Components: V, S, DF
    Casting Time: 1 standard action
    Range: Personal
    Target: You
    Duration: 1 minute/level

    By casting this powerful spell, you become a living embodiment of your cause. For the duration of this spell, your base attack bonus becomes +20 (which may give you additional attacks, but does not effect your epic attack bonus), you gain a +10 enhancement bonus to Strength and you gain 10 temporary hit points per caster level.

    Complete Scan:
    Divination
    Labels: Arcane
    Components: V, S
    Casting Time: 1 swift action
    Long (400 ft. + 40 ft./level)
    Target: One creature
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance: No

    You learn the name, race, class, level and alignment of the targeted creature. If the targeted creature is currently transformed into a race other than their own, you learn both their normal race and the one they are transformed into. Any effect or ability that would block or misdirect Complete Scan (such as Mind Blank, making a DC 70 bluff check, Undetectable Alignment, etc) must make an opposed caster level check against a DC of 15 + the caster level of the Complete Scan to block any information. If the effect or ability does not have a caster level the user/source of the ability/effect must make a level check instead.
    Last edited by qwertyu63; 2014-06-27 at 10:37 AM.

    My Homebrew-Estote clementes, et numquam desinete discere.-FanAdv

  2. - Top - End - #2
    Barbarian in the Playground
     
    Magikeeper's Avatar

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    Default Re: Less Broken Epic Spellcasting [PEACH]

    Welp, first off, any fix that splits the casting into arcane/divine/etc needs to cover Epic Psionics.

    Another issue is that any preset list of spells is competing with 9th level magic.

    Comments on specific spells:

    Spoiler
    Show

    Note: A lot of the pre-set epic spells in the ELH are not very good. I realize that many of these are alterations of those spells.

    Mass Teleport: Missing the text that makes chain touching allowed - as written this spell requires you to be simultaneously touching everyone that is coming with you. How much surface space does your body have?! Also, 4000 pounds (including allies) might be considerably less than what an epic wizard could transport via greater teleport/planeshift. Really, all the spell gains right now is much greater accuracy. Planeshift can only bring 8 creatures with you, but once you factor in gear 4000lp isn't going to add that many more. Assuming they can huddle close enough to you.

    Superb Dispelling: Why is this capped? There is no "Greater Superb Dispelling". This is it. What are you supposed to do after caster levels grow beyond 40? Start using Disjunction? A wizard would better off grabbing Relicguard instead of Epic Spellcasting and just use disjunction from the get-go. Divine casters can just cry (or find a way to get disjunction anyway). There are ways to change caps, but then you would be better off picking one of the better dispels (like spell theft) for most purposes.

    HellBall: In low-OP epic this is okay. Maybe not even there. If this was a 9th level spell I probably wouldn't pick it - too many creatures are immune/resistant to at least two of those types. 40d6 split between 4 energy types is unlikely to be useful. Being unaffected by metamagic is really the kiss of death here - there are just too many good 9th level spells (or even 4th level blast spells) to power up instead of trying to make this work.

    Perfect Cure: The non-resurrection part looks fine. There is a feat that lets you ignore the material components of True Resurrection. That seems like the better choice for reviving purposes, since True Resurrection is actually less limited than this spell when it comes to reviving the dead. Might still be worth it for the super-healing.

    Divine Counsel: This asks less questions than commune at epic levels. In exchange, it costs more XP and gives you more time to discuss and ponder the questions. Still worth it, since you can basically use it to keep a divine being on speed-dial during an adventure. Would that epic rod that supplies XP for spellcasting still work for this? Annoying powerful in anycase, but so is commune.

    Force Mind: Mind-Effecting immunity is very, very common. If this had no maximum duration it could be worth it for non-evil casters that want sleeper agents. But the later 9th level mind-effecting spells set a very high bar for these kinds of effects.

    Sands of Time: Looks fine.

    Words of Death: Kills mooks (who actually might not be immune to death effects). Seems like a fine choice for some games.

    Dreamscape: This is basically an inferior version of the psionic Microcosm power (the psionic version scales better, and has a mass option). Mind-Effecting also makes it a mook-killer, but it is far less effective at it than words of death. Looking at the Arcane/Divine sides we have stuff like power word kill.

    Divine Righteousness: It's okay.

    Complete Scan: Learning class levels might be annoying for the DM. Swift action is nice, as is learning the name of the creature.







    [/spoiler]

  3. - Top - End - #3
    Ogre in the Playground
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    Default Re: Less Broken Epic Spellcasting [PEACH]

    Quote Originally Posted by Magikeeper View Post
    Welp, first off, any fix that splits the casting into arcane/divine/etc needs to cover Epic Psionics.
    Psionics is farther down the line; I'll be making epic Psionics, epic Initiating, better epic feats for the Fighter et al, and a wide range of other things. But that takes time and this is but the start.

    Another issue is that any preset list of spells is competing with 9th level magic.
    Eh.

    Mass Teleport: Missing the text that makes chain touching allowed - as written this spell requires you to be simultaneously touching everyone that is coming with you. How much surface space does your body have?! Also, 4000 pounds (including allies) might be considerably less than what an epic wizard could transport via greater teleport/planeshift. Really, all the spell gains right now is much greater accuracy. Planeshift can only bring 8 creatures with you, but once you factor in gear 4000lp isn't going to add that many more. Assuming they can huddle close enough to you.
    ...thank you. I actually meant to note that you could teleport anything within 20 feet per caster level without needing to touch it at all.

    Superb Dispelling: Why is this capped? There is no "Greater Superb Dispelling". This is it. What are you supposed to do after caster levels grow beyond 40? Start using Disjunction? A wizard would better off grabbing Relicguard instead of Epic Spellcasting and just use disjunction from the get-go. Divine casters can just cry (or find a way to get disjunction anyway). There are ways to change caps, but then you would be better off picking one of the better dispels (like spell theft) for most purposes.
    It's capped because I copy-pasted and didn't remove it. I'll fix that.

    HellBall: In low-OP epic this is okay. Maybe not even there. If this was a 9th level spell I probably wouldn't pick it - too many creatures are immune/resistant to at least two of those types. 40d6 split between 4 energy types is unlikely to be useful. Being unaffected by metamagic is really the kiss of death here - there are just too many good 9th level spells (or even 4th level blast spells) to power up instead of trying to make this work.
    I can't make metamagic work (nowhere for the spell to go when its slot increases), but I could raise the damage amount.

    Actually, metamagic idea. You can apply metamagic when preparing epic spells at the cost of other spell slots equal to twice the increase; so a +1 increase costs 2 spell levels, etc.

    Perfect Cure: The non-resurrection part looks fine. There is a feat that lets you ignore the material components of True Resurrection. That seems like the better choice for reviving purposes, since True Resurrection is actually less limited than this spell when it comes to reviving the dead. Might still be worth it for the super-healing.
    Alright. The Resurrection part was just for kicks really; I mean, really, what good is the best healing spell in the world if it can't cure death?

    Divine Counsel: This asks less questions than commune at epic levels. In exchange, it costs more XP and gives you more time to discuss and ponder the questions. Still worth it, since you can basically use it to keep a divine being on speed-dial during an adventure. Would that epic rod that supplies XP for spellcasting still work for this? Annoying powerful in anycase, but so is commune.
    I suspect the epic rod would work. Also, having your god on standby during an adventure is exactly the point; glad to see someone else thought of it.

    Force Mind: Mind-Effecting immunity is very, very common. If this had no maximum duration it could be worth it for non-evil casters that want sleeper agents. But the later 9th level mind-effecting spells set a very high bar for these kinds of effects.
    Remove the duration... I'll work with that.

    Sands of Time: Looks fine.
    Ok.

    Words of Death: Kills mooks (who actually might not be immune to death effects). Seems like a fine choice for some games.
    Ok.

    Dreamscape: This is basically an inferior version of the psionic Microcosm power (the psionic version scales better, and has a mass option). Mind-Effecting also makes it a mook-killer, but it is far less effective at it than words of death. Looking at the Arcane/Divine sides we have stuff like power word kill.
    It's really hard to come up with epic illusions. This was the best I could do, and I don't really like it myself. Replacement ideas are very welcome.

    EDIT: That said, I have buffed it up, allowing you to seal away many creatures, so long as they are all under the 100 hit point threshold.

    Divine Righteousness: It's okay.
    Ok.

    Complete Scan: Learning class levels might be annoying for the DM. Swift action is nice, as is learning the name of the creature.
    Ok.
    Last edited by qwertyu63; 2014-04-06 at 07:54 PM.

    My Homebrew-Estote clementes, et numquam desinete discere.-FanAdv

  4. - Top - End - #4
    Barbarian in the Playground
     
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    Default Re: Less Broken Epic Spellcasting [PEACH]

    Replacement ideas are very welcome.
    Superb Image:
    Illusion [Figment]
    Labels: Arcane
    Components: V, S
    Casting Time: See text
    Range: Long (400ft + 40ft/level)
    Effect: Figment that cannot extend beyond ten 10-ft. cubes + two 10-ft. cubes/level (S); See text
    Duration: See text
    Saving Throw: Will disbelief (if interacted with)
    Spell Resistance: No
    This spell functions like silent image, except that the figment includes visual, auditory, intelligible speech, olfactory, tactile, and thermal elements, and the spell's true nature is harder to reveal. Any effect or ability that would reveal information about the Superb Image and/or it's false nature (such as Truesight, making a DC 80 spot check, making a spellcraft check, etc) must make an opposed caster level check against a DC of 15 + the caster level of the Superb Image to reveal any information about the illusion. If the effect or ability does not have a caster level the user/source of the ability/effect must make a level check instead. Disbelieving the illusion with a successful will save works normally.

    By concentrating, you can move the image within the limits of the range and even set a script for the spell to follow (Such as having a figure walk the perimeter). Unless given a script the image remains static when you are not concentrating on it.

    If you cast this spell as a swift or immediate action, it lasts one round.
    If you cast this spell as a standard action, it lasts for as long as you concentrate plus one hour.
    If you spend 10 minutes casting this spell its effect is permanent and the maximum size of the effect is doubled.


    --------------
    Punching truesight and absurd spot checks in the metaphysical face is all my high level illusionists really wanted. Well, that and large/elaborate illusions. Tossed in tactile elements - still not real, but if you can fake heat why not the sensation of touch?

    Metamagic: That could work. Might need some sort of (scaling) cap, but it might not. Why can't the other epic spell-altering feats be used with these? They don't have the issues regular epic spells have (like permanent emanation + crazy spell X).

    --------------
    Edit: The illusion spell gave me an idea for an evocation:

    Spoiler
    Show

    Elemental Nexus:
    Evocation
    Labels: Arcane
    Components: V, S
    Casting Time: See text
    Range: Long (400ft + 40ft/level)
    Area: See text
    Duration: See text
    Saving Throw: Reflex Halves; See text
    Spell Resistance: No
    This spell creates an eruption of energy that takes whatever style and form you desire within its area of effect (Ball, Walls, fake dragons of energy, etc). The energy need not fill the entire area. Any creature and/or unattended object that comes into contact with the energy takes 1d6 damage per caster level. A successful reflex save halves the damage. The spell may be any combination of the following energy types: Fire, Cold, Electricity, Acid, or Sonic; each damage die must be assigned one of these types. Any creature and/or unattended object that starts or ends its turn while in contact with the energy takes the full amount of damage with no saving throw allowed.

    If you cast the spell as a swift or immediate action the spell's effect is instantaneous and its area is a 10ft/8 levels radius sphere.
    If you cast the spell as a standard action it lasts for as long as you concentrate and its area is a 10ft/4 levels radius sphere.
    If you spend 10 minutes casting the spell the effect lasts for 24hours, deals 2d6 damage per caster level, can be given a script to follow (changing the position of the energy within its area over time), and its area is a 10ft/level radius sphere.
    Last edited by Magikeeper; 2014-04-06 at 11:54 PM.

  5. - Top - End - #5
    Titan in the Playground
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    Default Re: Less Broken Epic Spellcasting [PEACH]

    These spells make me sad, since only one of them has even a little bit of caster level scaling, and nearly all of them need it badly.

    Quote Originally Posted by qwertyu63 View Post
    Mass Teleport:
    […] You can bring along objects and other willing creatures as long as their total weight doesn't exceed 4000 pounds.
    Teleport can carry around eight times as much at CL 21 by simply loading creatures up to their maximum loads, so this sort of regression seems deeply unfortunate. A better rate would be 400 or even 1000 lbs/level.

    Hellball:
    […]A hellball spell is a dissonant blast of energy that deals 15d6 points of cold damage, 15d6 points of fire damage, 15d6 points of electricity damage, and 15d6 points of sonic damage to all creatures within the area.
    I repeat my earlier remark on CL scaling, but with more emphasis!!1!

    Perfect Cure:
    Not really bad as such, but not all that much more powerful than choosing heal or true resurrection as desired. Probably never worth an epic slot.

    Divine Counsel:
    […] You may ask up to 20 such questions.
    Commune already has one more question, and will continue accruing more. When a fifth-level spell is a viable or even superior alternative for an epic spell in a substantial number of cases, something has gone amiss. Try 5 + 1/level.

    Force Mind:
    Enchantment (Compulsion) [Mind-Affecting]
    Labels: Arcane, Divine
    Components: V, M
    Casting Time: 1 standard action
    Range: 75 ft.
    Target: One living creature
    Duration: 20 hours or until completed OR contingent until expended, then 20 hours or until completed
    Saving Throw: Will negates
    Spell Resistance: Yes

    Force Mind is used to compel a target to follow a given course of activity. The instruction must be worded in such a manner as to make the activity sound reasonable. Asking the creature to do an obviously harmful act automatically negates the effect. The compeled creature must follow the given course of activity for the duration or until they complete it. You can additionally specify a trigger with the instruction; if you do, the spell's duration and the compulsion do not start until the trigger occurs.
    So, suggestion, except the sentence limitation is lifted (handy, worth one or two spell levels there at the least), the [language-dependent] tag is removed (puzzling, but it's at least useful), aaaannd it lasts for one hour less when you get it.

    Might be a sixth-level spell, or even seventh. Definitely not epic.

    Sands of Time:
    Nothing much to say about this. Not exactly bad, but when even wizards have trouble getting more than a few epic spells, ever, this starts looking very nonessential.

    Word of Death:
    […]
    10 HD or less: The creature dies; no saving throw is allowed against this effect.
    11-20 HD: The creature dies; they are allowed a Fortitude save to survive the attack; creatures that survive take 3d6+20 damage.
    21 HD or more: The creature takes 3d6+20 damage; they are allowed a Fortitude save to half the damage.
    Aaahhhhh, every significant enemy you will ever see again gets a flat 30 damage average in an area, Fort half! This absolutely needs holy word-style CL scaling.

    Dreamscape:
    Unlike the power, this doesn't and can't scale or even have metapsionics/metamagic applied, so it's almost strictly less useful, and has a much higher opportunity cost to learn and use.

    Divine Righteousness:
    […]
    By casting this powerful spell, you become a living embodiment of your cause. For the duration of this spell, your base attack bonus becomes +20 (which may give you additional attacks), you gain a +10 enhancement bonus to Strength and you gain 200 temporary hit points.
    This is halfway decent, although I'd prefer scaling the Str bonus and THP somehow. Should probably insert a reminder that BAB becoming 20 doesn't affect your EAB.

    Complete Scan:
    […]
    You learn the name, race, class, level and alignment of the targeted creature. If the targeted creature is currently transformed into a race other than their own, you learn both their normal race and the one they are transformed into.
    The problem with this is that, while it's probably a level-appropriate effect or perhaps a bit late, the cost to learn or use it is immense compared to its effectiveness, when, most of the time, a lower-level spell or power can suss out nearly all of this much easier.
    Last edited by TuggyNE; 2014-04-07 at 12:32 AM.
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    Default Re: Less Broken Epic Spellcasting [PEACH]

    Quote Originally Posted by TuggyNE View Post
    Aaahhhhh, every significant enemy you will ever see again gets a flat 30 damage average in an area, Fort half! This absolutely needs holy word-style CL scaling.
    I am normally pro-scaling, but holy word auto-murder scaling is absurd. It would be trivial to get your caster level to "Are you immune to death effects? No? Then you drop dead, no save" against most opponents. Admittedly, you can already do that with holy word [and not need to worry about death effect immunity]. I'd leave murdering mooks at 10HD, change this effect to an aura buff* that lasts 10 minutes/level, remove the sonic aspect, and add some status effects (Blindness? Nausea?) that earns its RL time (Actually rolling to halve 3d6+20 will quickly cease to be worth the time it takes to make the save IMO). Is the one minute casting time an error?
    *Actually thought this was an aura my first read-through.


    Should probably insert a reminder that BAB becoming 20 doesn't affect your EAB.
    Yeah.



    The problem with this is that, while it's probably a level-appropriate effect or perhaps a bit late, the cost to learn or use it is immense compared to its effectiveness, when, most of the time, a lower-level spell or power can suss out nearly all of this much easier.
    Eh, not every spell needs to revolutionize the system. Divination has a lot of heavy hitters in the upper spell levels. Not much you could do besides an epic scry that gets to make an opposed caster level check VS everything that tries to stop it. I doubt this is a first pick, but if you are just grabbing extra slots for a different spell you might pick it up. Heh, maybe make this one have a variable casting time as well and staple on the option to epic scry. That would definitely earn the slot.
    Last edited by Magikeeper; 2014-04-07 at 12:33 AM.

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    Default Re: Less Broken Epic Spellcasting [PEACH]

    Before I launch into this, I've had an idea. What if your first time taking Epic Spellcasting counted double (i.e. you get two slots and learn two spells)?

    Quote Originally Posted by Magikeeper View Post
    Superb Image:
    Illusion [Figment]
    Labels: Arcane
    Components: V, S
    Casting Time: See text
    Range: Long (400ft + 40ft/level)
    Effect: Figment that cannot extend beyond ten 10-ft. cubes + two 10-ft. cubes/level (S); See text
    Duration: See text
    Saving Throw: Will disbelief (if interacted with)
    Spell Resistance: No
    This spell functions like silent image, except that the figment includes visual, auditory, intelligible speech, olfactory, tactile, and thermal elements, and the spell's true nature is harder to reveal. Any effect or ability that would reveal information about the Superb Image and/or it's false nature (such as Truesight, making a DC 80 spot check, making a spellcraft check, etc) must make an opposed caster level check against a DC of 15 + the caster level of the Superb Image to reveal any information about the illusion. If the effect or ability does not have a caster level the user/source of the ability/effect must make a level check instead. Disbelieving the illusion with a successful will save works normally.

    By concentrating, you can move the image within the limits of the range and even set a script for the spell to follow (Such as having a figure walk the perimeter). Unless given a script the image remains static when you are not concentrating on it.

    If you cast this spell as a swift or immediate action, it lasts one round.
    If you cast this spell as a standard action, it lasts for as long as you concentrate plus one hour.
    If you spend 10 minutes casting this spell its effect is permanent and the maximum size of the effect is doubled.
    --------------
    Punching truesight and absurd spot checks in the metaphysical face is all my high level illusionists really wanted. Well, that and large/elaborate illusions. Tossed in tactile elements - still not real, but if you can fake heat why not the sensation of touch?
    Oh, perfect. Thank you.

    Metamagic: That could work. Might need some sort of (scaling) cap, but it might not. Why can't the other epic spell-altering feats be used with these? They don't have the issues regular epic spells have (like permanent emanation + crazy spell X).
    I don't see why they couldn't be used as things are written. Also, I'll write up the metamagic rules.

    Edit: The illusion spell gave me an idea for an evocation:

    Spoiler
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    Elemental Nexus:
    Evocation
    Labels: Arcane
    Components: V, S
    Casting Time: See text
    Range: Long (400ft + 40ft/level)
    Area: See text
    Duration: See text
    Saving Throw: Reflex Halves; See text
    Spell Resistance: No
    This spell creates an eruption of energy that takes whatever style and form you desire within its area of effect (Ball, Walls, fake dragons of energy, etc). The energy need not fill the entire area. Any creature and/or unattended object that comes into contact with the energy takes 1d6 damage per caster level. A successful reflex save halves the damage. The spell may be any combination of the following energy types: Fire, Cold, Electricity, Acid, or Sonic; each damage die must be assigned one of these types. Any creature and/or unattended object that starts or ends its turn while in contact with the energy takes the full amount of damage with no saving throw allowed.

    If you cast the spell as a swift or immediate action the spell's effect is instantaneous and its area is a 10ft/8 levels radius sphere.
    If you cast the spell as a standard action it lasts for as long as you concentrate and its area is a 10ft/4 levels radius sphere.
    If you spend 10 minutes casting the spell the effect lasts for 24hours, deals 2d6 damage per caster level, can be given a script to follow (changing the position of the energy within its area over time), and its area is a 10ft/level radius sphere.
    Decent idea, I'll think on it.

    Quote Originally Posted by TuggyNE View Post
    These spells make me sad, since only one of them has even a little bit of caster level scaling, and nearly all of them need it badly.

    Teleport can carry around eight times as much at CL 21 by simply loading creatures up to their maximum loads, so this sort of regression seems deeply unfortunate. A better rate would be 400 or even 1000 lbs/level.
    So scale the weight limit? Alright.

    I repeat my earlier remark on CL scaling, but with more emphasis!!1!
    Apparently enough emphasis that you couldn't hold on to the shift key, I see.

    Not really bad as such, but not all that much more powerful than choosing heal or true resurrection as desired. Probably never worth an epic slot.
    Eh, when used to heal, it heals things Heal doesn't hit. I'll call it a draw there. EDIT: that and I'll remove the material component altogether.

    Commune already has one more question, and will continue accruing more. When a fifth-level spell is a viable or even superior alternative for an epic spell in a substantial number of cases, something has gone amiss. Try 5 + 1/level.
    The duration is supposed to be the really useful aspect here. That said, I'll scale up the questions.

    So, suggestion, except the sentence limitation is lifted (handy, worth one or two spell levels there at the least), the [language-dependent] tag is removed (puzzling, but it's at least useful), aaaannd it lasts for one hour less when you get it.

    Might be a sixth-level spell, or even seventh. Definitely not epic.
    And the sleeper agent aspect. That said, I'll up the duration.

    Nothing much to say about this. Not exactly bad, but when even wizards have trouble getting more than a few epic spells, ever, this starts looking very nonessential.
    Eh, if they haven't become immortal yet, this is just another way.

    Aaahhhhh, every significant enemy you will ever see again gets a flat 30 damage average in an area, Fort half! This absolutely needs holy word-style CL scaling.
    This is for killing lots of mooks very fast. For foes anywhere near your level, this is not supposed to be the spell you go for. That said, I'll scale the levels some.

    Unlike the power, this doesn't and can't scale or even have metapsionics/metamagic applied, so it's almost strictly less useful, and has a much higher opportunity cost to learn and use.
    And it's being replaced, so this is not relevant.

    This is halfway decent, although I'd prefer scaling the Str bonus and THP somehow. Should probably insert a reminder that BAB becoming 20 doesn't affect your EAB.
    I thought about scaling the bonuses, but I couldn't think of a way that worked without making the Str bonus stupidly large; I had "half your caster level, rounded down", but I'm sure you can see the problem with that.

    The problem with this is that, while it's probably a level-appropriate effect or perhaps a bit late, the cost to learn or use it is immense compared to its effectiveness, when, most of the time, a lower-level spell or power can suss out nearly all of this much easier.
    Eh, I thought about including other things too (like current and maximum hit points; I actually thought about include spells prepared, but quickly decided that was too powerful).

    Quote Originally Posted by Magikeeper View Post
    I am normally pro-scaling, but holy word auto-murder scaling is absurd. It would be trivial to get your caster level to "Are you immune to death effects? No? Then you drop dead, no save" against most opponents. Admittedly, you can already do that with holy word [and not need to worry about death effect immunity]. I'd leave murdering mooks at 10HD, change this effect to an aura buff* that lasts 10 minutes/level, remove the sonic aspect, and add some status effects (Blindness? Nausea?) that earns its RL time (Actually rolling to halve 3d6+20 will quickly cease to be worth the time it takes to make the save IMO). Is the one minute casting time an error?
    *Actually thought this was an aura my first read-through.
    Yeah, the casting time is a copy-paste error. Should be 1 standard action.

    Eh, not every spell needs to revolutionize the system. Divination has a lot of heavy hitters in the upper spell levels. Not much you could do besides an epic scry that gets to make an opposed caster level check VS everything that tries to stop it. I doubt this is a first pick, but if you are just grabbing extra slots for a different spell you might pick it up. Heh, maybe make this one have a variable casting time as well and staple on the option to epic scry. That would definitely earn the slot.
    I thought about doing an epic scry, but it seemed too boring and not worth it when you could just cast scry.
    Last edited by qwertyu63; 2014-04-07 at 08:17 AM.

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