A Monster for Every Season: Summer 2
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    Ogre in the Playground
     
    NecromancerGirl

    Join Date
    Dec 2016
    Location
    Hunting "Yonder."
    Gender
    Female

    Default Epic Spells Using spell slots

    Well, Needed this for a campaign at some point, not all of them are done, but her are the ones that are:

    Epic level spells taking spell slots instead
    Some of these spells have become dual schooled, a caster must have access to both schools of magic to be able to cast these spells. Most are word for word from the ELH although a few have changed, some a lot, others the change was subtle.

    Spoiler: Dreamscape
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    Dreamscape
    Transmutation [Teleportation]
    Level: Universal 10*
    Components: V, S
    Casting Time: 1 minute
    Range: Touch
    Target: You and other touched willing creatures weighing up to 1,000 lb.
    Duration: Instantaneous (D)
    Saving Throw: Yes (harmless) (see text)
    Spell Resistance: Yes (harmless)
    You and any creatures you touch are drawn along a crystal arc of reverie to the edge of conscious thought and into the region of dreams. You can take more than one creature along with you (subject to your weight limit), but all must be touching each other. You physically enter the land of dreams, leaving nothing behind. In the region of dreams, you move through a menagerie of thoughts, desires, and phantoms created by the minds of dreamers everywhere. For every minute you move through the dream landscape, you can “wake” to find yourself five miles displaced in the waking world. Thus, a character can use this power to travel rapidly by physically entering where only dreams normally prowl, moving for a certain length of time (at five miles per minute) and then stepping back into the waking world. You do not know precisely where you will come out in the waking world, nor the conditions of the waking world through which you travel. You know approximately where you will end up based on time spent traveling in dream. Dreamscape can also be used to travel to other planes that contain creatures that dream, but doing this requires crossing into the dreams of outsiders, where you are subject to the dangers of alien dream realities. This is a potentially perilous proposition, at your DM’s option. Transferring to another plane of existence requires 1d4 hours of uninterrupted journey. Any creatures touched by you when dreamscape is cast also make the transition to the borders of unconscious thought. They may opt to follow you, wander off into the dreams of others, or stumble back into the waking world (50% chance for either of the latter results if they are lost or abandoned by you). Creatures unwilling to accompany you into the region of dreams receive a Will save, negating the effect if successful.
    *Universal: Any spellcasting class can cast this spell as a 10th level spell.



    Spoiler: Raise Island
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    Raise Island
    Conjuration (Creation)
    Level: Universal 12
    Components: V, S, XP
    Casting Time: 12 hours
    Range: 0 ft.
    Area: 100'/level radius hemispherical island
    Duration: Permanent
    Saving Throw: None
    Spell Resistance: No
    You can literally raise a new island from out of the sea, bringing to the surface a sandy or rocky but otherwise barren protrusion that is solid, stable, and permanently established. Raise island only works if the ocean is less then 1,000'+100'/level deep where the spell is cast.
    XP Cost: 2,000 XP.


    Spoiler: Greater Spell resistance
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    Greater Spell Resistance
    Transmutation
    Level: Cleric 13
    Components: V, S
    Casting Time: 1 minute
    Range: Touch
    Target: Creature touched
    Duration: 20 hours
    Saving Throw: Will negates (harmless)
    Spell Resistance: Yes (harmless)
    You grant the subject touched spell resistance equal to your (CL*2)+10 until
    the duration expires. The spell resistance granted does not stack, but overlaps with, any previous spell resistance.


    Spoiler: Epic Mage Armor
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    Epic Mage Armor
    Transmutation [Force]
    Level: Sor/Wiz 12, Force 12, Protection 12
    Components: V, S
    Casting Time: 1 minute
    Range: Touch
    Target: Creature touched
    Duration: 24 hours (D)
    Saving Throw: Will negates (harmless)
    Spell Resistance: Yes (harmless)
    An invisible but tangible field of force surrounds the subject of epic mage armor, providing a armor bonus to Armor Class equal to 1/4 your level+4. Unlike mundane armor, epic mage armor entails no armor check penalty, arcane spell failure chance, or speed reduction. Because epic mage armor is made of force, incorporeal creatures can’t bypass it the way they do normal armor.

    Note: If using unmodified schools of magic this is a conjuration (creation) spell


    Spoiler: Animus Blast
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    Animus Blast
    Evocation and Necromancy [i][Cold] [Evil][i]
    Level: Wiz/Sor 10, Evil 10
    Components: V, S, M
    Casting Time: Standard action
    Range: Long
    Area: 20' burst
    Duration: Instantaneous
    Saving Throw: Reflex Half
    Spell Resistance: Yes
    When this spell is cast, you can engulf your enemies in a coldball that deals 10d6 points of cold damage. However, victims that perish as a result of this blast are then instantly animated as Medium-size skeletons. These skeletons serve you indefinitely. You cannot exceed the normal limit for controlling undead through use of this spell, but other means that allow you to exceed the normal limit for controlled undead work just as well with undead created with animus blast. Any undead not under your control are aware that you killed them, although they do not retain any memories, only an urge to destroy you.
    Material Component: The skull of someone publicly executed.


    Spoiler: Rain of Fire
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    Rain of Fire
    Evocation [Fire]
    level: Universal 13
    Components: V, S
    Casting Time: 1 minute
    Range: 0 ft.
    Area: 1/2 mile/level radius emanation
    Duration: 1 hour/level.
    Saving Throw: Reflex negates (see text)
    Spell Resistance: Yes
    This spell summons a swirling thunderstorm that rains fire rather than raindrops down on you and everything within a two-mile radius of you. Everything caught unprotected or unsheltered in the flaming deluge takes 1 point/level of fire damage each round. A successful Reflex save results in no damage, but the save must be repeated each round. Unless the ground is exceedingly damp, all vegetation is eventually blackened and destroyed, leaving behind a barren wasteland similar to the aftermath of a grass or forest fire. The fiery storm is stationary and persists even if the caster leaves.


    Spoiler: Contingent Resurrection
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    Contingent Ressurection
    Necromancy (Healing)
    Level: Cleric 10, Healing 10
    Components: V, S, DF, M
    Casting Time: 1 Minute
    Range: Touch
    Target: You or creature touched
    Duration: Contingent until expended (Max 1 day/level), then instantaneous
    Saving Throw: No (see text)
    Spell Resistance: Yes (Harmless)
    Contingent resurrection returns the subject to life if she is slain. Once cast, the spell remains quiescent and does not activate until the trigger conditions have been met (but each day it remains untriggered, it uses up an epic spell slot, even if you cast it on another creature). Once triggered, the spell is expended. If the subject is killed (the trigger), she is restored to life and complete health 1 minute later, so long as even a tiny bit of dust remains for contingent resurrection to act upon. A golden shaft of light shines down from the heavens, illuminating the subject and everything within 20 feet, as the target’s life is visibly restored. The creature is restored to full hit points, vigor, and health, with no loss of prepared spells. However, the subject loses one level (or 1 point of Constitution if the subject was 1st level). Contingent resurrection does not work on a creature that has died of old age.
    Note: If using normal rules replace Necromancy with Conjuration


    Spoiler: Soul Scry
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    Soul Scry
    Divination
    Level: Universal 13
    Components: V, S
    Casting Time: 10 minutes
    Range: See text
    Target: One other living creature
    Duration: 20 minutes (D)
    Saving Throw: Will negates
    Spell Resistance: No
    When you cast this spell, you are temporarily able to tap the consciousness of another sentient creature with whom you are familiar (by meeting, observing, or successfully scrying the subject), experiencing everything she does with all five senses. The target receives a Will save, and if successful, prevents you from making the telepathic connection. Whether the saving throw is successful or not, the target is unaware of the attempted intrusion. Once the subject is tapped, you are able to hear, see, fell, smell, and taste everything the subject senses. You cannot control the subject, however. You can only see what the subject chooses to look at, and you taste something only if the subject eats or drinks it during the spell’s duration! During this time, your own body remains in a trancelike state. If the subject takes damage, you sense the injuries, although your own body does not actually suffer any ill effects. If the subject is knocked unconscious or killed, the spell immediately ends.


    Spoiler: Crown of Vermin
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    Crown of Vermin
    Conjuration (Summoning)
    Spell Level: Sor/Wiz 11, Druid 11
    Components: V, S, F
    Casting Time: 1 minute
    Range: Personal
    Effect: Aura of 1,000 vermin that surround you in a 10' spread
    Duration: 1 min/level
    Saving Throw: None or Reflex Half (See text)
    Spell Resistance: No
    When you “don” a crown of vermin, one thousand venomous, biting and stinging spiders, scorpions, beetles, and centipedes apparently erupt from the very air around you. This swarm forms a living aura around you to a radius of 10 feet. You are immune to your own crown of vermin. The swarm goes where you go at your speed, even if you take to the air or water (though water drowns the vermin after 1 full round of immersion, unless the spell is cast underwater, in which case aquatic or marine vermin answer the call and cannot leave the water). Each vermin in the crown of vermin bites a creature who enters the area occupied by the effect (or you force the effect into an area occupied by another creature) for 1 point of damage, and then dies. Each victim takes enough points of damage to kill it, destroying that number of vermin in the process. Victims get a Reflex saving throw each round to avoid the full press, and if successful, take only 10d10 bites (and 10d10 points of damage). A total of
    1,000 points of damage can be dealt to those who fall prey to the crown of vermin. At the end of your turn if there are at least 2 vermin they regain 100 vermin, to a max of 1000 vermin. The vermin have damage reduction 1/+6, allowing them to affect creatures with high damage reduction. Likewise, the vermin are slightly more resistant to normal damage. If there aren’t enough vermin to kill all the creatures in the spell’s effect, the creature with the fewest hit points is affected first, then the creature with the second fewest hit points, and so on. After all creatures that can be killed have been killed, any remaining damage is distributed among the survivors equally. You can force them into areas that would normally deter common vermin. You can completely suppress your vermin aura as a free action so that no vermin are visible at all. The time that vermin are suppressed does not count toward the spell’s duration. Alternatively, you can roughly shape and move the vermin in any fashion you desire within the limits of the 10-foot-radius spread as a move-equivalent action. For example, you could leave a corridor within the area free of vermin, or give a functional or fanciful shape to the mass. The vermin cannot be wrested from your control through any means. The vermin make all saving throws to avoid damaging effects using your base saving throw bonuses. They gain your spell resistance, if any, and they get saving throws against spells that would otherwise automatically slay vermin. You can see through your crown of vermin without difficulty, but you gain one-half concealment against enemy attacks launched both outside and within your crown of vermin.

    [b]Focus[b]: A crown made of bronze worth at least 50 gp.


    Spoiler: Verdigris
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    Verdigris
    Transmutation
    Level: Druid 11
    Components: V, S
    Casting Time: 1 minute
    Range: 300 ft.
    [b]Area: 20'/level radius hemisphere
    Duration: 2 hours/level
    Saving Throw: Reflex half
    Spell Resistance: No
    When you cast this spell, you create a tsunami of grass, shrubs, and trees that overgrows the area like a tidal wave. The plant growth creeps and curls across everything in the area, wnsnaring it and coiling around it as if it had been growing there for a century or more, like
    some ancient ruin overrun by jungle. Creatures in the area must make a Reflex saving throw to avoid the fast moving growth, which otherwise deals 1d6/level points of damage from the crushing press. Buildings are engulfed by tendrils of vines, creepers, thick roots, and branches, and they likewise take 1d6/level points of damage. Those destroyed by the damage have their foundations uprooted and walls crumbled. The plant growth disappears at the end of the duration.


    Spoiler: Nailed to the sky
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    Nailed to the Sky
    Conjuration [Teleportation]
    Level: Sor/Wiz 13
    Components: V, S, XP
    Casting Time: 1 standard action
    Range: Touch
    Target: Creature or object weighing up to 1,000 lb.
    Duration: Instantaneous
    Saving Throw: Will negates
    Spell Resistance: Yes
    Your spell fixes the target to the heavens. Nailed to the sky actually places the target so far from the surface of the world and at such a speed that it keeps missing the surface as it falls back, so it enters an eternal orbit. Unless the target can magically fly or has some other form of non-physical propulsion available, the target is stuck until someone else rescues it. Even if the target can fly, the surface is 2 to 4 hours away, assuming a fly spell, which allows a maximum speed of 720 feet per round while descending. The target may not survive that long. Depending on the world where nailed to the sky is cast, conditions so far from its surface may be deadly. Deleterious effects include scorching heat, cold, and vacuum. Targets subject to these conditions take 2d6 points of damage each from heat or cold and 1d4 points of damage from the vacuum each round. The target immediately begins to suffocate (see the Suffocation sidebar in Chapter 3 of the DMG).
    XP Cost: 100 XP/HD of creature effected.


    Spoiler: Soul Dominion
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    Soul Dominion
    Divination and Enchantment (Compulsion) [Mind-Affecting]
    Level: Universal 14
    Components: V, S
    Casting Time: 10 minutes
    Range: See text
    Target: One other living creature
    Duration: 20 minutes (D)
    Saving Throw: Will negates (see text)
    Spell Resistance: No
    As soul scry, except you can also take total control of the target’s body. The target receives a Will saving throw, and if successful, prevents you from making the telepathic connection. The target is aware of the attempted takeover as a strange, momentary tingling. If the Will save fails, you are able to control the subject’s body as if it were your own, hearing, seeing, feeling, smelling, and tasting everything the target senses. Once you dismiss the spell or its duration ends, the target resumes control of its body, fully aware of all events that occurred, having been a helpless witness trapped inside its own body. The target knows the name and general nature of its possessor if it succeeds at an additional Will saving throw.


    Spoiler: Animus Blizzard
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    Animus Blizzard
    Level: Sor/Wiz 12, Evil 12
    Components: V, S, F
    Casting Time: Full Round Action
    Range: Long
    Area: 40' burst
    Duration: Instantaneous
    Saving Throw: Reflex Half
    Spell Resistance: Yes
    When this spell is cast, you can engulf your enemies in an unusually powerful burst of cold that deals 30d6 points of damage. However, victims that perish as a result of this blast are then instantly animated as wights. These wights serve you indefinitely. You cannot exceed the normal limit for controlling undead through use of this spell, but other means that allow you to exceed the normal limit for controlled undead work just as well with undead created with animus blizzard. Any undead not under your control or that you lose control of by thos spell attempt to say you, as they know you killed them in life, although they gain no memories, class features etc back.
    Focus: A jar made of adamantine containing the ashes of someone proclaimed a witch, falsely.


    Spoiler: Enslave
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    Enchantment (Compulsion) [Mind-Affecting]
    Level: Universal 15
    Components: V, M, XP
    Casting Time: 1 hour
    Range: 75 ft.
    Target: One living creature
    Duration: Permanent
    Saving Throw: Will negates
    Spell Resistance: Yes
    You make a permanent thrall of any living creature. You establish a telepathic link with the subject’s mind. If the creature has a language, you can generally force the subject to perform as you desire, within the limits of its abilities. If the creature has no language, you can communicate only basic commands, such as “Come here,” “Go there,” “Fight,” and “Stand still.” You know what the subject is experiencing, but you do not receive direct sensory input from it. A subject forced to take an action against its nature receives a saving throw with a penalty of –10 to resist taking that particular action, but if it succeeds, it still remains your thrall despite its minor mutiny. Once a subject makes a successful saving throw to resist a specific order, it makes all future saving throws to resist taking that specific action without a penalty. Protection from evil or a similar spell can prevent you from exercising control or using the telepathic link while the subject is so protected, but it does not prevent the establishment of enslave or dispel it.
    XP Cost: 500 XP/HD of the subject.


    Spoiler: Demise Unseen
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    Demise Unseen
    Necromancy and Illusion [Death] [Evil] [Figment]
    Level: Wiz/Sor 10, Evil 10
    Components: V, S
    Casting Time: 1 full round action
    Range: Long
    Target: One creature of up to 30 HD+1 HD/CL
    Duration: Instantaneous
    Saving Throw: Fort negates
    Spell Resistance: Yes
    You instantly slay a single target and at the same moment animate the body so that it appears that nothing has happened to the creature. The target’s companions (if any) do not immediately realize what has transpired. The target receives a Fortitude saving throw to survive the attack. If
    the save fails, the target remains in its exact position with no apparent ill effects. In reality, it is now a ghoul under your control. The target’s companions notice nothing unusual about the state of the target until they interact with it, at which time each companion receives a Will saving throw to notice discrepancies (“By Moradin’s beard, you move slowly today!”). The ghoul serves you indefinitely. You cannot exceed the normal limit for controlling undead through use of this spell, but other means that allow you to exceed the normal limit for controlled undead work just as well with undead created with demise unseen.


    Spoiler: Momento Mori
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    Momento Mori
    Necromancy [Death]
    Level: Sor/Wiz 11, Evil 11
    Casting Time: 1 standard action
    Range: 300 ft.
    Target: One living creature
    Duration: Instantaneous
    Saving Throw: Fortitude partial (see text)
    Spell Resistance: Yes
    Your passing thought connotes death for the target. As a standard action that counts as a quickened spell, you will the target dead without a word or gesture. Your bloodthirsty wish snuffs out the life force of a living creature of 4*level or fewer HD, killing it instantly. The subject is entitled to a Fortitude saving throw to have a chance of surviving the attack. If the save is successful, the target instead takes 3d6+5/level points of damage.


    Spoiler: Hellball
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    Hellball
    Evocation [Acid, Fire, Electricity, Sonic]
    Level: Sor/Wiz 14
    Components: V, S
    Casting Time: 1 standard action
    Range: Long
    Area: 40'+5'/level radius spread
    Duration: Instantaneous
    Saving Throw: Reflex half
    Spell Resistance: Yes
    A hellball is a massive blast of energy that detonates with a thundering roar. It deals 2d6/level points of acid damage, 2d6/level points of fire damage, 2d6/level points of electricity damage, and 2d6/level points of sonic damage to all creatures within the area. Unattended objects also take this damage. The spell is barely controlled, and you take 1d6/level points of damage as you release it. You point your finger and determine the range (distance and height) at which the hellball is to detonate. A sun-bright, fist-sized globe of strobing energy streaks forth and, unless it impacts a material body or solid barrier prior to attaining the indicated range, blossoms into an effect described by the rare survivor as “hell on earth.”


    Spoiler: Damnation
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    Damnation
    Enchantment (Compulsion) and Conjuration [Teleportation] [Mind Affecting]
    Level: Cleric 12
    Components: V, S, XP
    Casting Time: 1 standard action
    Target: Creature touched
    Duration: Instantaneous (20 hours for compulsion)
    Saving Throw: Will negates (see text)
    Spell Resistance: Yes
    You send your foe to hell, if you succeed at a melee touch attack, the target must succeed at a Will saving throw. If he fails his saving throw, he is sent straight to a layer of the Nine Hells (or the Abyss, at your option) swarming with fiends. The subject will not willingly leave the Nine Hells for 20 hours, believing that his predicament is a just reward for an ill-spent life. Even after the compulsion fades, he must devise his own escape from the Nine Hells. Unless your DM devises a specific location and scenario in the Nine Hells, the subject encounters a group of 1d4 pit fiends (or balors, if in the Abyss) every hour he spends in hell.


    Spoiler: Pestilence
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    Pestilence
    Conjuration and Necromancy
    Level: Druid 12, Sor/Wiz 13, Cleric 13
    Components: V, S, Ritual, XP
    Casting Time: 10 minutes
    Range: 0 ft.
    Area: 1/4 mile/level diameter hemisphere
    Duration: Instantaneous
    Saving Throw: Fortitude negates
    Spell Resistance: Yes
    When pestilence is successfully cast, a wave of illness radiates outward from the site of the ritual, instantly infecting every living thing in the area with the debilitating disease known as slimy doom. Within 24 hours, everything in the area begins to show signs of rot and decay, plants liquefy and yellow, drooping to the ground as they begin to dissolve. Animals and people are consumed from within by the disease, initially bleeding from the gums, eyes, nose, and other soft tissue, and eventually exhibiting ghastly, purple blotches. The disease culminates in open, scabrous wounds over the entirety of the victims’ bodies. The entire region afflicted by this
    horrid disease is quickly engulfed in fetid stenches and overrun by flies and maggots, adding further discomfort to the victims. Each day that a victim fails a Fortitude save, it takes 1d4 points of temporary Constitution damage. If the victim then fails a second save, 1 point of that damage is permanent drain. If the victim succeeds at the first saving throw of the day on consecutive days, he has recovered from the disease. This magical form of the disease is not contagious and will not spread beyond those initially infected. This potent and terrible ritual might be perpetrated upon a small rural farming community, spreading in every direction and afflicting crops, orchards, farm animals and residents alike in devastating fashion. Or it could be cast in the middle of a bustling metropolis, infecting commoners and nobility alike. Fruits and vegetables infected with slimy doom are unfit for consumption, as are disease-ridden livestock.
    XP Cost: 10,000 XP.


    Spoiler: Living Lightning
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    Living Lightning
    Evocation [Electricity]
    Level: Sor/Wiz 15, Druid 14
    Casting Time: 1 full round action
    Range: 300 ft. or 150 ft.
    Area: A bolt 5 ft. wide by 300 ft. long, or 10 ft. wide by 150 ft. long
    Duration: Instantaneous
    Saving Throw: Reflex half
    Spell Resistance: Yes
    You develop a spell that you can cast; thereafter, the spell can effectively “cast itself.” When you cast the spell, a stroke of energy deals 1d6/level points of electricity damage to each creature within the spell’s area. Living lightning follows all the standard rules for epic spell casting when you cast it. Living lightning is sentient and generally friendly toward you. It has your mental ability scores, but it has no physical ability scores. It senses the world through your senses and communicates with you by thought. As a self triggering spell, it isn’t truly alive but is a fragment of your personality. It cares little for the world around it, but at your urging (and sometimes at its own discretion) it casts itself at your foes. Casters who prepare spells before casting must prepare living lightning normally in order for it to cast itself. When the spell casts itself, it acts on your initiative but does not count against your own actions in the round. Assuming you had enough epic spell slots for the day, you could be simultaneously taking another action, including casting another epic spell or nonepic spell. You cannot simultaneously cast living lightning while it is casting its own effect, even if it has been prepared more than once. Living lightning uses up one of your epic spell slots for the day whenever it casts itself. When you’ve used up all your epic spell slots for the day (or you’ve cast all your prepared living lightning spells, if you are a caster who must prepare spells), living lightning becomes quiescent. It remains so until you’ve rested to regain your epic spell slots for the next day.


    Spoiler: Eternal Freedom
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    Eternal Freedom
    Abjuration
    Level: Universal 15
    Components: V, S, Ritual, XP
    Casting Time: 1 minute
    Range: Touch
    Target: Touched creature or object of 2,000 lb. or less
    Duration: Permanent
    Saving Throw: Will negates
    Spell Resistance: Yes
    The subject goes boldly where others fear to tread, becoming permanently immune to the following specific spells, effects, and spell-like abilities: entangle, hold, imprisonment, paralysis, petrification, slow, temporal stasis, and web.
    XP Cost: 500 XP per Hd of the creature to be affected.


    Spoiler: Verdigris Tsunami
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    Verdigris Tsunami
    Transmutation
    Level: Druid 13
    Components: V, S, XP
    Casting Time: 1 minute
    Range: 1,500 ft.
    Area: 50'/level radius hemisphere
    Duration: Permanent
    Saving Throw: Reflex half
    Spell Resistance: No
    As verdigris, except creatures in the area take 2d6/level points of damage (Reflex save for half), as do buildings, and the plant growth is permanent.
    XP Cost: 10,000 XP.


    Spoiler: Dire Winter
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    Dire Winter
    Evocation [Cold]
    Level: Sor/Wiz 11
    Components: V S, XP
    Casting Time: 1 minute
    Range: 1,000 ft.
    Area: 500' +50'/CL radius emanation
    Duration: 1 day/level
    Saving Throw: None
    Spell Resistance: None
    You summon winter. The creature or object you target emanates bitter cold to a radius of 1,000 feet for 20 hours. The emanated cold deals 1d4 points of cold damage/CL per round against creatures in the area. The intense cold freezes water out of the air, causing constant snowfall and wind. The snow and wind produce a blizzard effect within the area (see the Weather Hazards section in Chapter 3 of the DUNGEON MASTER’s Guide).
    XP Cost: 10,000 XP.
    Last edited by Westhart; 2017-09-06 at 07:26 AM.
    Homebrew: If it is mine feel free to PEACH and/or use it.

    Extended Signature

    Well, it seems that life has deposited me here, yet again. Hopefully this time I get to stay a while, as I intend on revising some old homebrew.

  2. - Top - End - #2
    Ogre in the Playground
     
    OldWizardGuy

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    Default Re: Epic Spells Using spell slots

    Kudos to you for this project! However, it really just goes to show how unbalanced the ELH was - how on earth is Dreamscape an epic spell, when we have shadow walk? Similarly, what advantage does Epic Mage Armour have over shapechange, other than duration? Or Raise Island over genesis? Bah humbug! :D

  3. - Top - End - #3
    Ogre in the Playground
     
    NecromancerGirl

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    Default Re: Epic Spells Using spell slots

    Quote Originally Posted by rferries View Post
    Kudos to you for this project! However, it really just goes to show how unbalanced the ELH was - how on earth is Dreamscape an epic spell, when we have shadow walk? Similarly, what advantage does Epic Mage Armour have over shapechange, other than duration? Or Raise Island over genesis? Bah humbug! :D
    Goes and looks at genesis... "Wow." You know, I had one of my old DMs send me a listof some of the bad spells to ban, this was on it and I never bothered looking Glad I blocked it XD, but yes this blows raise island out of the water... Maybe because they thought you are literally changing the game world instead of making a demiplane? No idea

    As for dreamscape I planned on moving it down to a 7th/8th/9th, but I did add (in my campaign) where if you knew a creature's truename (Arcana Unearthed by Cook version) you can attack it, disrupting sleep and thus spells etc... So I might keep it where it is in my campaign but otherwise? Definitely not very "Epic."
    Of course any spell that would block spells that target a sleeping creature would negate this still... hmm...

    Epic Mage Armor Vs Shapechange?
    :P It is shape change, which happens to be a tad OP... of course I changed it up from the first version which was a static +20, I feel most spells should improve with CL besides the obvious range duration etc. Thinking it making 1/2 level instead of 1/4.... 14 vs 8 at 20th....
    Homebrew: If it is mine feel free to PEACH and/or use it.

    Extended Signature

    Well, it seems that life has deposited me here, yet again. Hopefully this time I get to stay a while, as I intend on revising some old homebrew.

  4. - Top - End - #4
    Ogre in the Playground
     
    OldWizardGuy

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    Default Re: Epic Spells Using spell slots

    Quote Originally Posted by NothingAbnormal View Post
    Goes and looks at genesis... "Wow." You know, I had one of my old DMs send me a listof some of the bad spells to ban, this was on it and I never bothered looking Glad I blocked it XD, but yes this blows raise island out of the water... Maybe because they thought you are literally changing the game world instead of making a demiplane? No idea

    As for dreamscape I planned on moving it down to a 7th/8th/9th, but I did add (in my campaign) where if you knew a creature's truename (Arcana Unearthed by Cook version) you can attack it, disrupting sleep and thus spells etc... So I might keep it where it is in my campaign but otherwise? Definitely not very "Epic."
    Of course any spell that would block spells that target a sleeping creature would negate this still... hmm...

    Epic Mage Armor Vs Shapechange?
    :P It is shape change, which happens to be a tad OP... of course I changed it up from the first version which was a static +20, I feel most spells should improve with CL besides the obvious range duration etc. Thinking it making 1/2 level instead of 1/4.... 14 vs 8 at 20th....
    Sorry I wasn't commenting on your versions so much as the original epic spells! You've done faithful (and improved!) versions, it's just silly that they refluffed shadow walk and said it qualified as a somehow "EPIC!" spell.

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    Default Re: Epic Spells Using spell slots

    Some of the spells still have DCs instead of spell levels.

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    Default Re: Epic Spells Using spell slots

    Quote Originally Posted by rferries View Post
    Sorry I wasn't commenting on your versions so much as the original epic spells! You've done faithful (and improved!) versions, it's just silly that they refluffed shadow walk and said it qualified as a somehow "EPIC!" spell.
    Ah, no problem, totally agree on dreamscape. I'm still fine tuning the mechanics for my version so that is the ELH

    Quote Originally Posted by nonsi View Post
    Some of the spells still have DCs instead of spell levels.
    Bah, My bad... Fixed
    Homebrew: If it is mine feel free to PEACH and/or use it.

    Extended Signature

    Well, it seems that life has deposited me here, yet again. Hopefully this time I get to stay a while, as I intend on revising some old homebrew.

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    Default Re: Epic Spells Using spell slots

    .
    A formatting suggestion if I may.

    Spoilering each spell is tedious as hell.

    You might wanna consider 2 spoilers:
    1. The spell names.
    2. The descriptions.

    The names will be formatted as follows:
    < SPELL NAME > [ <SCHOOL> ; <LEVEL: ___ , ___ , ...> ]
    Example: Contingent Ressurection [Necromancy (Healing) ; Level: Cleric 10, Healing 10]

    The description will follow one another w/o spoilering each of them.

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    Default Re: Epic Spells Using spell slots

    Quote Originally Posted by nonsi View Post
    .
    A formatting suggestion if I may.

    Spoilering each spell is tedious as hell.

    You might wanna consider 2 spoilers:
    1. The spell names.
    2. The descriptions.

    The names will be formatted as follows:
    < SPELL NAME > [ <SCHOOL> ; <LEVEL: ___ , ___ , ...> ]
    Example: Contingent Ressurection [Necromancy (Healing) ; Level: Cleric 10, Healing 10]

    The description will follow one another w/o spoilering each of them.
    I haven't had any coffee which may be why, but I'm not following you here... sorry!
    Homebrew: If it is mine feel free to PEACH and/or use it.

    Extended Signature

    Well, it seems that life has deposited me here, yet again. Hopefully this time I get to stay a while, as I intend on revising some old homebrew.

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    Default Re: Epic Spells Using spell slots

    Quote Originally Posted by NothingAbnormal View Post
    I haven't had any coffee which may be why, but I'm not following you here... sorry!

    Nevermind. I'v implemented a better formatting here.

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