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A Tournament of Cosmic Propotions! (Immortal's Handbook Rules)
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<blockquote data-quote="Neoiceshroom" data-source="post: 5737249" data-attributes="member: 6674872"><p>Also Here's a compilation of all the variant rules we're using for this tournament.</p><p></p><p>The first thing that originally got me the idea to start work on this tournament aside from the "High Epic" adventure seed idea on 27 of the Beastiary pdf.</p><p></p><p></p><p><strong>Improved Spell Mastery</strong></p><p><strong>Prerequisite:</strong> Ability to cast the maximum level spells in at least one spell casting class, Spellcraft 24 ranks and the appropriate Knowledge or Perform (bard) skill of 24 ranks. Four Metamagic feats </p><p><strong>Benefit:</strong> The first time this feat is taken it grants the benefit of one free level of Metamagic per round, which you may spontaneously apply to any spell you can cast. It also stacks with existing metamagic development. Furthermore, when you select this feat it also grants you one spell slot per day up to one level higher than the highest-level spell you can cast in a particular class. If the level of the spell is 10 or higher it is considered an epic spell and must be prepared as such described in the FeanMerc System. Each time you take improved spell mastery you gain one level higher than your current maximum for casting epic spells. For example a 21st level wizard who has taken this feat 1 time could cast up to 10th level (epic) spells, or spells who’ve had their effective level raised to 10 via Metamagic feats. He would also gain 1 levels of Metamagic each round which he could use to apply to any spell he could cast without raising it’s effective spell level at all but still gaining the benefits. Bonus spells apply as listed on table 1-35 in the Epic Level Handbook. </p><p><strong>Special:</strong> You can gain this feat multiple times, its effects stack. A character must have taken this feat enough times to cast spells over 10th level or whatever their current maximum is. For example a wizard would have to take this feat 6 times to cast 15th level spells, whilst a paladin would have to take it 11 times to cast 15th level spells. The paladin (11 free levels per round) would however have more levels of Metamagic per round than the wizard (6 free levels) in said example. When using the free Metamagic granted by this feat, you could make a 9th level spell as powerful as a 10th level or higher spell, but without needing to prepare it as an epic spell, since it’s free Metamagic it still consumes only a 9th level spell slot as long as you don’t exceed your free Metamagic quota for the round. You may choose to exceed your quota with Metamagic must sacrifice an appropriately higher level spell slot (which is also granted by this feat in a way giving you a two for one deal) but need not prepare it as an epic spell. “Epic” spells are really just spells that casters design themselves piece by piece. </p><p></p><p>Improved Power Mastery</p><p><strong>Prerequisite:</strong> Ability to cast the maximum level power available in at least one psionic manifesting class, Psicraft 24 Ranks, Knowledge (Psionics) 24 ranks. Four metapsionic feats.</p><p><strong>Benefit:</strong> The first time this feat is taken you gain +2 free power points which may only be applied to the cost of manifesting powers with metapsionic feats. This feat also stacks with existing Metapsionic development. This feat also allows access to Epic psionic powers, but only once the effective level of the maximum power known is at least 10. (a psychic warrior for example, would have to take this feat 4x to begin designing epic level psionic powers) Using the same seeds described in the ELH, and the rules described in the FeanMerc System.</p><p><strong>Special:</strong> This feat can be taken multiple times, it's effects stack. All other limitations to psionic powers, not being able to spend more PP on augmentation/metapsionics, than your current Manifester Level, still apply. Unless of course you've taken a feat or some ability for that to.</p><p></p><p>I was also working on a version to apply the same concept to Martial maneuvers but I decided to make epic maneuvers a bit different, basing access to specific epic maneuver schools or "seeds" based on the cannon theme behind the discipline on which it is based. That is still largely a work in progress. More on that later.</p><p></p><p>Also made some changes to the metamagic freedom feat as listed below:</p><p></p><p> <strong><strong><u>Meta-Magic Freedom</u></strong>You can stack the same meta-magic feat multiple times.</strong></p><p><strong></strong></p><p></p><p><strong>Prerequisites:</strong> You can apply the same meta-magic feat any number of times to the same spell, provided you have a spell slot of adequate level or sufficient free levels of Meta-Magic from Improved Spell Mastery. For example, you could use a 9th level spell slot to cast a triple empowered fireball at +150% damage. You could even use three of your "free" levels of metamagic to enhance the 9th level fireball further and maximize and quicken it using your "free" levels of meta-magic. For all mechanical purposes, even though the spell is a Triple Empowered Maximized Quickened Fireball, it would still only consume a 9th level spell slot and would count as a 9th level spell for purposes of Spell DC and any other purposes.</p><p><strong>Normal:</strong> Without this feat, you can only apply the same meta-magic feat once to a given spell.</p><p><strong>Special:</strong> A Spell can only be quickened more than once a round with the free levels of meta-magic granted from Improved Spell Mastery (see page 1 of this thread). In any given round you may cast one spell that is not quickened, one spell that is prepared as quickened, and any number of quickened spells, each using four free levels of meta-magic from your Improved Spell Mastery quota for that round. (Also don't forget about the Improved Meta-Magic feat from the ELH/d20SRD which can be used to reduce quicken spell to a +1 per application instead of +4)</p><p>Multiple quickened spells happen simultaneously so you cannot teleport to a location, cast a fireball, then teleport away again.</p><p></p><p></p><p>Unerring weapons have been changed to +36 and instead of allowing hits on anything but a natural 1 it simply allows the weapon to swing vs. the targets touch AC which at this level of play will still be significantly lower than their normal AC.</p><p></p><p>Also, before we Spectre/Belzamus came up with his new method for VSCs we tried to figure out other ways of making immortal combat less like a game of rocket launcher tag. I first ran into this problem back when i first got my copy of the IH using the exact rules as they are published in the pdfs. I was running a ECL 130 Adventure and I noticed in combat that the Fighter of the party was Doing insane amounts of damage far outshadowing the rest of the party in DPR (damage per round). Now I am not a complete idiot and I did notice the characters damage output before the actual adventure so I came up with a patchwork solution in the form of an epic spell seed.</p><p></p><p><strong>SEED: Lifewell</strong></p><p>Conjuration (Healing)</p><p>Spellcraft DC: 30</p><p>Components: V, S</p><p>Casting Time: 1 Minute</p><p>Range: Touch</p><p>Target: Two Living Creatures.</p><p>Duration: 20 Hours or until lifewell reaches 0 (see below)</p><p>Saving Throw: Yes (Harmless)</p><p>Spell Resistance: Yes (Harmless)</p><p></p><p> This Spell adds the total hit points of every target, after applying magical items and effects, and combines them all into one pool. Whenever a target takes damage of any kind it is given instead to the HP pool. When the Hit point pool runs dry the Life-well is immediately sundered and all targets under the effect of the Lifewell become staggered (disabled, can only take one move or standard action per turn) and drop to 0 hp. If One of the targets is subject to a death spell, death from massive damage, or other death effect their connection with the life-well is severed and their total contributed HP are immediately subtracted from the lifewell. If this brings the total below 0 the lifewell ends and all participants are staggered (see above). If the lifewell remains positive through the death of one or more of it’s participants, it will remain in effect until all participants are dead or the lifewell’s total HP reaches 0 or less.</p><p> To add another target within range increase the Spellcraft DC by +4.</p><p></p><p>Using this method in conjuction with an epic ritual that combined the HP of Five Immortals (100HD greater, 119hd Greater, 70HD Intermediate, 60 HD Intermediate) and a 432 HD Teratoid Paragon Tyrannosaurus Rex for a combined HP total of like 725K HP. Even with a HP well that huge vs. the final encounter combat still only lasted 3 rounds. Rocket launcher Tag FTL.</p><p></p><p>In addition to that seed I've also introduced an HP Multiplier rule for lower immortals (The sidereals and eternals have them, so why not gods to?)</p><p></p><p>Demigods get x1 HP (d20s HD)</p><p>Lesser gods get x2 HP (D20 HD)</p><p>Intermediate gods get x3 HP (D20 HP)</p><p>Greater gods get x4 HP (d20 HD)</p><p>Elder ones Get X4 hp (D100 HD)</p><p>Old Ones get X6 HP (D100 HD)</p><p>First Ones get x8 HP (D100 HD)</p><p>Demiurges get X10 for stage 1, X100 for stage 2, x500 for stage 3 and finally timelords who get x1000 per HD (d1000s for HD)</p><p></p><p>Finally there came Belzamus' method of reducing the damage granted by Virtual Size Catagories which greatly helped. There were a few more abilities which stuck out like a sore thumb and that was the Cosmic and Transcendental Versions of Weapon Specialization. They have been re-designed as follows:</p><p></p><p><u><strong>Cosmic Weapon Specialization:</strong></u></p><p>Your Power is Unearthly</p><p><strong>Prerequisites: </strong>Base Attack Bonus +70, Epic Weapon Focus, Greater</p><p>Weapon Focus, Uncanny Weapon Focus, Weapon Focus.</p><p><strong>Benefit: </strong>You may add a total of 10 times your Divine bonus as additional damage to any successful attack with your chosen weapon. This ability is multiplied by your crit. multiplier when you score a critical hit.</p><p></p><p><u><strong>Transcendental Weapon Specialization</strong></u>:</p><p><strong>Prerequisites:</strong> BAB +130, Epic Weapon Focus, Epic Weapon</p><p>Specialization, Greater Weapon Focus, Greater Weapon Specialization,</p><p>Perfect Weapon Focus, Perfect Weapon Specialization, Weapon Focus,</p><p>Weapon Specialization, Unearthly Weapon Focus, Unearthly Weapon</p><p>Specialization.</p><p><strong>Benefit:</strong> You may add a total of 100 times your divine bonus to any successful damage roll with your chosen weapon. This damage overlaps the bonus damage from Cosmic Weapon Specialization it does not stack with it. This damage is multiplied when you score a successful critical hit.</p><p></p><p>Also we adjusted the levels of power at which the Crit abilities become available for use.</p><p></p><p>For crits/mults here's the chain of power:</p><p>feat - crit threat range doubled (improved crit)</p><p>epic feat - Criticals increase as they do with Imrproved critical multiplier published in IH</p><p>divine ability - Greater critical epic feat has been bumped to a divine ability. Triples threat range</p><p>cosmic ability - Greater critical multiplier has been bumped up to a Cosmic ability from epic feat for sake of balancing games. Critical multipliers change according to the greater critical multiplier epic feat published in the IH.</p><p></p><p>I think that's about all of em. Let me know if I missed any Belzamus.</p></blockquote><p></p>
[QUOTE="Neoiceshroom, post: 5737249, member: 6674872"] Also Here's a compilation of all the variant rules we're using for this tournament. The first thing that originally got me the idea to start work on this tournament aside from the "High Epic" adventure seed idea on 27 of the Beastiary pdf. [B]Improved Spell Mastery[/B] [B]Prerequisite:[/B] Ability to cast the maximum level spells in at least one spell casting class, Spellcraft 24 ranks and the appropriate Knowledge or Perform (bard) skill of 24 ranks. Four Metamagic feats [B]Benefit:[/B] The first time this feat is taken it grants the benefit of one free level of Metamagic per round, which you may spontaneously apply to any spell you can cast. It also stacks with existing metamagic development. Furthermore, when you select this feat it also grants you one spell slot per day up to one level higher than the highest-level spell you can cast in a particular class. If the level of the spell is 10 or higher it is considered an epic spell and must be prepared as such described in the FeanMerc System. Each time you take improved spell mastery you gain one level higher than your current maximum for casting epic spells. For example a 21st level wizard who has taken this feat 1 time could cast up to 10th level (epic) spells, or spells who’ve had their effective level raised to 10 via Metamagic feats. He would also gain 1 levels of Metamagic each round which he could use to apply to any spell he could cast without raising it’s effective spell level at all but still gaining the benefits. Bonus spells apply as listed on table 1-35 in the Epic Level Handbook. [B]Special:[/B] You can gain this feat multiple times, its effects stack. A character must have taken this feat enough times to cast spells over 10th level or whatever their current maximum is. For example a wizard would have to take this feat 6 times to cast 15th level spells, whilst a paladin would have to take it 11 times to cast 15th level spells. The paladin (11 free levels per round) would however have more levels of Metamagic per round than the wizard (6 free levels) in said example. When using the free Metamagic granted by this feat, you could make a 9th level spell as powerful as a 10th level or higher spell, but without needing to prepare it as an epic spell, since it’s free Metamagic it still consumes only a 9th level spell slot as long as you don’t exceed your free Metamagic quota for the round. You may choose to exceed your quota with Metamagic must sacrifice an appropriately higher level spell slot (which is also granted by this feat in a way giving you a two for one deal) but need not prepare it as an epic spell. “Epic” spells are really just spells that casters design themselves piece by piece. Improved Power Mastery [B]Prerequisite:[/B] Ability to cast the maximum level power available in at least one psionic manifesting class, Psicraft 24 Ranks, Knowledge (Psionics) 24 ranks. Four metapsionic feats. [B]Benefit:[/B] The first time this feat is taken you gain +2 free power points which may only be applied to the cost of manifesting powers with metapsionic feats. This feat also stacks with existing Metapsionic development. This feat also allows access to Epic psionic powers, but only once the effective level of the maximum power known is at least 10. (a psychic warrior for example, would have to take this feat 4x to begin designing epic level psionic powers) Using the same seeds described in the ELH, and the rules described in the FeanMerc System. [B]Special:[/B] This feat can be taken multiple times, it's effects stack. All other limitations to psionic powers, not being able to spend more PP on augmentation/metapsionics, than your current Manifester Level, still apply. Unless of course you've taken a feat or some ability for that to. I was also working on a version to apply the same concept to Martial maneuvers but I decided to make epic maneuvers a bit different, basing access to specific epic maneuver schools or "seeds" based on the cannon theme behind the discipline on which it is based. That is still largely a work in progress. More on that later. Also made some changes to the metamagic freedom feat as listed below: [B][B][U]Meta-Magic Freedom[/U][/B]You can stack the same meta-magic feat multiple times. [/B] [B]Prerequisites:[/B] You can apply the same meta-magic feat any number of times to the same spell, provided you have a spell slot of adequate level or sufficient free levels of Meta-Magic from Improved Spell Mastery. For example, you could use a 9th level spell slot to cast a triple empowered fireball at +150% damage. You could even use three of your "free" levels of metamagic to enhance the 9th level fireball further and maximize and quicken it using your "free" levels of meta-magic. For all mechanical purposes, even though the spell is a Triple Empowered Maximized Quickened Fireball, it would still only consume a 9th level spell slot and would count as a 9th level spell for purposes of Spell DC and any other purposes. [B]Normal:[/B] Without this feat, you can only apply the same meta-magic feat once to a given spell. [B]Special:[/B] A Spell can only be quickened more than once a round with the free levels of meta-magic granted from Improved Spell Mastery (see page 1 of this thread). In any given round you may cast one spell that is not quickened, one spell that is prepared as quickened, and any number of quickened spells, each using four free levels of meta-magic from your Improved Spell Mastery quota for that round. (Also don't forget about the Improved Meta-Magic feat from the ELH/d20SRD which can be used to reduce quicken spell to a +1 per application instead of +4) Multiple quickened spells happen simultaneously so you cannot teleport to a location, cast a fireball, then teleport away again. Unerring weapons have been changed to +36 and instead of allowing hits on anything but a natural 1 it simply allows the weapon to swing vs. the targets touch AC which at this level of play will still be significantly lower than their normal AC. Also, before we Spectre/Belzamus came up with his new method for VSCs we tried to figure out other ways of making immortal combat less like a game of rocket launcher tag. I first ran into this problem back when i first got my copy of the IH using the exact rules as they are published in the pdfs. I was running a ECL 130 Adventure and I noticed in combat that the Fighter of the party was Doing insane amounts of damage far outshadowing the rest of the party in DPR (damage per round). Now I am not a complete idiot and I did notice the characters damage output before the actual adventure so I came up with a patchwork solution in the form of an epic spell seed. [B]SEED: Lifewell[/B] Conjuration (Healing) Spellcraft DC: 30 Components: V, S Casting Time: 1 Minute Range: Touch Target: Two Living Creatures. Duration: 20 Hours or until lifewell reaches 0 (see below) Saving Throw: Yes (Harmless) Spell Resistance: Yes (Harmless) This Spell adds the total hit points of every target, after applying magical items and effects, and combines them all into one pool. Whenever a target takes damage of any kind it is given instead to the HP pool. When the Hit point pool runs dry the Life-well is immediately sundered and all targets under the effect of the Lifewell become staggered (disabled, can only take one move or standard action per turn) and drop to 0 hp. If One of the targets is subject to a death spell, death from massive damage, or other death effect their connection with the life-well is severed and their total contributed HP are immediately subtracted from the lifewell. If this brings the total below 0 the lifewell ends and all participants are staggered (see above). If the lifewell remains positive through the death of one or more of it’s participants, it will remain in effect until all participants are dead or the lifewell’s total HP reaches 0 or less. To add another target within range increase the Spellcraft DC by +4. Using this method in conjuction with an epic ritual that combined the HP of Five Immortals (100HD greater, 119hd Greater, 70HD Intermediate, 60 HD Intermediate) and a 432 HD Teratoid Paragon Tyrannosaurus Rex for a combined HP total of like 725K HP. Even with a HP well that huge vs. the final encounter combat still only lasted 3 rounds. Rocket launcher Tag FTL. In addition to that seed I've also introduced an HP Multiplier rule for lower immortals (The sidereals and eternals have them, so why not gods to?) Demigods get x1 HP (d20s HD) Lesser gods get x2 HP (D20 HD) Intermediate gods get x3 HP (D20 HP) Greater gods get x4 HP (d20 HD) Elder ones Get X4 hp (D100 HD) Old Ones get X6 HP (D100 HD) First Ones get x8 HP (D100 HD) Demiurges get X10 for stage 1, X100 for stage 2, x500 for stage 3 and finally timelords who get x1000 per HD (d1000s for HD) Finally there came Belzamus' method of reducing the damage granted by Virtual Size Catagories which greatly helped. There were a few more abilities which stuck out like a sore thumb and that was the Cosmic and Transcendental Versions of Weapon Specialization. They have been re-designed as follows: [U][B]Cosmic Weapon Specialization:[/B][/U] Your Power is Unearthly [B]Prerequisites: [/B]Base Attack Bonus +70, Epic Weapon Focus, Greater Weapon Focus, Uncanny Weapon Focus, Weapon Focus. [B]Benefit: [/B]You may add a total of 10 times your Divine bonus as additional damage to any successful attack with your chosen weapon. This ability is multiplied by your crit. multiplier when you score a critical hit. [U][B]Transcendental Weapon Specialization[/B][/U]: [B]Prerequisites:[/B] BAB +130, Epic Weapon Focus, Epic Weapon Specialization, Greater Weapon Focus, Greater Weapon Specialization, Perfect Weapon Focus, Perfect Weapon Specialization, Weapon Focus, Weapon Specialization, Unearthly Weapon Focus, Unearthly Weapon Specialization. [B]Benefit:[/B] You may add a total of 100 times your divine bonus to any successful damage roll with your chosen weapon. This damage overlaps the bonus damage from Cosmic Weapon Specialization it does not stack with it. This damage is multiplied when you score a successful critical hit. Also we adjusted the levels of power at which the Crit abilities become available for use. For crits/mults here's the chain of power: feat - crit threat range doubled (improved crit) epic feat - Criticals increase as they do with Imrproved critical multiplier published in IH divine ability - Greater critical epic feat has been bumped to a divine ability. Triples threat range cosmic ability - Greater critical multiplier has been bumped up to a Cosmic ability from epic feat for sake of balancing games. Critical multipliers change according to the greater critical multiplier epic feat published in the IH. I think that's about all of em. Let me know if I missed any Belzamus. [/QUOTE]
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