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Eadric et. al. (The Paladin and his Friends).


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DanMcS

Explorer
Greybar said:
Wow. 20d6 backlash for Burn the Body, Quicken the Mind. That has a pretty good chance of killing Mostin on the spot without previous buffing...

I'd say it has a 100% chance of killing him, given the footnote on the mitigating factors chart in the ELH. "For spells with durations longer than instantaneous, the backlash damage is per round." The spell lasts for 20 hours. That's 240,000d6 damage over the course of the spell. Unless that footnote has been redacted for Sep's campaign, of course, but if they just missed it, Dan may want to rework that spell a bit. :)
 


DanMcS said:
I'd say it has a 100% chance of killing him, given the footnote on the mitigating factors chart in the ELH. "For spells with durations longer than instantaneous, the backlash damage is per round." The spell lasts for 20 hours. That's 240,000d6 damage over the course of the spell. Unless that footnote has been redacted for Sep's campaign, of course, but if they just missed it, Dan may want to rework that spell a bit. :)

That rule - that the backlash of the spell lasts every round of its duration - has indeed been redacted (interesting choice of word, btw. I keep thinking of the Saga of the Exiles). I've modified it to be every round of casting time - which I think was the original intent, in any case.

I've noticed in the ELH errata, now available on Wizards' site, that whatever the intent, it has not been errated: q.v. the modified versions of epic spell reflection (20d6, 100+ days casting time, permanent duration); origin of species: achaierai (50d6, 41 days casting time, permanent duration) etc.

Epic spells are officially still a big mess.
 

Cheiromancer

Adventurer
Lela said:
He's almost to the point where he can garantee success without the backlash though. Perhaps he'll rework the spell down to, simply, Quicken the Mind soon.

As Sepulchrave notes, epic spells are still a big mess. I think that the guidelines should be approached like the Item Creation guidelines in the DMG- not for player use, but for the DM, possibly with player input.

Aesthetically it makes sense that a spell which gives a big benefit also have a big cost. Simply upping the spell DC doesn't have the same aesthetic kick.

Just my two cp.
 

The problem with backlash is that it's too easy to circumvent. Pump your Con or hp to an absurd level and absord the backlash.

You could have a spell that read "you die" as part of its effect (indeed, the Book of Exalted Deeds has such spells), but even then the PC can be resurrected, or reincarnated + polymorphed.

Epic spell effects get into that realm where game mechanics cannot be balanced properly. So it's up to the DM to keep things in check.
 


Nwm was a problem - significantly underpowered in terms of stats and gear compared to Mostin, and lacking the perks that Eadric and Ortwin had by virtue of their ECL adjustments.

So Dave developed a spell - a very cheeky spell, I might add - Meditation on the Nature of the Green. It helped a little. His roleplaying had been so consistent however - in terms of Nwm's rejection of gadgets/toys/magical goodies, that it seemed unfair to penalize him. The Druid never had any interest in 'stuff' - quite unlike Ortwin or Mostin, particularly.

Then the BoED came out. When we reappraised the characters, Dave said:

"Ahh, Ascetic."

It fitted perfectly, and game-wise it was rolled into his hundred-day meditation. Now Nwm could be wild, unkempt and without possessions without being penalized. I'm concerned that he might be too powerful, however. Oh well. Time will tell. More Epic Spells are in the pipeline - half-developed. He has lost the torc - ascetics cannot own magic items - and that was a wrench for him. Anyway...



Nwm the Preceptor

Male human ascetic druid 22; CR 22; Medium humanoid (human); HD 22d8+110; hp 213; Init +1; Spd 30ft.; AC 26, touch 14, flatfooted 25; Base Atk +15; Grp +17; Atk +23 melee (1d6+7, Quarterstaff) or by spell; Full Atk: +23/+18/+13 melee (1d6+7, Quarterstaff); SA spells; SQ damage reduction 10/evil, endure elements, energy resistance, exalted strike, freedom of movement, greater sustenance, mind shielding, nature sense, regeneration, resistance to acid 15, cold 15, electricity 15, fire 15 and sonic energy 15, resist nature’s lure, sustenance, thousand faces, timeless body, trackless step, true seeing, venom immunity, wild empathy, wild shape (9/day, elemental 5/day), woodland stride; SV Fort +21 Ref +11 Will +27; AL NG; Str 14 Dex 12 Con 20 Int 20 Wis 33 Cha 19.
Skills and Feats: Concentration +30, Craft (leatherworker) +15, Diplomacy +22, Handle Animal +29, Heal +24, Knowledge (arcana) +12, Knowledge (nature) +34, Listen +31, Profession (herbalist) +15, Sense Motive +22, Spellcraft +32, Spot +36, Survival +28, Swim +11; Brew Potion, Craft Wondrous Item, Create Infusion, Epic Spellcasting, Extra Wild Shape, Natural Spell, Snatch, Two-Weapon Fighting, Weapon Focus (Quarterstaff).

Spells Prepared: (6/8/8/8/7/7/6/6/5/5; save DC 21+ spell level). Nwm may also cast two epic spells per day.

0th – create water, cure minor wounds, detect magic (x2), detect poison, purify food& drink ; 1st – calm animals, entangle (x2), faerie fire, goodberry, hide from animals, longstrider, speak with animals; 2nd – barkskin (x2), bear’s endurance (x2), briar web, master air, soften earth & stone, tree shape; 3rd – call lightning, greater magic fang (x3), nature’s favor (x2), plant growth, stone shape; 4th – dispel magic, feathers, flame strike (x2), miasma, reincarnate, scrying; 5th – animal growth, atonement, baleful polymorph, call lightning storm, commune with nature (x2), death ward ; 6th – fire seeds, gate seal, greater dispel magic, mass bear’s endurance, transport via plants, wall of stone; 7th – aura of vitality, control weather, fire storm, heal, poison vines, wind walk; 8th – finger of death, mass awaken, mass cure serious wounds, reverse gravity, sunburst; 9th – nature’s avatar (x2), shapechange, thunderswarm, true reincarnate.

Endure Elements (Ex): Nwm is immune to the effects of being in a hot or cold environment. He can exist comfortably in conditions between –50 and 140 degrees Farenheit.

Exalted Strike (Su): Nwm gains a +5 enhancement modifier to attack and damage rolls whilst using any weapon. Any weapon is also considered magic and good-aligned for the purpose of overcoming a creature’s damage reduction.

Freedom of Movement (Ex): Nwm acts as if constantly under the effects of a freedom of movement spell.

Greater Sustenance (Ex): Nwm does not need to eat, drink or breathe.

Mind Shielding (Ex): Nwm is immune to detect thoughts, discern lies and any attempt to discern his alignment.

Regeneration (Ex): Nwm heals 22 points of damage every hour, or 22 points of nonlethal damage every five minutes.

Resist Nature’s Lure (Ex): Nwm gains a +4 bonus on saving throws against the spell-like abilities of fey.

A Thousand Faces (Su): Nwm has the ability to change his appearance at will, as if using the alter self spell, but only while in his normal form.

Timeless Body (Ex): Nwm does not take ability score penalties for aging and cannot be magically aged.

Trackless Step (Ex): Nwm leaves no trail in natural surroundings and cannot be tracked. He may choose to leave a trail if so desired.

True Seeing (Su): Nwm has a continuous true seeing ability, as the spell.

Venom Immunity (Ex): Nwm is immune to all poisons.

Wild Empathy (Ex): Nwm can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. He rolls 1d20+26 to determine the wild empathy check result. He can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.

Wild Shape (Su): Nwm has the ability to turn himself into any animal or plant creature of size tiny to huge and back again nine times per day, or any elemental of up to size huge five times per day. This ability functions like the polymorph spell, and the effect lasts for up to 22 hours, or until he changes back. Changing form (to animal or back) is a standard action and doesn’t provoke an attack of opportunity. The new form’s Hit Dice can’t exceed Nwm’s druid level.

Woodland Stride (Ex): Nwm may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect him.

Possessions: cloak, quarterstaff, robe.



Epic Spells

Nwm’s One Hundred Day Meditation on the Nature of the Green
Transmutation (Spontaneous)
Spellcraft DC: 0
Components: V, S, XP
Casting Time: 100 days, 11 minutes
Range: Personal
Target: You
Duration: See below
To Develop: 0 gp; 0 days; 0 XP. Seed: fortify (DC23). Factors: grant additional +4 inherent bonus to ability score (+24 DC), change from target to personal (-2 DC), permanent (x5 DC). Mitigating factors: increase casting time by 10 minutes (-20 DC), increase casting time by 100 days (-200 DC), burn 500 XP.

In a lengthy, silent ritual marked by fasting and austerity, the caster engages in profound reflection on the nature of divinity, life, interconnectedness, and the unfolding of an infinite series of nows, experiencing each moment to its fullest extent and meaning.

Upon arising from this deep reverie, the spellcaster gains a +5 inherent bonus to his Wisdom score, as the knowledge and insight gained impacts his soul.

XP Cost: 500 XP.


She is Tired of Your Interference
Necromancy (Spontaneous)
Spellcraft DC: 0
Components: V ,S, M, XP
Casting Time: 1 action
Range: 300 ft.
Target: Up to 4 extraplanar creatures
Duration: Instantaneous
Saving Throw: Fortitude partial (see text)
Spell Resistance: Yes (see text)
To Develop: 0 gp, 0 days, 0 XP. Seed: Slay (DC 25). Factors: 1-action casting time (+20 DC); add three extra targets (+24 DC); increase save DC by +10 (+20 DC); gain +10 on caster level check (+20 DC). Mitigating factors: 42d6 backlash (-42 DC); staff of the woodlands magic item material component of 90,000 gp value (ad hoc -36 DC); effective only against extraplanar interlopers within the Green (ad hoc –5 DC); burn 2600 XP (-26 DC).

A vast blackthorn tree with vicious, barbed branches arises in a spot designated by the caster, impaling his enemies.

The spell instantly slays up to 4 extraplanar creatures each with up to 80HD unless they succeed at Fortitude saving throws (DC 30 + relevant ability modifier). The caster gains a +10 bonus to overcome the targets’ spell resistance, if any. Targets who succeed at their saving throws instead sustain 3d6+20 points of damage.

XP Cost: 2600 XP.


Tree Rune
Conjuration (Summoning)
Spellcraft DC: 35
Components: V, S
Casting Time: 1 round
Range: 75 ft.
Effect: One summoned elder treant
Duration: 20 rounds (D)
Saving Throw: None
Spell Resistance: No
To Develop: 315,000 gp; 7 days; 12600 XP. Seed:Summon (DC14). Factors: 1 round casting time (+18 DC), summon CR 25 creature (+46 DC) summon creature other than outsider (+10 DC). Mitigating factors: 40d6 backlash (-40 DC), burn 800 XP (–8 DC), Druidic area of specialty (ad hoc –5 DC).

You summon an elder treant. It appears where you designate, and acts immediately. It attacks your opponents to the best of its abilities. You can direct the elder treant not to attack, to attack particular enemies, or to perform other actions.

XP Cost: 800 XP.
 

Seule

Explorer
Sepulchrave II said:
Nwm’s One Hundred Day Meditation on the Nature of the GreenShe is
...
Tired of Your Interference
...
Tree Rune
Now this is what Epic spellcasting is for. Cool effects that you can't get any other way, appropriate for the chartacters.

--Seule
 


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