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Epic spell project

paqman

First Post
Hi all, I thought that some of you might be interested in creating new epic spells with the new rules in the epic hand book.

There is a project for Hero system called that 250 point project that compiled Characters built on 250 character points, I thought that it might be interesting to do something similar with epic spells.

This new thread would contain only new epic spells built with the rules for creating new spells. Also, I intend to compile all these spells on my site in a section that I will call the Epic Spell Project. I intend to give due credits to the spell creators and so, post the information you want me to use on my site to do so.

What I suggest is to create spells around 45 DC. If you want to make more powerfull spell go ahead but I target spells that could realistically be usefull for players and gamemaster and 45 DC strikes me as most usefull.

Take +10
ranks +30 (for a 26th level mage or cleric)
Ability +5
--------------
DC 45
 

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Hammerhead

Explorer
You could increase DC up to around 70 or so easily, because +30 skill items are cheap.

Of course, that leads to the question: What came first, super cheap skill items, or skill DCs that require them?

I'm working on an epic version of GMW in House Rules.
 

DM_Matt

First Post
Return Villains of Yore
Spellcraft DC: 75
Components:V, S
Casting Time: 10 Minutes
Duration: Gate Lasts for 20 Hours. Beings summoned remain
Saving Throw: N/A
Spell Resistance: Yes (Harmless)
To Develop: 675,000gp, 27,000XP. Seed: Life + additional traget (DC 37), Transport over planes+ additional traget (DC 41), Summon (DC 14 +68 to summon a CR40 creature+60 Individual = 142...x2 = 304). Factors: Specialist School (-5 DC), Backlash 10d6 (-10DC), Burn 10,000 XP (-100DC), Increase Casting time 9 minutes (-18DC). 12 Additional Casters (3xL3 Slots, 3xL4 Slots, 3xL5 Slots, 3xL6 Slots = -96DC), Sacrifice 39 victims (-78DC (Ad Hoc -2 Per Sac.)

In a large, complex, and dangerous ritual, the casters can break open a gate into the depths of hell and return the mighty villains of the past to the Prime. The beings must be called by name, and return with all class levels and other abilities that they previously posessed, but with the race of an outsider of their alignment (DM's choice, must total to the appropriate CR). This spell requires 12 additional casters of various levels, and each caster involved must sacrifice three victims during the casting and pour their blood before the gate. The casters have no control over the villains summoned. the primary caster takes 10d6 backlash damage and must burn 10,000XP.
 

paqman

First Post
Great stuff DM_MAtt, exactly what I had in mind, and to the suggestion of Hammerhead, we will raise this to DC70 due to magical items and Feats that improve the mage's spellcraft score.

Continue like this guys. :)
 
Last edited:

Xeriar

First Post
Epic Focus: Spellcraft is a must for any serious caster :)

9th-level spells are DC 50 or so, oddly, and with 5k XP burns they can get to '100'
 


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