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Epic spells and the Epic Caster (unfair balence of power?)
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<blockquote data-quote="ChaosMage" data-source="post: 262278" data-attributes="member: 5725"><p>There are advantages that wizards and divine spellcasters have over sorcerers... a divine spellcaster can use Life and Heal seeds, while arcane spellcasters can't, and wizards benefit from being able to use their relevant attribute (intelligence) as the modifier on spellcraft checks to cast epic-level spells. If you use the variant rule that allows a caster to use his relevant attribute on those checks regardless of class, you may have to come up with something to boost wizards up.</p><p></p><p>Also, about the problem with XP costs... there is a way around them. I don't have the book in front of me (at work), but there's a rod I found that will subtract 2000 XP from the cost to cast a spell while its held. It also has a special power that lets you avoid the XP cost to develop an epic level spell altogether, at the cost of destroying the rod (or at least making it nonmagical). As I recall, it was around 640,000 gp... not worth it for some of the low DC spells, but it seems almost necessary to use them for any high DC spells one would want to develop...</p><p></p><p>[slightly edited for spelling and grammar]</p></blockquote><p></p>
[QUOTE="ChaosMage, post: 262278, member: 5725"] There are advantages that wizards and divine spellcasters have over sorcerers... a divine spellcaster can use Life and Heal seeds, while arcane spellcasters can't, and wizards benefit from being able to use their relevant attribute (intelligence) as the modifier on spellcraft checks to cast epic-level spells. If you use the variant rule that allows a caster to use his relevant attribute on those checks regardless of class, you may have to come up with something to boost wizards up. Also, about the problem with XP costs... there is a way around them. I don't have the book in front of me (at work), but there's a rod I found that will subtract 2000 XP from the cost to cast a spell while its held. It also has a special power that lets you avoid the XP cost to develop an epic level spell altogether, at the cost of destroying the rod (or at least making it nonmagical). As I recall, it was around 640,000 gp... not worth it for some of the low DC spells, but it seems almost necessary to use them for any high DC spells one would want to develop... [slightly edited for spelling and grammar] [/QUOTE]
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Epic spells and the Epic Caster (unfair balence of power?)
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