Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
A Tournament of Cosmic Propotions! (Immortal's Handbook Rules)
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Buugipopuu" data-source="post: 5758154" data-attributes="member: 41173"><p>So, since Fey isn't taken, I'm doing a Joystealer gish. Some epic spells for said build:</p><p></p><p>Bateleur’s Insight</p><p></p><p>[SBLOCK]</p><p><strong>Spellcraft DC</strong> 43 </p><p><strong>Transmutation</strong> </p><p><strong>Components</strong> V, S</p><p><strong>Spell Level</strong> 11</p><p><strong>Casting Time</strong> 1 standard action</p><p><strong>Target</strong> You</p><p><strong>Duration</strong> 10 hours </p><p><strong>Saving Throw</strong> Fortitude negates (harmless) </p><p><strong>Spell Resistance</strong> Yes (harmless) </p><p><strong>To Develop</strong> 387000 gp, 15480 XP </p><p><strong>Seeds</strong> Owl’s Insight (DC 22) </p><p><strong>Factors</strong> Change from Wisdom bonus to Charisma bonus (Ad Hoc +5), Increase Duration to 10 hours (+18) </p><p><strong>Mitigating Factors</strong> Change from Touch to Personal (-2) </p><p>As you cast this spell, your face is overlaid with the image of a bateleur. The image fades as you bestow your ally with comprehension. </p><p>You gain an insight bonus to Charisma equal to 1/2 your caster level. </p><p>[/SBLOCK]</p><p></p><p>Blade of Blackest Night </p><p></p><p>[SBLOCK]</p><p><strong>Spellcraft DC</strong> 188 </p><p><strong>Conjuration</strong></p><p><strong>Components</strong> V, S, F </p><p><strong>Spell Level</strong> 25</p><p><strong>Casting Time</strong> 1 standard action</p><p><strong>Target</strong> You</p><p><strong>Duration</strong> 1 round/level</p><p><strong>Saving Throw</strong> Fortitude negates</p><p><strong>Spell Resistance</strong> Yes</p><p><strong>To Develop</strong> 1692000 gp, 67680 XP </p><p><strong>Seeds</strong> Black Blade of Disaster (DC 30), Greater Magic Weapon (DC 18), Ward (DC 14) </p><p><strong>Factors</strong> Generate any weapon type the wielder is proficient with (ad hoc +5), Ward user against effects of the spell (DC +16), Benefit from 55 additional caster levels (+110)</p><p><strong>Mitigating Factors</strong> Change from Close to Personal (-2), Focus Requirement (-1), Focus takes up Ring slot (ad hoc -2) </p><p>As you cast the spell, a large black tear in the universe appears in the form of a crackling ebony sword made of the material of the planes, and floats into your waiting hand.</p><p>You create a black blade-shaped planar rift about 3 feet long, in the form of any weapon you are proficient with. It has an Enhancement bonus to attack and damage of +1 for every four caster levels (maximum +18). The blade strikes at any creature within its range, as you desire, starting the round you cast the spell. The blade makes a melee touch attack against its designated target once each round. Its attack bonus is equal to your base attack bonus + your Intelligence bonus or your Charisma bonus (for wizards and sorcerers, respectively) + its enhancement bonus. While independent, the form the weapon takes does not change its abilities in any way. The wielder is unharmed by the blade, and may grasp it as though drawing a weapon, allowing it to be wielded as a normal weapon of its type, although the blade is massless and deals no base damage (damage modifiers function as normal). It hits on a touch attack, and disintegrates anything it touches in the same manner when being wielded.</p><p>Anything hit by the blade is disintegrated if it fails a Fortitude save, taking 2d6 points of damage per caster level (maximum 150d6), or 5d6 points of damage if the saving throw is successful. The blade can pass through any magical barrier equal to or less than its spell level, but cannot penetrate dead magic areas or an antimagic field (although due to its Epic nature, the antimagic field must succeed on a caster level check to affect the blade). It can harm ethereal and incorporeal creatures as if it were a force effect.</p><p>When independent, the blade always strikes from your direction. It does not get a flanking bonus or help a combatant get one. If the blade exceeds its range or goes out of your line of sight, the spell ends. You can direct the blade to attack another target as a standard action.</p><p>A gate spell can be used to counterspell a blade of blackest night. A dimensional anchor spell cast at the blade dispels it automatically. The blade cannot be harmed by physical attacks, but dispel magic, a sphere of annihilation, or a rod of cancellation can affect it, using the normal rules for sundering. If you drop the blade or are disarmed, it floats in your space, following you wherever you go, and always moving to a convenient place for you to draw it, but takes no other actions (and you may resume wielding it as if you were drawing a weapon), or may direct it to attack on its own again as a Standard action.</p><p>Focus: A black diamond ring carved with the symbol of an inverted triangle with five vertical lines above it, worth at least 2,500gp, and worn on the caster’s weapon hand.</p><p>[/SBLOCK]</p><p></p><p>A classic, but I think I may as well reproduce its text here:</p><p>Esoteric Aegis</p><p></p><p>[SBLOCK]</p><p><strong>Spellcraft DC</strong> 83</p><p><strong>Abduration</strong> </p><p><strong>Components</strong> V, S</p><p><strong>Spell Level</strong> 15</p><p><strong>Casting Time</strong> 1 minute</p><p><strong>Target</strong> You </p><p><strong>Area</strong> 10-foot radius emanation </p><p><strong>Duration</strong> 24 hours </p><p><strong>Saving Throw</strong> None </p><p><strong>Spell Resistance</strong> No </p><p><strong>To Develop</strong> 747000 gp, 29880 XP </p><p><strong>Seeds</strong> Ward (DC 14), Transform (DC 21) </p><p><strong>Factors</strong> gain +10 bonus on DC to avoid being dispelled (ad hoc +20), make spell effect tenacious (as per the feat) (ad hoc +10), end dispel checks that fail to dispel this spell automatically (ad hoc +4), ward against mage’s disjunction (+16).</p><p><strong>Mitigating Factors</strong> Change from Touch to Personal (-2) </p><p>The caster calls upon the very fabric of magic to fashion a ward to protect his own working of the Word from those that would tear it down. A shimmering, dusky globe surrounds the caster, intercepting any attempts to end his spells by means of dispel magic, or similar spells and epic spells, and providing a +10 bonus on the DC against which the dispel attempt must succeed. Any dispel attempt which succeeds can then proceed as normal, but<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> esoteric aegis works as if under the effects of the Tenacious Magic feat, and thus cannot be dispelled, only suppressed for 1d4 rounds. Dispel attempts that fail are not entitled to checks against lesser spells within the area of effect (this differs from the usual procedure of area dispel magic attempts). Furthermore, mage’s disjunction is warded against in its entirety. </p><p>[/SBLOCK]</p><p></p><p>Spell Supercharger</p><p></p><p>[SBLOCK]</p><p><strong>Spellcraft DC</strong> 178 </p><p><strong>Transmutation</strong></p><p><strong>Components</strong> V</p><p><strong>Spell Level</strong> 24</p><p><strong>Casting Time</strong> 1 swift action </p><p><strong>Target</strong> You </p><p><strong>Duration</strong> 1 round </p><p><strong>Saving Throw</strong> None </p><p><strong>Spell Resistance</strong> No </p><p><strong>To Develop</strong> 1602000 gp, 64080 XP </p><p><strong>Seeds</strong> Spell Enhancer (DC 20) </p><p><strong>Factors</strong> Increase Duration to 2 rounds (+2), Increase DC of next spell by a further +74 (+148), don’t discharge on copies of itself or spell enhancer (ad hoc +8) </p><p>You utter an ancient word tied to the fundamental principles of magic and immediately begin casting another spell. </p><p>This spell enhances the next spell you cast, making it more difficult for targets to resist. The next spell you cast within this or the following round other than Spell Enhancer or Spell Supercharger is cast at +2 caster level, and its save DC increases by 75. </p><p>[/SBLOCK]</p><p></p><p>Teleport Rush</p><p></p><p>[SBLOCK]</p><p><strong>Spellcraft DC</strong> 98</p><p><strong>Transmutation</strong> </p><p><strong>Components</strong> V </p><p><strong>Spell Level</strong> 16</p><p><strong>Casting Time</strong> 1 swift action </p><p><strong>Target</strong> You and objects touched </p><p><strong>Range</strong> 600 ft. </p><p><strong>Duration</strong> 1 round/level </p><p><strong>Saving Throw</strong> None </p><p><strong>Spell Resistance</strong> No </p><p><strong>To Develop</strong> 882000 gp, 35280 XP </p><p><strong>Seeds</strong> Greater Dimension Jumper (DC 30), Greater Blink (DC 22) </p><p><strong>Factors</strong> Increase range to 600 ft (+18), Allow use as normal movement (ad hoc +28) </p><p>You whisk yourself from place to place as if it were second nature</p><p>For the duration of this spell, you gain the ability to teleport yourself up to 600 feet once per round as a swift action. In addition, any time you would be entitled to move as part of one of your actions, you may also teleport yourself up to 600 feet, either before, after or during your movement. You can bring along held or carried objects, as long as their weight doesn't exceed your maximum load. You can't transport other creatures except for a familiar. You must be able to see your destination; if you attempt to teleport into a solid object, the action is wasted but the spell remains in effect. If you don't end your teleport on a solid surface, you fall immediately. Even when not moving, you constantly teleport around in your square, and end up spending 50% of your time on the Ethereal plane, granting you a 50% miss chance that does not interfere with your own abilities.[/SBLOCK]</p></blockquote><p></p>
[QUOTE="Buugipopuu, post: 5758154, member: 41173"] So, since Fey isn't taken, I'm doing a Joystealer gish. Some epic spells for said build: Bateleur’s Insight [SBLOCK] [B]Spellcraft DC[/B] 43 [B]Transmutation[/B] [B]Components[/B] V, S [B]Spell Level[/B] 11 [B]Casting Time[/B] 1 standard action [B]Target[/B] You [B]Duration[/B] 10 hours [B]Saving Throw[/B] Fortitude negates (harmless) [B]Spell Resistance[/B] Yes (harmless) [B]To Develop[/B] 387000 gp, 15480 XP [B]Seeds[/B] Owl’s Insight (DC 22) [B]Factors[/B] Change from Wisdom bonus to Charisma bonus (Ad Hoc +5), Increase Duration to 10 hours (+18) [B]Mitigating Factors[/B] Change from Touch to Personal (-2) As you cast this spell, your face is overlaid with the image of a bateleur. The image fades as you bestow your ally with comprehension. You gain an insight bonus to Charisma equal to 1/2 your caster level. [/SBLOCK] Blade of Blackest Night [SBLOCK] [B]Spellcraft DC[/B] 188 [B]Conjuration[/B] [B]Components[/B] V, S, F [B]Spell Level[/B] 25 [B]Casting Time[/B] 1 standard action [B]Target[/B] You [B]Duration[/B] 1 round/level [B]Saving Throw[/B] Fortitude negates [B]Spell Resistance[/B] Yes [B]To Develop[/B] 1692000 gp, 67680 XP [B]Seeds[/B] Black Blade of Disaster (DC 30), Greater Magic Weapon (DC 18), Ward (DC 14) [B]Factors[/B] Generate any weapon type the wielder is proficient with (ad hoc +5), Ward user against effects of the spell (DC +16), Benefit from 55 additional caster levels (+110) [B]Mitigating Factors[/B] Change from Close to Personal (-2), Focus Requirement (-1), Focus takes up Ring slot (ad hoc -2) As you cast the spell, a large black tear in the universe appears in the form of a crackling ebony sword made of the material of the planes, and floats into your waiting hand. You create a black blade-shaped planar rift about 3 feet long, in the form of any weapon you are proficient with. It has an Enhancement bonus to attack and damage of +1 for every four caster levels (maximum +18). The blade strikes at any creature within its range, as you desire, starting the round you cast the spell. The blade makes a melee touch attack against its designated target once each round. Its attack bonus is equal to your base attack bonus + your Intelligence bonus or your Charisma bonus (for wizards and sorcerers, respectively) + its enhancement bonus. While independent, the form the weapon takes does not change its abilities in any way. The wielder is unharmed by the blade, and may grasp it as though drawing a weapon, allowing it to be wielded as a normal weapon of its type, although the blade is massless and deals no base damage (damage modifiers function as normal). It hits on a touch attack, and disintegrates anything it touches in the same manner when being wielded. Anything hit by the blade is disintegrated if it fails a Fortitude save, taking 2d6 points of damage per caster level (maximum 150d6), or 5d6 points of damage if the saving throw is successful. The blade can pass through any magical barrier equal to or less than its spell level, but cannot penetrate dead magic areas or an antimagic field (although due to its Epic nature, the antimagic field must succeed on a caster level check to affect the blade). It can harm ethereal and incorporeal creatures as if it were a force effect. When independent, the blade always strikes from your direction. It does not get a flanking bonus or help a combatant get one. If the blade exceeds its range or goes out of your line of sight, the spell ends. You can direct the blade to attack another target as a standard action. A gate spell can be used to counterspell a blade of blackest night. A dimensional anchor spell cast at the blade dispels it automatically. The blade cannot be harmed by physical attacks, but dispel magic, a sphere of annihilation, or a rod of cancellation can affect it, using the normal rules for sundering. If you drop the blade or are disarmed, it floats in your space, following you wherever you go, and always moving to a convenient place for you to draw it, but takes no other actions (and you may resume wielding it as if you were drawing a weapon), or may direct it to attack on its own again as a Standard action. Focus: A black diamond ring carved with the symbol of an inverted triangle with five vertical lines above it, worth at least 2,500gp, and worn on the caster’s weapon hand. [/SBLOCK] A classic, but I think I may as well reproduce its text here: Esoteric Aegis [SBLOCK] [B]Spellcraft DC[/B] 83 [B]Abduration[/B] [B]Components[/B] V, S [B]Spell Level[/B] 15 [B]Casting Time[/B] 1 minute [B]Target[/B] You [B]Area[/B] 10-foot radius emanation [B]Duration[/B] 24 hours [B]Saving Throw[/B] None [B]Spell Resistance[/B] No [B]To Develop[/B] 747000 gp, 29880 XP [B]Seeds[/B] Ward (DC 14), Transform (DC 21) [B]Factors[/B] gain +10 bonus on DC to avoid being dispelled (ad hoc +20), make spell effect tenacious (as per the feat) (ad hoc +10), end dispel checks that fail to dispel this spell automatically (ad hoc +4), ward against mage’s disjunction (+16). [B]Mitigating Factors[/B] Change from Touch to Personal (-2) The caster calls upon the very fabric of magic to fashion a ward to protect his own working of the Word from those that would tear it down. A shimmering, dusky globe surrounds the caster, intercepting any attempts to end his spells by means of dispel magic, or similar spells and epic spells, and providing a +10 bonus on the DC against which the dispel attempt must succeed. Any dispel attempt which succeeds can then proceed as normal, but:) esoteric aegis works as if under the effects of the Tenacious Magic feat, and thus cannot be dispelled, only suppressed for 1d4 rounds. Dispel attempts that fail are not entitled to checks against lesser spells within the area of effect (this differs from the usual procedure of area dispel magic attempts). Furthermore, mage’s disjunction is warded against in its entirety. [/SBLOCK] Spell Supercharger [SBLOCK] [B]Spellcraft DC[/B] 178 [B]Transmutation[/B] [B]Components[/B] V [B]Spell Level[/B] 24 [B]Casting Time[/B] 1 swift action [B]Target[/B] You [B]Duration[/B] 1 round [B]Saving Throw[/B] None [B]Spell Resistance[/B] No [B]To Develop[/B] 1602000 gp, 64080 XP [B]Seeds[/B] Spell Enhancer (DC 20) [B]Factors[/B] Increase Duration to 2 rounds (+2), Increase DC of next spell by a further +74 (+148), don’t discharge on copies of itself or spell enhancer (ad hoc +8) You utter an ancient word tied to the fundamental principles of magic and immediately begin casting another spell. This spell enhances the next spell you cast, making it more difficult for targets to resist. The next spell you cast within this or the following round other than Spell Enhancer or Spell Supercharger is cast at +2 caster level, and its save DC increases by 75. [/SBLOCK] Teleport Rush [SBLOCK] [B]Spellcraft DC[/B] 98 [B]Transmutation[/B] [B]Components[/B] V [B]Spell Level[/B] 16 [B]Casting Time[/B] 1 swift action [B]Target[/B] You and objects touched [B]Range[/B] 600 ft. [B]Duration[/B] 1 round/level [B]Saving Throw[/B] None [B]Spell Resistance[/B] No [B]To Develop[/B] 882000 gp, 35280 XP [B]Seeds[/B] Greater Dimension Jumper (DC 30), Greater Blink (DC 22) [B]Factors[/B] Increase range to 600 ft (+18), Allow use as normal movement (ad hoc +28) You whisk yourself from place to place as if it were second nature For the duration of this spell, you gain the ability to teleport yourself up to 600 feet once per round as a swift action. In addition, any time you would be entitled to move as part of one of your actions, you may also teleport yourself up to 600 feet, either before, after or during your movement. You can bring along held or carried objects, as long as their weight doesn't exceed your maximum load. You can't transport other creatures except for a familiar. You must be able to see your destination; if you attempt to teleport into a solid object, the action is wasted but the spell remains in effect. If you don't end your teleport on a solid surface, you fall immediately. Even when not moving, you constantly teleport around in your square, and end up spending 50% of your time on the Ethereal plane, granting you a 50% miss chance that does not interfere with your own abilities.[/SBLOCK] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
A Tournament of Cosmic Propotions! (Immortal's Handbook Rules)
Top