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A Tournament of Cosmic Propotions! (Immortal's Handbook Rules)
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<blockquote data-quote="Belzamus" data-source="post: 5808251" data-attributes="member: 61612"><p>Right. So, first of all, my magic and metamagic abilities. Keep in mind with these: I do not allow the stacking of metamagic whatsoever, and I do not allow more than 1 quickened spell per round unless the caster has additional swift actions.</p><p></p><p>That said, these are largely untested.</p><p></p><p>[sblock]</p><p>Cataclysmic Spell [Epic] [Metamagic]</p><p></p><p>Your magic strikes with all elemental fury.</p><p></p><p>Prerequisites: Spellcraft 38 ranks, Energy Admixture (Acid, Cold, Electricity, Fire), Energy Substitution (Acid, Cold, Electricity, Fire)</p><p>Benefit: Any spell that deals elemental damage deals damage of all four elements instead. i.e. a Cataclysmic Fireball would deal 10d6 points of Acid, Cold, Electricity, and Fire damage.</p><p>Special: A spell modified by Cataclysmic Spell occupies a slot 5 levels higher.</p><p></p><p>Dire Spell [Epic] </p><p></p><p>Your spells are terribly powerful.</p><p></p><p>Prerequisites: Deadly Spell, Spellcraft 28 ranks</p><p>Benefit: Any variable numeric components of your spells have their die-size increased by one category.</p><p></p><p>Masterful Spell [Epic] </p><p></p><p>Your mastery of magic is an artwork.</p><p></p><p>Prerequisites: Heighten Spell, Spellcraft 33 ranks</p><p>Benefit: The cap for all your spells is doubled, i.e. a Masterful Fireball would deal 30d6 damage if cast by a 20th level caster, rather than 10d6.</p><p></p><p></p><p>Thaumaturgic Spell [Epic] </p><p></p><p>Your magic is infused with divine power.</p><p></p><p>Prerequisites: 6 Metamagic Feats, Spellcraft 43 ranks</p><p>Benefit: Any damage dealt by your spells is considered half Divine Damage.</p><p></p><p></p><p>Annihilating Spell [Divine] </p><p></p><p>Your magic obliterates those it strikes.</p><p></p><p>Prerequisites: 6 Metamagic Feats, Spellcraft 43 ranks</p><p>Benefit: Any damage dealt your spells is considered Permanent Damage.</p><p></p><p>Dolorous Spell [Divine] [Metamagic]</p><p></p><p>Your spells are grievously powerful.</p><p></p><p>Prerequisites: Dire Spell, Spellcraft 63 ranks</p><p>Benefit: Any variable numeric components of your spells are increased from its original die-size to d12s.</p><p></p><p>Prodigious Spell [Divine] </p><p></p><p>Your mastery of magic is legendary.</p><p></p><p>Prerequisites: Masterful Spell, Spellcraft 68 ranks</p><p>Benefit: The cap for all your spells is quadrupled, i.e. a Prodigious Fireball cast by a 70th level wizard would deal 40d6 damage rather than 10d6.</p><p></p><p>Quintessential Spell [Divine] [Metamagic]</p><p></p><p>Your spells are especially effective against Immortals.</p><p></p><p>Prerequisites: Theurgic Spell, Spellcraft 78 ranks</p><p>Benefit: For every 4 points of Divine Bonus possessed by the spell’s target, the all numeric components of the spell double. i.e. a Quintessential Fireball cast at a Greater Deity would deal 40d6 damage.</p><p>Special: A Quintessential Spell takes up a slot 5 levels higher than normal.</p><p></p><p>Resonating Spell [Divine] [Metamagic]</p><p></p><p>Your magic resounds through all that you perceive.</p><p></p><p>Prerequisites: 12 Metamagic Feats, Spellcraft 73 ranks</p><p>Benefit: The spell effects every creature within the caster’s Divine Aura. </p><p>Special: A spell modified by Resonating Spell occupies a slot 6 levels higher.</p><p>Special: If the caster does not possess a Divine Aura, the spell effects everything within 100 ft. + 10 ft. per Caster Level.</p><p></p><p></p><p>Telluric Spell [Divine] [Metamagic]</p><p></p><p>Your magic intensifies with each use.</p><p></p><p>Prerequisites: 12 Metamagic Feats, Spellcraft 83 ranks</p><p>Benefit: The spell’s effect is doubled each time it is cast against the same target.</p><p>Special: A spell modified by Telluric Spell occupies a slot 6 levels higher.</p><p>Special: The same spell must be cast at the same target for the feat to take effect. i.e. if a Telluric Fireball is cast three times at the same target, it would deal 40d6 damage on the third casting, whereas if the caster instead cast a Telluric Fireball, a Telluric Lightning Bolt, and a Telluric Polar Ray, each spell would only have its normal effect. </p><p></p><p>Theurgic Spell [Divine]</p><p></p><p>Your magic is purely divine</p><p></p><p>Prerequisites: Thaumaturgic Spell, 12 Metamagic Feats, Spellcraft 73 ranks</p><p>Benefit: Any damage your spells do is considered Divine Damage</p><p></p><p>Transient Spell [Divine] [Metamagic]</p><p></p><p>Your magic warps space and time.</p><p></p><p>Prerequisites: 12 Metamagic Feats, Spellcraft 83 ranks</p><p>Benefit: The spell strikes three times simultaneously, once in the present, once in the immediate past, and once in the immediate future. </p><p>Special: A spell modified by Transient Spell occupies a slot 6 levels higher.</p><p></p><p>Devastating Spell [Cosmic] </p><p></p><p>Your spells are catastrophically powerful.</p><p></p><p>Prerequisites: Dolorous Spell, Spellcraft 123 ranks</p><p>Benefit: Any variable numeric components of your spells are increased from their original die-size to d20s.</p><p></p><p>Immediate Spell [Cosmic] [Metamagic]</p><p></p><p>Your spell is cast faster than thought.</p><p></p><p>Prerequisites: Quicken Spell, Spellcraft 148 ranks</p><p>Benefit: The spell is cast as an Immediate Action, allowing it to be used on another character’s turn.</p><p>Special: An Immediate Spell takes up a slot 8 levels higher.</p><p></p><p>Surpassing Spell [Cosmic] </p><p></p><p>Your mastery of magic is without peer.</p><p></p><p>Prerequisites: Prodigious Spell, Spellcraft 153 ranks</p><p>Benefit: Your spells have no cap, i.e. a Surpassing Fireball cast by a 180th level wizard would deal 180d6 damage instead of 10d6.</p><p></p><p>Ultima Spell [Cosmic] [Metamagic]</p><p></p><p>Your magic knows no limits.</p><p></p><p>Prerequisites: 24 Metamagic Feats, Spellcraft 183 ranks</p><p>Benefit: The spell recasts itself for a number of rounds equal to the caster’s Caster Level. </p><p>Special: A spell modified by Ultima Spell occupies a slot 24 levels higher. </p><p></p><p></p><p>Doomsday Spell [Transcendental] </p><p></p><p>Your spells are impossibly powerful.</p><p></p><p>Prerequisites: Devastating Spell, Spellcraft 243 ranks</p><p>Benefit: Any variable numeric components of your spells are increased from their original die-size to d100s.</p><p></p><p>Omega Spell [Transcendental] [Metamagic]</p><p></p><p>Your magic is absolute.</p><p></p><p>Prerequisites: 48 Metamagic Feats, Spellcraft 263 ranks</p><p>Benefit: The effects of the spell are permanent and cannot be undone by any means. i.e. a target slain by an Omega Finger of Death cannot be returned to life by any means. </p><p>Special: A spell modified by Omega Spell occupies a slot 48 levels higher.</p><p></p><p></p><p>Unreal Spell [Transcendental] [Metamagic]</p><p></p><p>Your magic is irresistible.</p><p></p><p>Prerequisites: 64 Metamagic Feats, Spellcraft 343 ranks</p><p>Benefit: The spell allows no Spell Resistance, no Saving Throw, and ignores any resistance or immunity. </p><p>Special: An Unreal Spell takes up a slot 64 levels higher.</p><p></p><p>[/sblock]</p><p></p><p></p><p>For my actual epic spell rules... it appears I never wrote them down. >_<</p><p></p><p>Will have to go from memory. Beyond what I mentioned above, I believe the feat Epic Spellcasting under my system allowed the caster to learn an Epic Spell, and each spell has a prerequisite in spellcraft ranks required to learn it. A caster could cast a number of epic spells per day equal to the number of epic spellcasting feats he has -- all casters in my setting are spontaneous. Like I said, I really don't think this system will work.</p><p></p><p>But, I'm going to include a sample spell here to show hopefully what the system looks like since, that's all I have.</p><p></p><p>Oh, also, my epic spells can't be modified with metamagic, but they each offer an optional effect for additional spell points which often simulate a particular metamagic. (So, in my system, you have both high-MM'd 0-9th level spells, and then epic spells, and ideally, both are equally useful). Note that the non-MM magic abilities up there still apply to them, in most cases, also. Again, I don't know how you would convert this.</p><p></p><p>Anyway, here's a sample spell.</p><p></p><p>[sblock] Apotheosis of Fire [Wyrd]</p><p></p><p>Transmutation [Fire]</p><p>Spellcraft: 41</p><p>Spell Points: 31</p><p>Spell Level: 16th</p><p>Components: V, S</p><p>Casting Time: 1 Full Round Action</p><p>Range: Personal Emanation</p><p>Area: 20 ft.</p><p>Duration: 1 round per level or until ended</p><p>Saving Throw: Reflex ½ </p><p>Spell Resistance: Yes</p><p></p><p>The Wyrd turns to fire in your blood, and you erupt with flames of every conceivable hue, burning your enemies to death and yourself to a glorious rebirth.</p><p></p><p>Upon casting this spell, the caster becomes shrouded in fire, gaining an aura out to 20 ft. All creatures within this aura take 1d4 Fire damage per caster level each round. The caster, likewise, takes Fire damage each round equal to their caster level.</p><p></p><p>If the caster is killed, or when the spell's duration ends, the caster explodes in a blossoming inferno, creating a burst out to 10 ft. per caster level dealing 1d10 Fire damage per caster level. The caster may instead cause this effect prematurely, however, the effect's damage is reduced to 1d6 per caster level with this usage. Regardless, this explosion kills the caster</p><p></p><p>1 round after the caster dies while this spell is active, they are restored to life in the same square in which they died (or in the nearest unoccupied square). Their Hit Points are completely restored, and they suffer no penalty for dying. They do not recover Spell Points from this effect.</p><p></p><p>By spending an additional 11 spell points, the caster may cast this spell as a Standard Action. [/sblock]</p><p></p><p>I really doubt we can use this system, and I really kind of stopped working on it halfway through designing it, so it might be horribly unbalanced, but there it is.</p></blockquote><p></p>
[QUOTE="Belzamus, post: 5808251, member: 61612"] Right. So, first of all, my magic and metamagic abilities. Keep in mind with these: I do not allow the stacking of metamagic whatsoever, and I do not allow more than 1 quickened spell per round unless the caster has additional swift actions. That said, these are largely untested. [sblock] Cataclysmic Spell [Epic] [Metamagic] Your magic strikes with all elemental fury. Prerequisites: Spellcraft 38 ranks, Energy Admixture (Acid, Cold, Electricity, Fire), Energy Substitution (Acid, Cold, Electricity, Fire) Benefit: Any spell that deals elemental damage deals damage of all four elements instead. i.e. a Cataclysmic Fireball would deal 10d6 points of Acid, Cold, Electricity, and Fire damage. Special: A spell modified by Cataclysmic Spell occupies a slot 5 levels higher. Dire Spell [Epic] Your spells are terribly powerful. Prerequisites: Deadly Spell, Spellcraft 28 ranks Benefit: Any variable numeric components of your spells have their die-size increased by one category. Masterful Spell [Epic] Your mastery of magic is an artwork. Prerequisites: Heighten Spell, Spellcraft 33 ranks Benefit: The cap for all your spells is doubled, i.e. a Masterful Fireball would deal 30d6 damage if cast by a 20th level caster, rather than 10d6. Thaumaturgic Spell [Epic] Your magic is infused with divine power. Prerequisites: 6 Metamagic Feats, Spellcraft 43 ranks Benefit: Any damage dealt by your spells is considered half Divine Damage. Annihilating Spell [Divine] Your magic obliterates those it strikes. Prerequisites: 6 Metamagic Feats, Spellcraft 43 ranks Benefit: Any damage dealt your spells is considered Permanent Damage. Dolorous Spell [Divine] [Metamagic] Your spells are grievously powerful. Prerequisites: Dire Spell, Spellcraft 63 ranks Benefit: Any variable numeric components of your spells are increased from its original die-size to d12s. Prodigious Spell [Divine] Your mastery of magic is legendary. Prerequisites: Masterful Spell, Spellcraft 68 ranks Benefit: The cap for all your spells is quadrupled, i.e. a Prodigious Fireball cast by a 70th level wizard would deal 40d6 damage rather than 10d6. Quintessential Spell [Divine] [Metamagic] Your spells are especially effective against Immortals. Prerequisites: Theurgic Spell, Spellcraft 78 ranks Benefit: For every 4 points of Divine Bonus possessed by the spell’s target, the all numeric components of the spell double. i.e. a Quintessential Fireball cast at a Greater Deity would deal 40d6 damage. Special: A Quintessential Spell takes up a slot 5 levels higher than normal. Resonating Spell [Divine] [Metamagic] Your magic resounds through all that you perceive. Prerequisites: 12 Metamagic Feats, Spellcraft 73 ranks Benefit: The spell effects every creature within the caster’s Divine Aura. Special: A spell modified by Resonating Spell occupies a slot 6 levels higher. Special: If the caster does not possess a Divine Aura, the spell effects everything within 100 ft. + 10 ft. per Caster Level. Telluric Spell [Divine] [Metamagic] Your magic intensifies with each use. Prerequisites: 12 Metamagic Feats, Spellcraft 83 ranks Benefit: The spell’s effect is doubled each time it is cast against the same target. Special: A spell modified by Telluric Spell occupies a slot 6 levels higher. Special: The same spell must be cast at the same target for the feat to take effect. i.e. if a Telluric Fireball is cast three times at the same target, it would deal 40d6 damage on the third casting, whereas if the caster instead cast a Telluric Fireball, a Telluric Lightning Bolt, and a Telluric Polar Ray, each spell would only have its normal effect. Theurgic Spell [Divine] Your magic is purely divine Prerequisites: Thaumaturgic Spell, 12 Metamagic Feats, Spellcraft 73 ranks Benefit: Any damage your spells do is considered Divine Damage Transient Spell [Divine] [Metamagic] Your magic warps space and time. Prerequisites: 12 Metamagic Feats, Spellcraft 83 ranks Benefit: The spell strikes three times simultaneously, once in the present, once in the immediate past, and once in the immediate future. Special: A spell modified by Transient Spell occupies a slot 6 levels higher. Devastating Spell [Cosmic] Your spells are catastrophically powerful. Prerequisites: Dolorous Spell, Spellcraft 123 ranks Benefit: Any variable numeric components of your spells are increased from their original die-size to d20s. Immediate Spell [Cosmic] [Metamagic] Your spell is cast faster than thought. Prerequisites: Quicken Spell, Spellcraft 148 ranks Benefit: The spell is cast as an Immediate Action, allowing it to be used on another character’s turn. Special: An Immediate Spell takes up a slot 8 levels higher. Surpassing Spell [Cosmic] Your mastery of magic is without peer. Prerequisites: Prodigious Spell, Spellcraft 153 ranks Benefit: Your spells have no cap, i.e. a Surpassing Fireball cast by a 180th level wizard would deal 180d6 damage instead of 10d6. Ultima Spell [Cosmic] [Metamagic] Your magic knows no limits. Prerequisites: 24 Metamagic Feats, Spellcraft 183 ranks Benefit: The spell recasts itself for a number of rounds equal to the caster’s Caster Level. Special: A spell modified by Ultima Spell occupies a slot 24 levels higher. Doomsday Spell [Transcendental] Your spells are impossibly powerful. Prerequisites: Devastating Spell, Spellcraft 243 ranks Benefit: Any variable numeric components of your spells are increased from their original die-size to d100s. Omega Spell [Transcendental] [Metamagic] Your magic is absolute. Prerequisites: 48 Metamagic Feats, Spellcraft 263 ranks Benefit: The effects of the spell are permanent and cannot be undone by any means. i.e. a target slain by an Omega Finger of Death cannot be returned to life by any means. Special: A spell modified by Omega Spell occupies a slot 48 levels higher. Unreal Spell [Transcendental] [Metamagic] Your magic is irresistible. Prerequisites: 64 Metamagic Feats, Spellcraft 343 ranks Benefit: The spell allows no Spell Resistance, no Saving Throw, and ignores any resistance or immunity. Special: An Unreal Spell takes up a slot 64 levels higher. [/sblock] For my actual epic spell rules... it appears I never wrote them down. >_< Will have to go from memory. Beyond what I mentioned above, I believe the feat Epic Spellcasting under my system allowed the caster to learn an Epic Spell, and each spell has a prerequisite in spellcraft ranks required to learn it. A caster could cast a number of epic spells per day equal to the number of epic spellcasting feats he has -- all casters in my setting are spontaneous. Like I said, I really don't think this system will work. But, I'm going to include a sample spell here to show hopefully what the system looks like since, that's all I have. Oh, also, my epic spells can't be modified with metamagic, but they each offer an optional effect for additional spell points which often simulate a particular metamagic. (So, in my system, you have both high-MM'd 0-9th level spells, and then epic spells, and ideally, both are equally useful). Note that the non-MM magic abilities up there still apply to them, in most cases, also. Again, I don't know how you would convert this. Anyway, here's a sample spell. [sblock] Apotheosis of Fire [Wyrd] Transmutation [Fire] Spellcraft: 41 Spell Points: 31 Spell Level: 16th Components: V, S Casting Time: 1 Full Round Action Range: Personal Emanation Area: 20 ft. Duration: 1 round per level or until ended Saving Throw: Reflex ½ Spell Resistance: Yes The Wyrd turns to fire in your blood, and you erupt with flames of every conceivable hue, burning your enemies to death and yourself to a glorious rebirth. Upon casting this spell, the caster becomes shrouded in fire, gaining an aura out to 20 ft. All creatures within this aura take 1d4 Fire damage per caster level each round. The caster, likewise, takes Fire damage each round equal to their caster level. If the caster is killed, or when the spell's duration ends, the caster explodes in a blossoming inferno, creating a burst out to 10 ft. per caster level dealing 1d10 Fire damage per caster level. The caster may instead cause this effect prematurely, however, the effect's damage is reduced to 1d6 per caster level with this usage. Regardless, this explosion kills the caster 1 round after the caster dies while this spell is active, they are restored to life in the same square in which they died (or in the nearest unoccupied square). Their Hit Points are completely restored, and they suffer no penalty for dying. They do not recover Spell Points from this effect. By spending an additional 11 spell points, the caster may cast this spell as a Standard Action. [/sblock] I really doubt we can use this system, and I really kind of stopped working on it halfway through designing it, so it might be horribly unbalanced, but there it is. [/QUOTE]
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