No, it won't make it more powerful than disjunction, but it would obviate the need for greater dispelling.
Actually my comment was that an uncapped dispel spell would
not be more powerful than disjunction, hence, I didn't see the need to upgrade the spell's level dramatically.
I was agreeing with you - sorry that didn't look right. Yeah, if you lifted the cap, it
might bump the spell up a level. We don't play with caps at all in our game, and we don't see any real problems, beyond having to roll huge amounts of dice at higher levels (hehe). Yeah, I know that's why they instituted that rule, but... I dunno.
No, it won't make it more powerful than disjunction, but it would obviate the need for greater dispelling.
But both dispel magic and greater dispelling have set totals, I think that was the point.
Right, right. But if you lifted the caps, there'd be no point for greater dispelling - it's only there now because dispel magic has a +10 cap. For that matter, there'd be no need for superb dispelling, unless you go with my version of things.
I think the problem lies in having low saves at all.
How's that? You kind of have to have low saves for game balance...
At epic level, attacks are generally meant to hit, but at the same time damage totals will be proportionally less when compared to hit point totals....although when I introduce metamartial feats it will make all those misgivings obsolete anyway.
I dunno... seems to take something away from combat...
DM: "The monster has a BAB of +75. Anyone have an AC score above that?"
Players, looking at each other: "Umm... no..."
DM: "Oh good. I don't have to make attack rolls then."
Players: "Oh boy..."
Don't forget, too, special attacks that go along with the normal ones, like poison, ability/level drain, etc. Sure, they have saves for them, but if they always hit, there's a proprtionately greater chance that the characters will fail the saves (especially if it's against the bad save). The metamartial feats thing sounds interesting, though.
By the way, something of particular interest to yourself, I have been tinkering about with my magic system and I may be looking for a playtester for that in a few weeks.
Sweet!

I wouldn't be able to actually playtest it, since our group is only 5th-6th level, but I can still offer comments and such.
As far as I can tell, the core of the system and the application of dimensional magic is perfect, I'm just not sure if the implementation of my recent damage changes is balanced in the sense that spell damage starts to eclipse the paralleled accruement of hit points at about 45th-level and rise exponentially, so by the time you are capable of blowing up a planet (approx. 100th-level when min/maxed) you will almost certainly be able to kill any opponent whose spell resistance you penetrate with a single spell...which is a fairly narrow band.
Well that's not good...
My solution to this (work in progress) is to turn spell resistance into a sort of spell dampening/anti-magic type of spell-level DR.
eg. Divide SR by 5 to gauge how many levels of anti-magic you apply to a spell effect.
IOW, if you cast a 15th-level spell at a creature with SR 25, it would effectively be a 10th-level spell for purposes of save, damage, and duration, if applicable? That's a really cool idea. Kind of harks back to 1E/2E magic resistance.
The only problem I see is that you're violating the KISS rule (you know, Keep It Simple, Stupid) - one change requires another change, which requires another, and so on. This would be great for an alternate system, like something you'd see in Unearthed Arcana, but if you say, "I've got this infinitely scaling system for spells, but you have to use this new SR system too," that might not go over as well. But, like you said, it's a work in progress.