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Design a usable Epic Spell, please, for actual use in a game
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<blockquote data-quote="Neijin" data-source="post: 3253291" data-attributes="member: 48258"><p><strong>Edit: I posted a spell for comment in the thread</strong> Hello to all and thank you for your submissions,</p><p></p><p>I'm looking for some usable epic spells for my character, King Magnus, using the Epic Level Handbook rules. Specifcally I'm looking for something that my DM would actually allow me to develop, not a theoretical uberspell. I have some setting background at the bottom if you want to read that first. </p><p></p><p>Here are some design parameters/info:</p><p></p><p>-My character is a king and for various reasons too long to explain (beyond the fact that he is king <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /> ) has to protect his city at all costs. The city size is ~15,000 population</p><p>-A spell that will protect a city, or aid in its defense through enhancing the heavy hitters. The rulling council is full of high level characters.</p><p>-Final DC (after mitigating factors) of close to 20 (A minimum DC set by the DM, plus the fact that 180,000 gp is a lot of money. Magnus might be able to convince the ruling council to contribute money, but this is unlikely.)</p><p>-No xp burn mititgating factor</p><p>-Casting time of 10 minutes (Anything longer would expose the city to attack)</p><p>-Spellcraft modifier of +74 (which could matter for having something useful if ritual spellcasting reduction is unavailable, see below)</p><p>-Mitigating factors from ritual spell slot contributions as approximately 200 to 400, preferably closer to 200. Of course, using less than 200 would be fine as that would involve calling in substantialy less favors.</p><p>-All seeds are viable due to dual spellcasting of Magnus.</p><p>-Mythal ideas are welcome, either for the entire city or strictly a palace ward.</p><p></p><p>Yes, there are a lot of parameters. View it as a challenge instead of as restrictive. Below is some background for you.</p><p></p><p>Background</p><p></p><p>[End result is while publically Magnus is king, behind the scenes the council holds almost all the power. This campaign is set in the Forgotten Realms for those of you who do not recognize some of the place names. The PCs are trying to ascend to godhood.]</p><p></p><p>Excerpts from A History of Twelve Oaks by Remzik Omizar:</p><p></p><p>31 years ago King Magnus Thistlebrow formed our great nation by establishing the capitol city of Twelve Oaks. He saw the hardship the local people suffered from constant attack and decided that it was his duty to protect them. Magnus traveled the planes in search of great trees suitable for his creation. He recognized that balance must be maintained in all things, what better way than to form his city from nature itself. Magnus brought seeds back and germinated them with his own sweat and tears. The trees grew at an amazing rate (this historian believes that he imbued them with some of his deific essence, but that’s a story for another time). Once the Oaks were established, wise men came to Magnus’ aid. He led them in a great magical ceremony known as the Covenant of the Oaks assuring that our land would prosper. </p><p></p><p>The Covenant of the Oaks protected both man and beast from the unnatural balance they were living in previous to his great work. On that day Magnus decreed that both would live together in harmony. The King saw that animals had certain rights as living creatures that should not be encroached upon. He gave some of them intellect and appointed advisors and overseers from their ranks. From that day on, no animal in Twelve Oaks would be used as a beast of burden against its will. Having finished his work with the local animals, Magnus turned his attention towards his fellow man.</p><p></p><p>At that time, Magnus offered sanctuary to anyone who would swear fealty and agree to follow the laws of Twelve Oaks. Many people eagerly joined after enduring terrible natural disasters, slavery, and countless other evils. His covenant assured that they would never hunger, thirst, or want for shelter. In return, he asked for nothing but their observance of the natural law and offerings to assure his good works could continue to protect new settlers. The King fortified his city against attacks from evil demi-humans and giants.</p><p>-----------------------------------------------------------------------------------------------------------</p><p></p><p>Law & Customs:</p><p></p><p>Veldorn is technically a monarchy, but King Magnus has appointed numerous ministers to handle the important affairs of government. [Edit note: Magnus is an adventurer/PC, so the city is kind of a background setting and not the main focus] These men and women effectively rule with the blessing of the King. This city-state is known for having some strange laws and customs. Here are a few examples:</p><p></p><p>• Animals have a say in government and policy decisions</p><p>• Numerous strange laws concerning animal rights and labor</p><p>• Evil creatures are given sanctuary so long as they obey the law</p><p>• Limited private land ownership</p><p>• The king provides food and shelter for all in need within his borders</p><p>• Strict punishment for infractions of the law: death or exile in most cases </p><p></p><p>Territory:</p><p></p><p>This kingdom controls land ranging from the edge of the Toadsquat Mountains to the fork in the Liontongue River. Its eastern border ends just short of Aerilpar Forest. Veldorn lays claim to most land within 100 miles west north and east of its capitol Twelve Oaks. </p><p></p><p>Demographics:</p><p></p><p>Sages approximate Veldorn’s population at 30,000 with roughly a half of that number living in the capitol, Twelve Oaks. Outside the capitol, there are no other notable towns since veldornians live in constant fear of an uprising from the native tribes. Those living outside the city are mainly farmers and herders working small plots of land gained under the squatters rights law passed 15 years ago. The last census recorded a population break down in these percentages, but sages are quick to note that these numbers do not come close to an accurate picture of Veldorn since many demi-human and monstrous tribes occupy uncivilized areas and are not represented here:</p><p></p><p>• 56% Human</p><p>• 15% Halfling</p><p>• 12% Dwarves</p><p>• 6% Elven blood, including drow and half elves. Half elf was not an option in the census so those citizens chose the race they identified with the most</p><p>• 6% half orc or orc blooded</p><p>• 5% other including ogres, giant, beastmen, and other races not represented above</p></blockquote><p></p>
[QUOTE="Neijin, post: 3253291, member: 48258"] [B]Edit: I posted a spell for comment in the thread[/B] Hello to all and thank you for your submissions, I'm looking for some usable epic spells for my character, King Magnus, using the Epic Level Handbook rules. Specifcally I'm looking for something that my DM would actually allow me to develop, not a theoretical uberspell. I have some setting background at the bottom if you want to read that first. Here are some design parameters/info: -My character is a king and for various reasons too long to explain (beyond the fact that he is king :p ) has to protect his city at all costs. The city size is ~15,000 population -A spell that will protect a city, or aid in its defense through enhancing the heavy hitters. The rulling council is full of high level characters. -Final DC (after mitigating factors) of close to 20 (A minimum DC set by the DM, plus the fact that 180,000 gp is a lot of money. Magnus might be able to convince the ruling council to contribute money, but this is unlikely.) -No xp burn mititgating factor -Casting time of 10 minutes (Anything longer would expose the city to attack) -Spellcraft modifier of +74 (which could matter for having something useful if ritual spellcasting reduction is unavailable, see below) -Mitigating factors from ritual spell slot contributions as approximately 200 to 400, preferably closer to 200. Of course, using less than 200 would be fine as that would involve calling in substantialy less favors. -All seeds are viable due to dual spellcasting of Magnus. -Mythal ideas are welcome, either for the entire city or strictly a palace ward. Yes, there are a lot of parameters. View it as a challenge instead of as restrictive. Below is some background for you. Background [End result is while publically Magnus is king, behind the scenes the council holds almost all the power. This campaign is set in the Forgotten Realms for those of you who do not recognize some of the place names. The PCs are trying to ascend to godhood.] Excerpts from A History of Twelve Oaks by Remzik Omizar: 31 years ago King Magnus Thistlebrow formed our great nation by establishing the capitol city of Twelve Oaks. He saw the hardship the local people suffered from constant attack and decided that it was his duty to protect them. Magnus traveled the planes in search of great trees suitable for his creation. He recognized that balance must be maintained in all things, what better way than to form his city from nature itself. Magnus brought seeds back and germinated them with his own sweat and tears. The trees grew at an amazing rate (this historian believes that he imbued them with some of his deific essence, but that’s a story for another time). Once the Oaks were established, wise men came to Magnus’ aid. He led them in a great magical ceremony known as the Covenant of the Oaks assuring that our land would prosper. The Covenant of the Oaks protected both man and beast from the unnatural balance they were living in previous to his great work. On that day Magnus decreed that both would live together in harmony. The King saw that animals had certain rights as living creatures that should not be encroached upon. He gave some of them intellect and appointed advisors and overseers from their ranks. From that day on, no animal in Twelve Oaks would be used as a beast of burden against its will. Having finished his work with the local animals, Magnus turned his attention towards his fellow man. At that time, Magnus offered sanctuary to anyone who would swear fealty and agree to follow the laws of Twelve Oaks. Many people eagerly joined after enduring terrible natural disasters, slavery, and countless other evils. His covenant assured that they would never hunger, thirst, or want for shelter. In return, he asked for nothing but their observance of the natural law and offerings to assure his good works could continue to protect new settlers. The King fortified his city against attacks from evil demi-humans and giants. ----------------------------------------------------------------------------------------------------------- Law & Customs: Veldorn is technically a monarchy, but King Magnus has appointed numerous ministers to handle the important affairs of government. [Edit note: Magnus is an adventurer/PC, so the city is kind of a background setting and not the main focus] These men and women effectively rule with the blessing of the King. This city-state is known for having some strange laws and customs. Here are a few examples: • Animals have a say in government and policy decisions • Numerous strange laws concerning animal rights and labor • Evil creatures are given sanctuary so long as they obey the law • Limited private land ownership • The king provides food and shelter for all in need within his borders • Strict punishment for infractions of the law: death or exile in most cases Territory: This kingdom controls land ranging from the edge of the Toadsquat Mountains to the fork in the Liontongue River. Its eastern border ends just short of Aerilpar Forest. Veldorn lays claim to most land within 100 miles west north and east of its capitol Twelve Oaks. Demographics: Sages approximate Veldorn’s population at 30,000 with roughly a half of that number living in the capitol, Twelve Oaks. Outside the capitol, there are no other notable towns since veldornians live in constant fear of an uprising from the native tribes. Those living outside the city are mainly farmers and herders working small plots of land gained under the squatters rights law passed 15 years ago. The last census recorded a population break down in these percentages, but sages are quick to note that these numbers do not come close to an accurate picture of Veldorn since many demi-human and monstrous tribes occupy uncivilized areas and are not represented here: • 56% Human • 15% Halfling • 12% Dwarves • 6% Elven blood, including drow and half elves. Half elf was not an option in the census so those citizens chose the race they identified with the most • 6% half orc or orc blooded • 5% other including ogres, giant, beastmen, and other races not represented above [/QUOTE]
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