Eadric et. al. (The Paladin and his Friends).

Lela said:
It's a Bane of Good Outsiders, not good aligned. Or so I understood it. That's why it's forging was secret. I'd bet it was created before Graz'zt offically fell. Part of the planning phase.

Looks like I wasn't reading very carefully tonight: 10K/15K XP, Good Bane. Sheesh :/ :D
 

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I can't imagine the PC's beating Graz'zt. It must be Sonellion that is going to bring him down if they ever do bring him down. That guy is too strong to be beaten, especially in his home plane.
 

Baron Opal said:
Remind me, who was Pharamne again?

Is it too clever to say:

... utterly erased from existence and memory, as though they had never been.

Yeah, there's these urn named after Pharamne, but there is no trace of any such being ever existing... :D

john
p.s. Amazing stuff Sep!
 

If they can catch Graz'zt just after he has facilitated translation, and outside Azzagrat, they have a chance. Graz'zt without his arcane spellcasting and spell-like abilities is [understatement] merely a really, really tough meat puppet [/understatement]. I can't imagine a way they could take him otherwise.
 

Oh, and on another note:
Facilitate Translation (Sp): as a Demon Prince, Graz’zt can open a special gate to allow other fiends to soujourn upon the Prime Plane, contrary to the usual limitations which apply to lower planar creatures. Opening such a gate is a full-round action, requires 5000 xp, and the Demon Prince must subsequently rest 1 hour for every Hit Dice of the translating creature(s), during which time his arcane spellcasting and spell-like abilities are unavailable to him, and he is effectively fatigued. No more than 24HD of creatures may be translated, and no single creature of more than 16HD may be affected. Graz’zt himself may not enter the Prime unless called.

Were Sep's rules for how the whole translating to the Prime thing ever discussed more fully? I am *very* interested in this, and how I might yoink elements of it for my own game.

If not,
Hey Sep, I know the general theme of how this works in story, but could you explain some of the mechanics you worked out for it?

Many thanks,
john
 

So here are some of Graz'zt's epic spells. These are from amongst the most disorganized of my notes, so there may be a few holes in them (arithmetically and conceptually). :o My problem is that when I get into epic spell creation mode, ideas come faster than my patience for finalizing the spell that I'm working on, and I move onto the next spell. I then have to go back, and finish previous spell.

In order to make some of Graz'zt's spells 'work,' certain liberties have been taken with the Epic Spell system. These are untested, may be mechanically unsound, and I make no claims about balance.



Origin of Species

Origin of species variants require the seeds of conjure, fortify and life. Any spell-like, supernatural, extraordinary or otherwise unusual abilities possessed by the species require additional seeds which replicate or reflect the desired ability. Only one seed is necessary for multiple effects of similar type (e.g. if a creature has a +8 racial bonus on search and spot checks, possesses darkvision and can both scry and use clairvoyance then the reveal seed need only be used once).

The CR of the creature becomes the main determining factor in the final Spellcraft DC. For each point of increase in the created creature's CR above 1 add +20 to the Spellcraft DC. Created creatures will reproduce in their usual fashion (or if wholly original, in a fashion determined by their creator). They will have advancement ranges appropriate to their type. The final spell is always detemined by the conjure seed, but is of instantaneous duration.

Some hypothetical examples (before mitigating factors):

1) Achaierai: conjure (21), fortify (17), life (27), reveal (for darkvision) (19), afflict (for black cloud ability) (14), CR5 creature (+80). The creature's natural armour, SR and evil-aligned natural attacks are already covered by the fortify seed. Final DC 178.

2) Orc: conjure (21), fortify (17), life (27), reveal (for darkvision) (19). Final DC 84.

3) Balor: conjure (21), fortify (17), life (27), reveal (for darkvision, true seeing, racial bonuses on Spot and Listen skill checks) (19), ward (for immunities and unholy aura SLA) (14), energy (for fire storm SLA, flaming whip, flaming body) (19), dispel (for greater dispelling SLA) (19), destroy (for implosion SLA, death throes) (29), slay (for vorpal weaponry) (25), summon (for summon tanar'ri ability) (14), compel (for power word stun, insanity and dominate monster SLAs (19), transport (for greater teleport SLA) (27), banish (for blasphemy SLA) (27) and transform (for telekinesis SLA) (21). There is a +380 DC adjustment due to the balor's CR. Final DC 678.


Allowing the Effects of Multiple Permanent Spells to Stack

Certain permanent spells with an area of effect are allowed to "stack" if the Spellcraft DC is increased by +20 – e.g. if a permanent spell has a 20 ft. radius area, a second casting will increase the radius to 40 ft., a third casting to 60 ft. etc. Subsequent castings are always considered centered on the point in space where the original spell was cast. The final effect is similar to an onion, with multiple 'layers' or 'shells' of magic. If a dispel spell successfully overcomes it, only the outermost shell is affected – it requires multiple dispels to bring down a stacked permanent epic magical effect. If the central locus is targeted by a disjunction, the entire series of spells may be brought down (but see disjunction ward below). Deities with the alter reality salient divine ability and the portfolio of magic, or deities with more divine ranks than the caster and the alter reality SDA may automatically remove the entire series of spells.


Excluding the Caster from the Effects of a Permanent Spell with the Ward Seed

If a permanent area spell contains the ward seed, the caster himself may be rendered impervious to the ward if the Spellcraft DC is increased by +10 (translating to +50DC after permanency is accounted for).



Genesis Seed

I needed a genesis seed for a variety of reasons - Pharamne's Urn was one, some of Dan's ideas were another. I also needed a spell for Rhyxali (in order to explain her "touch" in Afqithan, as Koilimilou put it) and nothing else seemed capable of fitting the bill. For some reason, I like mechanical explanations of cosmic or epic events. This seed is sketchy, and still in its developmental stages.


SEED: GENESIS
Conjuration (Creation)
Spellcraft DC: 31
Components: V, S
Casting Time: 1 minute
Range: 180 ft. (see text)
Effect: A demiplane coterminous with the Ethereal Plane, and centred on your location
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

You create a finite plane with limited access: a demiplane. You must be on the Ethereal Plane when you cast this spell. The demiplane grows at the rate of 1 foot per day until it reaches a maximum radius of 180 feet. You determine factors such as atmosphere, illumination, water, temperature and the general shape of the terrain. The demiplane has a normal time trait, a normal gravity trait, and an alterable morphic. It has no dominant elemental or energy trait, is mildly neutral-aligned, and has a normal magic trait.

For every doubling in the maximum radius, increase the Spellcraft DC by +20. If you wish to allow subsequent castings of the spell to increase the radius proportionally, increase the Spellcraft DC by +20. If you wish to set no limit to the maximum radius of the fledgeling plane, increase the Spellcraft DC by +100. If you wish to increase the speed at which the demiplane grows, add a +4 modifier for every extra foot of growth per day.

If you wish to generate a demiplane which is coterminous with a transitive plane other than the Ethereal Plane (such as Dream or Shadow), increase the Spellcraft DC by +30. If you wish to create a demiplane which is coterminous with a nontransitive plane, increase the Spellcraft DC by +50. In either case, you must be on the plane with which the demiplane will be coterminous when the spell is cast.

To introduce a variety of vegetation to the demiplane, increase the spellcraft DC by +20. If you increase the Spellcraft DC by +100, you may introduce a complex natural ecosystem of your choice (albeit one with no sentient species). The ecosystem will flourish within the spatial limits of the demiplane. In both of these cases, the final spell must also include the life seed.

If you wish to warp the periphery of the demiplane such that it folds back upon itself (in the manner of a sphere), or becomes otherwise self-contained, increase the Spellcraft DC by +50.

Changing the gravity trait increases the Spellcraft DC by +30. Changing the morphic of the plane to static or highly morphic increases the Spellcraft DC by +50. Giving the demiplane the trait of dead magic or wild magic increases the Spellcraft DC by +100. To assign an elemental or energy dominance trait, or a mild alignment trait other than neutral to the demiplane increases the Spellcraft DC by +20. If the demiplane has a strong alignment trait, increase the Spellcraft DC by +40: these modifiers are cumulative with respect to the law/chaos and good/evil axes. The creation of demiplanes which have magic traits other than dead magic or wild magic, or possess unusual temporal traits require the use of other seeds as agreed with the DM. Creation of a demiplane with a divinely morphic trait requires the use of the alter reality salient divine ability, and is thus beyond the abilities of non-deific casters.

*

(I'd like to point out that I've just realized how much material from D&Dg is creeping into my game. Kind of scary.)

*

Anyway:

Graz'zt can cast 3 Epic Spells per day at 24th level of ability. His Spellcraft score of +85 puts an effective limit of 95 on the DCs of any Epic Spells he casts (taking 10). In addition to his amulet, Graz'zt enjoys a certain native power which can help fuel his spells – the 'xp cushion' that powerful extraplanars possess (15,000 per week, in Graz'zt's case), as well as the dark subsumption rite (detailed hereafter) and the use of spells in his sanctum.

Graz'zt is billions of years old, so it seems natural to assume that he's got a few Epic Spells under his belt.


Adore Me
Enchantment (Compulsion) [Mind-Affecting]
Spellcraft DC: 95
Components: V
Casting Time: 1 action
Range: 75 ft.
Area: 100-ft. radius circle
Duration: 20 minutes (D)
Saving Throw: Will negates (see text)
Spell Resistance: Yes
To Develop: Seeds: Compel (DC 19). Factors: 1 action casting time (+20 DC), change from target to 20-ft. radius area (+10DC), increase area by 900% (+36DC), no somatic component (+2 DC), increase saving throw DC by +10 (+20 DC). Mitigating factor: burn 1200 XP.

All creatures within a 100-ft. radius circle must immediately make a Will saving throw (DC30 + relevant modifier) or fall to the ground, prostrating themselves before Graz'zt in worship and adoration. This condition persists until Graz'zt wills it otherwise or the spell's duration expires. If attacked by a third party, those affected by the compulsion will defend themselves until the threat has passed, and then resume their worship. If attacked by Graz'zt or his allies, the compulsion is immediately broken.



Animus Blizzard (Variation)
Evocation [Cold]
Spellcraft DC: 95
Components: V, S
Casting Time: 1 action
Range: 300 ft.
Area: 20-ft.-radius hemisphere burst
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
To Develop: Seeds: energy (DC 19), animate dead (DC 23). Factors: increase damage to 20d6 (+20 DC), increase damage die to d20 (+40 DC), set undead type to spectre (+2 DC), increase number of HD created by +1 (+1 DC), 1-action casting time (+20 DC). Mitigating factors: 10d6 backlash (-10 DC), burn 2000 XP (-20 DC)

When this spell is cast, enemies within range are dealt 20d20 points of cold damage. However, up to three victims that perish as a result of this blast are then instantly animated as spectres. These three spectres serve Graz'zt indefinitely. He cannot exceed the normal limit for controlling undead through use of this spell, but other means that allow him to exceed the normal limit for controlled undead work just as well with undead created with animus blizzard.


Bond Azzagrat: Impregnable Defense Against the Celestial Host (First Spell)
Enchantment (Compulsion)
Spellcraft DC: 95
Components: V, S, XP
Casting Time: 100 days 11 minutes
Range: 0 ft.
Area: 20-ft radius sphere
Duration: Permanent
Saving Throw: Yes (see text)
Spell Resistance: Yes (see text)

To Develop: Seeds: Afflict (DC 14). Factors: change from target to 20-ft. radius area (+10 DC), good targets take –14 penalty each on attack rolls and saving throws (+48 DC), good targets rendered deaf, blind, without scent, tactile sense or blindsense (+10 DC), allow subsequent castings to increase radius proportionally (ad hoc +20 DC), affects [good] subtype only (ad hoc –10DC), permanent (x5DC). Mitigating factor: increase casting time to 100 days 11 minutes (-220DC), burn 14,500 XP (-145DC).

Graz'zt creates a permanent zone of affliction which affects good creatures. Creatures with the [good] subtype suffer a –14 morale penalty to all attacks and saving throws and cannot see, hear, smell or infer by tactile or blindsense whilst in the afflicted area unless they succeed at a will saving throw (DC 20+ relevant modifier). Each round that they remain within the impregnable defense they must succeed at the saving throw – failure indicates that they suffer the effects until they leave it. Leaving and then re-entering the zone prompts a further saving throw. Multiple castings of this spell have extended the impregnable defense against the celestial host to around sixty miles across all three planes of Azzagrat, encompassing the whole of Zelatar and a swathe which extends from the walls of the city.

It is said that Graz'zt chanted nothing but this spell for fifteen millennia, repeating it fifty thousand times.


Bond Azzagrat: Violent Earth (Second Spell)
Conjuration [Fire]
Spellcraft DC: 95
Components: V,S,XP
Range: 0 ft.
Effect: Fumarole 60ft. wide and 20ft. high
Duration: Instantaneous
Saving Throw: Reflex half (see text)
Spell Resistance: Yes (see text)
To Develop: Seeds: Animate (DC25), compel (DC19), conjure (DC21), energy (DC19), contact (to form mental bond to fumarole) (DC23), life (DC27), reveal (DC19). Factor: increase area of discharge by 800% (+32DC), increase emanated damage by 8d6 (+16DC), increase volume of fumarole by 980 cubic feet (+98DC), increase volume of fumarole by 15,000 cubic feet (+150DC), allow perception within 200 ft. (ad hoc +12DC). Mitigating factor: increase casting time to 100 days 11 minutes (-220DC), burn 13,400 XP (-134DC)

Graz'zt creates a fumarole which, from that moment, erupts green fire upon his mental command. When active, the fumarole emanates 10d6 points of fire damage in a 100-foot radius. The fumarole possesses a rudimentary malice, and from any distance (even across planes) Graz'zt may perceive the fumarole's immediate environs within 200 feet as though he was standing there himself. Typically, the fumarole appears as a cone around sixty feet in diameter and around twenty feet high. Graz'zt may render any number of fumaroles active or inert as a free action.


Bond Azzagrat: Seed the Acid Tempest (Third Spell)
Evocation [Acid]
Spellcraft DC: 95
Components: V, S, XP, Dark Subsumption
Casting Time: 100 days 11 minutes
Range: 0 ft.
Area: 2 mile radius sphere
Duration: Permanent
Saving Throw: None (see text)
Spell Resistance: No (see text)
To Develop: Seeds: Energy (weather) (DC 25), energy (acid) (DC19), transform (to allow instantaneous change) (DC 21). Factors: change rain to drops of acid (ad hoc +12DC), allow subsequent castings to increase radius proportionally (ad hoc +20 DC), permanent (x5DC). Mitigating factor: increase casting time to 100 days 11 minutes (-220DC), burn 15,000 XP (-150DC), dark subsumption rite (monadic deva, -20 DC)

Henceforth, the weather within a two mile radius reacts to Graz'zt's whim. Once per round, as a free action, he may command the weather to change – such change will manifest immediately, beginning the round that Graz'zt commands it. If Graz'zt commands a storm it will rain acid (1hp of damage/round to unprotected creatures).

Multiple castings of this spell have bonded the atmosphere of Azzagrat to a distance of around ten thousand miles – the whole realm, within meaningful terms. Graz'zt may restrict the weather to one plane, exclude a plane from it, or subject all three planes of Azzagrat to his mood.

It is said that Graz'zt chanted nothing but this spell for six millennia, repeating it twenty thousand times. Twenty thousand devas perished beneath his black knife, twenty thousand laments were sung in heaven, and Oronthon wept twenty thousand tears of fire.


Bond Azzagrat: Knowledge of what Transpires (Fourth Spell)
Divination
Spellcraft DC: 95
Components: V, S, XP
Casting Time: 100 days 11 minutes
Range: See text
Area: 20-ft. radius sphere
Duration: Permanent
Saving Throw: None
Spell Resistance: No
To Develop: Seeds: reveal (DC25), ward (DC14). Factors: change from target to 20-ft. radius area (+10DC), ward against obscure object (+2 DC), ward against nondetection (+6 DC) and mind blank (+14DC), allow subsequent castings to increase radius proportionally (ad hoc +20 DC), permanent (x5DC). Mitigating factor: increase casting time to 100 days 11 minutes (-220DC), burn 14,000 XP (-150DC).

By means of this spell, Graz'zt anchors his consciousness to an area of Azzagrat. Henceforth, if he concentrates upon the area, he is aware of what transpires within it with a clarity equivalent to true seeing, and against which nondetection, obscure object and mind blank are ineffectual. Epic spells which use the conceal seed must make successful opposed caster level checks in order to be effective against knowledge of what transpires – if they succeed, Graz'zt is aware of the magical block unless the spell also contains the delude seed. As a standard action, once per round, Graz'zt may perceive any location, object or individual creature within the area of the spell.

Multiple castings of this spell have extended Graz'zt's perception to two hundred miles from Zelatar across all three planes of Azzagrat, encompassing the heart of his realm.


Bond Azzagrat: First Argent Palace Ward (Fifth Spell)
Illusion (Glamer)
Spellcraft DC: 95
Components: V, S, XP
Casting Time: 100 days 11 minutes
Range: Touch
Area: 20 ft. radius sphere
Duration: Permanent
Saving Throw: None
Spell Resistance: No
To Develop: Conceal (DC17). Factors: block divinations (+6 DC), change from target to 20-ft. radius area sphere (+10DC), +10 on opposed caster level checks to penetrate First Argent Palace Ward (+20 DC), restriction does not apply to spells cast by Graz'zt personally (ad hoc +10DC), allow subsequent castings to increase radius proportionally (ad hoc +20 DC), permanent (x5DC). Mitigating factor: increase casting time to 100 days 11 minutes (-220DC), burn 10,000 XP (-100DC).

The affected area is rendered impervious to divinations unless they successfully make an opposed caster level check (against caster level 34). The restriction does not apply to Graz'zt, who my freely use any divinations within the area of the spell.

Multiple castings of this spell have extended the First Argent Palace Ward to a distance of two miles – fully protecting the Argent Palace, the seat of Graz'zt's power.


Bond Azzagrat: Second Argent Palace Ward (Sixth Spell)
Abjuration
Spellcraft DC: 95
Components: V, S, XP, Dark Subsumption
Casting Time: 100 days 11 minutes
Range: 0 ft.
Area: 20 ft. radius circle
Duration: Permanent
Saving Throw: None
Spell Resistance: Yes (see text)
To Develop: Ward (DC14). Factors: ward against dimension door (+6 DC), teleport (+8DC), greater teleport (+12DC) and gate (+16DC), change from target to 20 ft. radius area (+10DC), restriction does not apply to spells cast by Graz'zt personally (ad hoc +10DC), allow subsequent castings to increase radius proportionally (ad hoc +20 DC), permanent (x5DC). Mitigating factor: increase casting time to 100 days 11 minutes (-220DC), burn 14,500 XP (-145DC), dark subsumption (monadic deva, -20DC).

The following spells or spell-like abilities do not work within the affected area: dimension door, teleport, greater teleport and gate. The restriction does not apply to these spells if cast by Graz'zt himself.

Multiple castings of this spell have extended the Second Argent Palace Ward to a distance of two miles – fully protecting the Argent Palace, the seat of Graz'zt's power. The gate hall which opens to a number of different dimensions is not subject to this spell, and neither are several locations within the Argent Palace – these secret areas expedite the coming and going of Graz'zt's chief servants.


Gate Oven
Conjuration [Teleportation]
Spellcraft DC: 95
Components: V, S, XP
Casting Time: 10 days 11 minutes
Range: 0 ft.
Effect: One permanent portal
Duration: Permanent
Saving Throw: None
Spell Resistance: No
To Develop: Seeds: Conjure (DC21), transport (DC27). Factor: allow interplanar travel (+4 DC), permanent (x5DC). Mitigating factor: increase casting time to 10 days 11 minutes (-40DC), burn 12,000 XP (-120DC)

Graz'zt creates a gate oven – a portal which connects to another point in any other plane. The gate oven may be one-way, or it may connect to a similar portal. Gate ovens appear as pits or archways in a solid surface filled with green fire.

There are thousands of gate ovens throughout the triple realm. Most connect to a point within one of Azzagrat's planes, although some lead to other Abyssal realms or demiplanes.


Desperate Summons
Conjuration (Summoning) [Evil]
Spellcraft DC: 95
Components: V, S
Casting Time: 1 quickened action
Range: 75 ft.
Effect: Three summoned balors
Duration: 20 rounds (D)
Saving Throw: None (see text)
Spell Resistance: No
To Develop: 342,000 gp; 7 days; 13,680 XP. Seed: summon (DC 14). Factors: summon CR 20 creature (+36 DC), summon three creatures (x3DC), quickened (+28 DC). Mitigating factor: burn 13,900XP (-139DC).

This spell summons three balors. They appear where Graz'zt designates and act immediately. They attack Graz'zt's opponents to the best of their abilities. Graz'zt can direct the balors not to attack, to attack particular enemies, or to perform other actions. Due to the subsequent obligation owed by Graz'zt to the balors, he will only use this spell when in dire need.


Great Profane Flame Aura
Evocation [Evil]
Spellcraft DC: 95
Components: V,S
Casting Time: 1 action
Range: Personal
Area: 100-ft radius emanation
Duration: 20 hours (D)
Saving Throw: Reflex half
Spell Resistance: Yes
To Develop: Seed: energy (DC14), fortify (DC17). Factors: change fire to unholy damage (ad hoc +12DC), increase enhancement bonus to spell resistance by +19 (+38DC), 1-action casting time (+20DC), increase damage by 13d6 (+26 DC), increase area by 900% (+36DC), +10 on caster level to beat foe's dispel effect (+20DC), change from touch to personal (-2DC), dismissible by caster (+2DC). Mitigating factor: burn 7100 XP

Graz'zt in wreathed in a swirling maelstrom of unholy fire which deals 15d6 points of damage per round to nonevil creatures within its area (Reflex save for half). Each round that a foe remains within the area, it sustains a further 15d6 damage. All evil creatures within the spell's area enjoy a +20 enhancement bonus to their spell resistance if they possess it.

[Variation: (1) increase damage to 15d20, increase burn to 11,100 XP; (2) change unholy damage to chaotic damage, change evil to chaotic and nonevil to nonchaotic]


Death Impulse
Necromancy [Death]
Spellcraft DC: 95
Components: none
Casting Time: 1 quickened action
Range: 0 ft.
Area: 20-ft. radius sphere burst centred on you
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes
To Develop: Seeds: slay (DC 25). Factors: quickened (+28 DC), no verbal or somatic components (+4DC), change from target to area (+10DC), +10 on caster level to overcome SR (+20DC), increase spell's save DC by +10 (+20DC). Mitigating factors: burn 1200 XP (-12 DC)

As a free action which counts as a quickened spell, you release an impulse of death which slays those near you. All creatures with less than 80 HD who are within 20 feet of you must succeed at a Fortitude saving throw (DC 30+ relevant modifier) or die. You enjoy a +10 bonus to overcome their spell resistance, if applicable.

Ruin (Variation)
Transmutation
Spellcraft DC: 95
Components: V, S , XP
Casting Time: 1 action
Range: 12,000 ft.
Target: One creature, or up to a 10-foot cube of nonliving matter
Duration: Instantaneous
Saving Throw: Fortitude half
Spell Resistance: Yes

To Develop: Seed: destroy (DC 29). Factors: increase damage to 50d6 (+80 DC), increase damage die to d20 (+40 DC), 1- action casting time (+20 DC), +10 on caster level check to overcome SR (+20 DC), increase spell's save DC by +10 (+20 DC). Mitigating factor: burn 10,000 XP (–100 DC), 14d6 backlash (-14 DC).

Graz'zt deals 50d20 points of pure destructive damage to a single target within range and line of sight: a successful Fortitude saving throw (DC 30+ relevant modifier) reduces the damage by half. Graz'zt benefits from a +10 bonus to his caster level to overcome his foe's spell resistance, if applicable. If the target is reduced to –10 hit points or less (or a construct, object, or undead is reduced to 0 hit points), it is utterly destroyed as if disintegrated. Only a trace of fine dust remains. XP Cost: 10,000 XP.

In Preparation for Battle
Transmutation
Spellcraft DC: 95
Components: V, S, XP
Casting Time: 10 minutes
Range: Touch
Target: Creature touched
Duration: 20 hours
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
To Develop: Seed: fortify (DC 27). Factors: further +9 enhancement bonus to Str (+18DC), +10 enhancement bonus to Con (+20DC), +10 enhancement bonus to Dex (+20DC), +10 additional SR (+20DC); +10 on caster level to overcome foe's dispel effect (+20 DC). Mitigating factor: +9 minutes casting time (-18DC), burn 1,200 XP (-12DC).

Graz'zt grants the subject touched a +10 enhancement bonus to Str, Con and Dex, and a +10 enhancement bonus to spell resistance. Attempts to dispel the spell in preparation for battle treat Graz'zt as 10 levels higher than his caster level.


Taint Seed
Conjuration (Creation)
Spellcraft DC: 95
Components: V, S
Casting Time: 7 days 11 minutes
Range: 0 ft. (see text)
Effect: An area of altered alignment traits within an existing plane or demiplane
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
To Develop: Seeds: Genesis (DC31), transform (DC21). Factors: increase speed of growth by 4 ft. per day (+16DC), no limit to maximum radius (+100DC), assign mild chaos and mild evil alignment traits (+40 DC). Mitigating factors: increase casting time by 7 days 10 minutes (-34DC), burn 7900XP.

You create a seed of taint within an existing plane or demiplane. The tainted area exhibits the mild chaos-aligned and mild evil-aligned traits as though they were traits native to the plane. The seed grows indefinitely at a speed of 5-ft. per day in radius.

A wish or miracle will not halt the growth of the taint, although other epic spells using the genesis seed designed to overtake it (or the intervention of a deity) will. If cast within the space of a finite demiplane, the entire demiplane will assume the mild-chaos and mild-evil alignment traits if the tainted area expands to include it. If the demiplane itself is still growing, subsequent growth will exhibit the mild-chaos and mild-evil alignment traits.


Disjunction Ward
Abjuration
Spellcraft DC: 95
Components: V, S, XP
Casting Time: 100 days 11 minutes
Range: Touch
Target: Object touched
Duration: Permanent
Saving Throw: None
Spell Resistance: Yes

To Develop: Seed: ward (DC 14). Factors: ward against disjunction (+16DC), gain +30 on caster level to beat foe's dispel effect (+60DC), permanent (x5 DC). Mitigating factors: increase casting time by 100 days 10 minutes (–220 DC), burn 13,500 XP (-135 DC).

The object warded is rendered impervious to disjunctions. If it is targeted by a disjunction, the disjunction ward itself is disjoined, but the object remains unaffected. Multiple disjunction wards may be placed upon the same object – before the object can be affected by a disjunction, each disjunction ward must be brought down in turn.
 

Sepulchrave II said:
My notes regarding Graz'zt were - like much of my life - confused and disorganized. Some areas had been developed in detail, others were jotted notes, some were thoughts that I hadn't gotten around to writing down. They formed a skeleton around which events would unfold. This will occupy several posts - I'll post a section at a time as it becomes organized. I'll try to answer any questions regarding this stuff.


Wow. This is one of the single most impressive and inspiring posts that I have ever seen here on ENworld...

Full of mad ideas and love. :)

Methinks I need to read your StoryHour Sep...

THANKS!!!

-Rugger
"I HaveALotOfReadingToCatchUpOn!"
 

Sepulchrave,

I hope you are not tired of people telling you how stunningly, jaw-droppingly brilliant your material is. This is truly marvelous stuff.

But I want to talk about a few details of the Impregnable Defense Against the Celestial Host. There are a few theoretical questions I would like your opinion on.

1st point: I think each +2 DC should increase the penalty in all three areas simultaneously. If +14 DC gives a -2 penalty to attacks, checks and saves, then +16 DC should give a -3 penalty, a +18 DC should give a -4 penalty, and so on. Bestow Curse is only a 3rd level spell (a seed based on it would have a DC of 19) and it gives a -4 penalty.

If you are willing to do a little violence to the ELH (and I think you are), then this is a very reasonable tweak.

2nd point: The description of the afflict seed says that for +14 DC the target gets a -2 penalty to attacks, checks and saves. Each additional -1 penalty to one of those factors increases the DC by +2. Alternatively you could use the +14 DC to cause a -1 penalty to caster level or an ability score or whatever, and each additional penalty costs +4 DC. Or you could increase the DC +2 (to +16 DC) to afflict one sense (causing blindness or deafness).

I don't think you can do both. If you use the afflict seed to give a penalty to attacks, checks and saves, it doesn't also give a penalty to an ability score. If you have used the afflict seed with a +2 DC to cause blindness, it doesn't also cause a penalty to attacks, checks and saves. So afflict +2 DC only blinds. It doesn't give a -2 penalty *and* blind.

A pessimistic reading of the ELH rules would say that to give a -14 penalty to attacks and saves, and remove 5 senses would cost the following:

+14 DC for the base afflict
+48 DC for -14 penalty (+14 DC for -2, 12 x 2 x +2 DC for the remaining -12 to both attacks and saves)
+16 DC for Blindness
+64 DC for 4 additional senses lost (4 x +16 DC)

+142 DC total. You have 14 DC for afflict +48 DC for the increased penalty and +10 DC for the 5 senses lost, for a total of +72 DC

I don't think the base cost for afflict should be paid 6 times. I also think that +1 spell level (+2 DC) should simultaneously add a penalty to attack rolls *and* checks *and* saving throws. But I also think that blindness should be a third level effect (+6 DC). I would suggest that the DC should be

+14 DC for the afflict seed
+24 for an additional -12 penalty to attacks, checks and saves
+30 for 5 senses lost (sight, sound, touch, smell, blindsight)

+68 total.

Which leads me to my third point-

3rd point: Impregnable Defense Against the Celestial Host takes too long to cast!

He really should aim for spells that take a week or less to cast. One spell might cause the penalties to incur, while another might remove two or three senses. He casts 3 times as many spells, but each will take about 7% as long to cast. So he saves 40 000 years right there!

A few assistants who will cast spells with him would help. Maybe those lamias are sorceresses? But spells which enhance his epic spellcasting would probably work, too. I'll go crunch some numbers....
 
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Ok. This is to defend his lair against celestial forces. First he develops a DC 95 spell to boost his intelligence for a month. Call it Month of Clarity. During this month (when his spellcraft score is 140) he researches a DC 149 spell called Month of Brilliance. This increases his intelligence still further, and his spellcraft score goes up to 150. Month of Brilliance only takes a day to cast, and so it can be cast on a monthly basis while the other spells are researched and cast.

Month of Clarity (boosts intelligence by +109 (to 144))
To Develop: Seed: fortify (17 DC). Factors: increase intelligence by 109 points (+218 DC). Increase Duration by 3300% (+66): Mitigating factors: increase casting time by 7 days 10 minutes (-34 DC), burn 17000 xp (-170). Final spellcraft DC: 95

During the month of clarity, Graz’zt has an intelligence of 144, and a spellcraft score of 140. He researches the following spell:

Month of Brilliance (boosts intelligence by 129 points (to 164))
To Develop: Seed: fortify (17 DC). Factors: increase intelligence by 129 points (+256 DC). Increase Duration by 3400% (+68) (to 29 days, 4 hours): Mitigating factors: increase casting time by 1 days 10 minutes (-22 DC), burn 17000 xp (-170). Final spellcraft DC: 149

During the month of brilliance, Graz’zt has an intelligence of 164, and a spellcraft score of 150.

The spells he will research and cast during a month of brilliance have a DC of 160 (they take 28.8 days to research, so can be learned within that month.)

The impregnable spells he researches and casts in pieces. 5 different spells for 5 different senses, and two spells to cover saving throws and attack rolls.

Each sense removal spell takes only a day to cast, and affects a 60 foot radius. The penalty-imposer spells take a week to cast, but affect an 80 foot radius.

So to make a 240 foot radius sphere with all 5 senses removed and saves and attacks penalized takes 62 days. The all-in-one spell would take 1200 days to do the same thing. Almost 20 times faster!

One issue is cost: these spells together cost over 12 million gp, as compared to under 1 million gp for the all-in-one spell. But that works out to be about 250 gp per year of time that he saves, which is probably a good investment. The XP cost for the spells is also a concern- would this be mitigated by his XP reservoir? Does item mastery allow him to make items as well as use them- rods of excellent magic would be useful for developing new spells.

Sense Removal-
To Develop: Seeds: Afflict (DC 14). Factors: change from target to 20-ft. radius area (+10 DC), increase area by 200% (+8 DC) good targets rendered blind, (+2 DC), allow subsequent castings to increase radius proportionally (ad hoc +20 DC), affects [good] subtype only (ad hoc –10 DC), permanent (x5 DC). Mitigating factor: increase casting time to 1 day 11 minutes (-22DC), burn 3,800 XP (-38DC). Final DC= 160

Similarly for the other senses.

Impose Penalty
To Develop: Seeds: Afflict (DC 14). Factors: change from target to 20-ft. radius area (+10 DC), increase area by 300% (+12 DC) good targets take –15 penalty each on attack rolls (+26 DC), allow subsequent castings to increase radius proportionally (ad hoc +20 DC), affects [good] subtype only (ad hoc –10 DC), permanent (x5 DC). Mitigating factor: increase casting time to 7 days 11 minutes (-34DC), burn 16 600 XP (-166 DC). Final DC= 160

Similarly for saving throws.

Note that I am breaking down Graz'zt's 15000 xp to about 2100 xp per day; and I am counting his amulet as providing 2000 xp for every spell that takes at least a day to cast.

[edit]I notice that he breaks the 10,000 xp cap for mitigating factors. I wonder if the spells should be downgraded to take that into account? Taking backlash damage won't work, since the damage is per round of the effect. Might work for instantaneous effects, though.[/edit]

[edit2]I got these spells to work with a 10 000 xp cap. But I notice that Mostin's Intelligence boosting spells seemed to only inflict damage once. Not each round of the duration. If that rule is not in effect, then I can further increase the efficiency of these spells .[/edit2]
 
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A much less knowledgeable reply:

Since Graz'zt likes to capture Devas, how about an epic spell that is similar to Ruin but instead inflicts subdual damage. Not having the ELH I don't know how much discount you get for that but I would guess it should lower the DC some, making room for additional effects. Perhaps you can add some pain elements (penalties on attacks, skill checks) and call it Wrack. Thus a wonderful pair of Graz'zt's Wrack and Ruin.

Such a thing might be useful against annoying semi-mortals like Eadric as well...

john
 

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