Sepulchrave II said:
Cheiromancer, I bow to your sneakiness when exploiting loopholes in the epic spell system.
Thank you. That really makes my day!
Here's the suite of spells that I have been tinkering with. I suggest Graz'zt would buff his intelligence before researching and casting other spells such as the
impregnable defense against the celestial host.
Waxing clarity is the first buff he casts, and only if he is not already buffed. Immediately upon completing it Graz'zt casts
sustained clarity. Immediately after casting
sustained clarity he casts the first 2 of the
mind spells, and the following day he casts the other three. This gives the dark prince a 188 Intelligence indefinitely, provided he spends 4 days out of every 35 casting
sustained clarity and the
mind spells. (The
mind spells can be cast at any time during the month). Note that thanks to his amulet, no 7 day period ever sees him spend more than 15 000 xp from his "float."
Waxing Clarity
To Develop: Seed: fortify (17 DC). Factors: enhancement bonus of 83 points to intelligence (+164) DC). Increase Duration by 400% (+8) (to 4 days 4 hours): Mitigating factors: increase casting time by 3 days 10 minutes (-26 DC), burn 6800 xp (-68). Final spellcraft DC: 95
(boosts intelligence by 83, to 118. New Spellcraft score is 73+54= 127)
Sustained Clarity
To Develop: Seed: fortify (17 DC) Factors: enhancement bonus of +83 to intelligence (+164 DC). Increase Duration by 4100% (+82) (to 35 days): Mitigating factors: increase casting time by 3 days 10 minutes (-26 DC), burn 10 000 xp (-100). Final spellcraft DC: 137
Profane Mind (boosts intelligence by +12)
To Develop: Seed: fortify (23 DC) Factors: profane bonus of +12 to intelligence (+66 DC). Increase Duration by 4100% (+82) (to 35 days): Mitigating factors: increase casting time by 10 minutes (-20 DC), burn 1400 xp (-14) Final spellcraft DC: 137
(new spellcraft score is 133)
Insightful Mind
To Develop: Seed: fortify (23 DC) Factors: insight bonus of +13 to intelligence (+72 DC). Increase Duration by 4100% (+82) (to 35 days): Mitigating factors: increase casting time by 10 minutes (-20 DC), burn 1400 xp (-14) Final spellcraft DC: 143
(new spellcraft score is 139)
Lucky Mind
To Develop: Seed: fortify (23 DC) Factors: luck bonus of +14 to intelligence (+78 DC). Increase Duration by 4100% (+82) (to 35 days): Mitigating factors: increase casting time by 10 minutes (-20 DC), burn 1400 xp (-14) Final spellcraft DC: 149
(new spellcraft score is 146)
Circumstantial Mind
To Develop: Seed: fortify (23 DC) Factors: circumstance bonus of +15 to intelligence (+84 DC). Increase Duration by 4100% (+82) (to 35 days): Mitigating factors: increase casting time by 10 minutes (-20 DC), burn 1300 xp (-13) Final spellcraft DC: 156
(new spellcraft score is 154)
Morale Mind
To Develop: Seed: fortify (23 DC) Factors: morale bonus of +16 to intelligence (+90 DC). Increase Duration by 4100% (+82) (to 35 days): Mitigating factors: increase casting time by 10 minutes (-20 DC), burn 1100 xp (-11) Final spellcraft DC: 164
(new spellcraft score is 162)
These mind spells add a total of 70 more points to Graz’zt’s intelligence, for a total of 188. New spellcraft score is 73+89= 162.
The spells he will research and cast while buffed have a DC of 172 or less (which would take 31 days to research, so can be learned within the time when he is fully buffed.) For the
impregnable defense he needs 7 different spells. They all use the afflict seed, and since
afflict is a mind-affecting, fear effect there may be ways of becoming immune to it. (Paladins have nothing to fear, for example!)
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), good targets take –14 penalty each on attack rolls (+24 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 4 days 11 minutes (-28 DC), burn 9 000 XP (-90 DC). Final DC= 172
Similarly for saving throws.
As noted previously, 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.
I don't use backlash damage, as that is supposed to apply every round for the *duration* of the spell. (Note that Mostin's Intelligence buffs don't follow this guideline.) If Graz'zt were only going to be damaged once, his spells could be substantially more powerful! (fast healing 5 makes him recover in a few minutes).
I also do not have assistant spellcasters providing spell slots, or even demons making aid another checks. Given Graz'zt's association with witch's covens, and his predilection with having multiple companions, that seems a trifle arbitrary. Give him 6 lamia-sorceress 10s, and Graz'zt could easily arrange to have another 40 DC worth of effects in his epic spells.
[edit]slight tinkering with spells.[/edit]