Hammerhead
Explorer
I'm working on a spell that's like Greater Magic Weapon, but with an epic enhancement. Characters that are new to Epic levels - early twenties - will be facing foes with +6 or greater DR, but don't have access to those weapons. A simple +6 weapon is the entire wealth of a 20th level character, and a 21st level guy doesn't have much more. Also, characters in that level range can't take the Craft Epic arms and armor feat to craft their own items. So I think the spell fills a gap.
Base Seed: Fortify
Modified base DC (from a sorcerer casting Greater Magic Weapon): 19
The Fortify Seed costs an extra +2 DC for each +1 enhancement bonus. However, that doesn't mention weapons, so it may need to be recosted.
Moderate Epic Weapon
Fortify: DC 19
+8 enhancement: +16 DC
double duration to 40 hours: +2 DC
duration is (D): +2
DC 39
Cost to research: 351 000 GP, 14 040 XP, 8 days
Casting time: 1 min
Range: Touch
Hmm, it seems maybe a bit too good. Since Epic spells are so tough to dispel, unlike GMW, the spell is giving a semi permanent +8 enhancement bonus to a weapon or two, a value of 1.28 million each. On the other hand, GMW can turn a +1 weapon with +9 in various effects into a +14 equivalent weapon, which costs almost 4 million. Rings of Counterspelling, spell turning, etc can ward against dispels. And that GMW doesn't cost 351k GP and 14k XP to develop. Still, +8 seems like alot.
Maybe a +3 DC adjustment per each plus will work better. This DC scale also fits with the scaling scheme of GMW in +1 per 3 levels.
DC 19
double duration +2
+7 to a weapon +21
DC 42
Cost: 378 000 GP and 15120 XP, 8 days.
That seems a bit better. It's still a useful effect, but is a bit weaker and costs more. It seems more in line with the other epic spells, particularly Epic Mage Armor.
However, it still seems too cheap to upgrade. Costs tend to increase exponentially for other things. Weapons are based off bonus squared. Epic spells, which could increase damage linearly, are also going to need boosts to save DCs and caster level checks in order to be useful. On the other hand, increasing the DC adjustment per plus makes it incredibly expensive to replicate a simple 3rd level cast at 15th level, much less gain an actual advantage.
Maybe +2 DC per plus up to +5 and +4 DC per plus after that would better reflect the difference between normal and Epic stuff, and make it more expensive to scale the spell.
DC 19
+5 weapon +10
+7 weapon +8
40 hour duration +2
DC 39
Any ideas?
Base Seed: Fortify
Modified base DC (from a sorcerer casting Greater Magic Weapon): 19
The Fortify Seed costs an extra +2 DC for each +1 enhancement bonus. However, that doesn't mention weapons, so it may need to be recosted.
Moderate Epic Weapon
Fortify: DC 19
+8 enhancement: +16 DC
double duration to 40 hours: +2 DC
duration is (D): +2
DC 39
Cost to research: 351 000 GP, 14 040 XP, 8 days
Casting time: 1 min
Range: Touch
Hmm, it seems maybe a bit too good. Since Epic spells are so tough to dispel, unlike GMW, the spell is giving a semi permanent +8 enhancement bonus to a weapon or two, a value of 1.28 million each. On the other hand, GMW can turn a +1 weapon with +9 in various effects into a +14 equivalent weapon, which costs almost 4 million. Rings of Counterspelling, spell turning, etc can ward against dispels. And that GMW doesn't cost 351k GP and 14k XP to develop. Still, +8 seems like alot.
Maybe a +3 DC adjustment per each plus will work better. This DC scale also fits with the scaling scheme of GMW in +1 per 3 levels.
DC 19
double duration +2
+7 to a weapon +21
DC 42
Cost: 378 000 GP and 15120 XP, 8 days.
That seems a bit better. It's still a useful effect, but is a bit weaker and costs more. It seems more in line with the other epic spells, particularly Epic Mage Armor.
However, it still seems too cheap to upgrade. Costs tend to increase exponentially for other things. Weapons are based off bonus squared. Epic spells, which could increase damage linearly, are also going to need boosts to save DCs and caster level checks in order to be useful. On the other hand, increasing the DC adjustment per plus makes it incredibly expensive to replicate a simple 3rd level cast at 15th level, much less gain an actual advantage.
Maybe +2 DC per plus up to +5 and +4 DC per plus after that would better reflect the difference between normal and Epic stuff, and make it more expensive to scale the spell.
DC 19
+5 weapon +10
+7 weapon +8
40 hour duration +2
DC 39
Any ideas?