• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

[Epic] Allowing Spellcraft DC 0 Epic Spells...


log in or register to remove this ad

The idea that a powerful spellcaster can, on the spur of the moment create a spell effect is very appealing to me. It is ‘invented’ at the time that it is needed – a truly spontaneous, impromptu spell of enormous power. The Wizard (or Druid, or whatever) simply channels the magical energy, focuses his Will, and makes it happen. For me, this is a compelling archetype which is impossible to resist.

I very much agree agree here. (Heh, I'm actually trying to create a system where all spells are spontaneously made, although it isn't past the 'basic idea' status, yet).


Of course one would have to make a rule, that such a DC 0 spell doesn't have to be prepared or the whole spontaneity is gone again.


Besides the cool feeling of creating a spell tailored to a situation on the fly, there is of course the big advantage, that it requires no XP to create, which would normally prevent a character from creating more than a few spells.

Perhaps one could make the basic seeds be available as spells to every epic wizard? So even without spending tens of thousands of XP a newly epic wizard could have something to cast with his epic slots ...
 

I like the spell personally. I'm not particularly au fait with the epci spell system, but it doesn't seem unbalanced to me. And the idea of a caster spontaneously summoning that kind of energy is interesting to me.
 

I am completely in agreement with the people who say not to allow "spells on the fly" because of the player time involved.

I can say this because I've played Champions. Ask any Champions player about a Variable Power Pool, and how obnoxious it can be. And disruptive to the game, if the GM isn't quick on his feet. (Fortunately, my GM was.)

The idea of a DC 0 spell is a great one - but I'd still want the player, or the GM, to write them up outside of game time before using them.
 

Hey Sep, have you taken a look at the magic from Ars Magica before?

The game is designed from the ground-up to handle spontaneous magic, as cast by folks like Merlin, Solomon, Circe, etc.---Ars Magica defines epic magic for me. You can download a copy of the entire 4th edition rules from Atlas Games for free (via RPGnow at http://www.rpgnow.com/product_info.php?products_id=774&src=FreeArsMagica)

A d20 rules conversion appears over at http://www.users.qwest.net/~jordanerik/Gaming/ArM/index.htm. While I haven't made the time to delve deeply into this page yet, it looks pretty good....
 



Bang, we're both dead?

Sepulchrave II said:
Mitigating factors: 42d6 Backlash (-42 DC); burn 4500 xp (-45 DC).
So the caster takes an average of 147 points of damage. That's a lot - likely enough to kill many sorcerers or wizards outright (unless they have hugely buffed Con or crazy-lucky hit point rolls). And to add insult to injury, when the caster gets true resurrected, he's still down 4500 xp. Heh.
 


but don't wizards and clerics have to prepare their epic spells, just like their normal spells?

No. Once you research an epic spell, it's a part of you, like a sorcerer's spells - you can prepare it at will.

Perhaps one could make the basic seeds be available as spells to every epic wizard? So even without spending tens of thousands of XP a newly epic wizard could have something to cast with his epic slots ...

You can cast the epic seeds as spells in their most basic form using the DCs listed - look at ruin for a good example.
 

Into the Woods

Remove ads

Top