Pax said:Actually, an Epic Spell would indeed shut him down, in a jiffy.
Say, "Invulnerability" (Seed: Ward). You coudl always give youself DR(50) against everything.
DC 14, +4 for all three physical types is 18, +90 for DR(50) is 108.
Change the target to Personal is -2, for 106
For mitigating factors, burn 2,000XP when you cast it, -20 is a DC of 86.
Increase the casting time from 1 minute to 10, is -18 DC, for 68.
Increase teh casting time by 30 days, is -60 DC, for an 8
Make it permanent, x5 DC is a 40; the cost is 360,000gp and 14,400XP. 8 days are needed to develop this spell.
If you leave it a Touch-range spell, the Spellcraft DC ends up at 50. Cost rises to 450,000gp and 18,000XP. 9 days are needed or this spell to be researched.
Sure, it's utter cheese. But hey ... so is a limitless supply of +10 arrows!!
Pax said:How do you figure?
The Permanent factor specifically says to apply it after everything else.
ruleslawyer said:
Honestly, the arcane archer player is probably going to feel like a complete second-stringer compared to you, Cloudgatherer. He'll most likely end up mopping up foes with magic immunity or those who pass their SR checks. You'll be doing the main mauling.
Originally posted by ruleslawyer
Incidentally, you really should take AQS x3 right off the bat, since you're building your sorc from the ground up. Skip one of your Automatic Still and Silent feats; they're sorta useful, but not nearly so much as Quicken. Having the luxury of unleashing three 9th-level spells per round is pretty insane.
The Souljourner said:
No, I believe it says after all other factors (which means before mitigating factors... that means you multiply it by 5, THEN start subtracting stuff). Permanent epic spells are REALLY difficult to cast (unless you cheese out the casting time and damage).
Pax said:
But, is not a "mitigating factor" by definition a "factor" ... ?

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.