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<blockquote data-quote="Ace" data-source="post: 1939262" data-attributes="member: 944"><p>Hope this isn't too off topic but I decided not to go Epic -- here why </p><p></p><p>I</p><p>I use the power components varient for magic items -- this made epic spells easy -- just gather the material stuff and the thaum (materia if you like) and go -- I was tempted at least until I look at the consequences of some of the spells </p><p></p><p></p><p>Look at there two spells from the SRD (insert OGL here as needed) </p><p></p><p>Dire Winter </p><p>Evocation [Cold] </p><p>Spellcraft DC: 319 </p><p>Components: V, S , X P </p><p>Casting Time: 1 minute </p><p>Range: 1,000 ft. </p><p>Area: 1,000-ft.-radius emanation </p><p>Duration: 20 hours </p><p>Saving Throw: None </p><p>Spell Resistance: None </p><p>To Develop: 2,871,000 gp; 58 days; 114,840 XP. Seed: energy (emanate 2d6 cold in 10-ft. radius) (DC 19). Factor: 100 times increase in base area (+400 DC). Mitigating factor: burn 10,000 XP (–100 DC). </p><p>The creature or object targeted emanates bitter cold to a radius of 1,000 feet for 20 hours. The emanated cold deals 2d6 points of damage per round against unprotected creatures (the target is susceptible if not magically protected or otherwise resistant to the energy). The intense cold freezes water out of the air, causing constant snowfall and wind. The snow and wind produce a blizzard effect within the area. </p><p>XP Cost: 10,000 XP. </p><p></p><p></p><p>and worse </p><p></p><p>Rain of Fire </p><p>Evocation [Fire] </p><p>Spellcraft DC: 50 </p><p>Components: V, S </p><p>Casting Time: 1 minute </p><p>Range: 0 ft. </p><p>Area: 2-mile-radius emanation </p><p>Duration: 20 hours </p><p>Saving Throw: Reflex negates (see text) </p><p>Spell Resistance: Yes </p><p>To Develop: 450,000 gp; 9 days; 18,000 XP. Seeds: energy (fire) (DC 19), energy (weather) (DC 19). Factor: change rain to wisps of flame (ad hoc +12 DC). </p><p>This spell summons a swirling thunderstorm that rains fire rather than raindrops down on the character and everything within a two-mile radius of him or her. Everything caught unprotected or unsheltered in the flaming deluge takes 1 point of fire damage each round. A successful Reflex save results in no damage, but the save must be repeated each round. Unless the ground is exceedingly damp, all vegetation is eventually blackened and destroyed, leaving behind a barren wasteland similar to the aftermath of a grass or forest fire. The fiery storm is stationary and persists even if the caster leaves. </p><p></p><p></p><p>10 wizards with that spell could kill a county in a matter of days - </p><p></p><p>Its basically a D&D nuke and since it can't be used why introduce it?</p><p></p><p>Also socially Epic adventures don't fit-- there isn't much planar travel 1st and my game world is fairly low monster and moderate level (typically regular people are at most 7th with elites going as high as 16th for near legends)</p><p></p><p>nothing in the Epic book would fit. Now there are Epic things out there (the rulers of the seasons, some dragons and demons, voidspawn ) and Epic characters as follows</p><p></p><p> no epic divine casters current on the world (the gods haven't needed any) except one Ranger , 5 epic psions (the Council of 5) 60 odd sorcerers and wizards, 2 rogues (1 Thief and one assasin) and Two Fighters (a General type and The Weaponsmaster) but they are the game terms living legends or in the case of the spellcasters -- nukes </p><p></p><p>Between my world building qualms, my unwillingness to alter rules and the fact I could make it fun for my players I decided not to go epic </p><p></p><p>heck most of the players (and the .alt DM) are still in 2e mode and aren't comfortable above 13th or so -- more the pity as high level D&D can be fun</p></blockquote><p></p>
[QUOTE="Ace, post: 1939262, member: 944"] Hope this isn't too off topic but I decided not to go Epic -- here why I I use the power components varient for magic items -- this made epic spells easy -- just gather the material stuff and the thaum (materia if you like) and go -- I was tempted at least until I look at the consequences of some of the spells Look at there two spells from the SRD (insert OGL here as needed) Dire Winter Evocation [Cold] Spellcraft DC: 319 Components: V, S , X P Casting Time: 1 minute Range: 1,000 ft. Area: 1,000-ft.-radius emanation Duration: 20 hours Saving Throw: None Spell Resistance: None To Develop: 2,871,000 gp; 58 days; 114,840 XP. Seed: energy (emanate 2d6 cold in 10-ft. radius) (DC 19). Factor: 100 times increase in base area (+400 DC). Mitigating factor: burn 10,000 XP (–100 DC). The creature or object targeted emanates bitter cold to a radius of 1,000 feet for 20 hours. The emanated cold deals 2d6 points of damage per round against unprotected creatures (the target is susceptible if not magically protected or otherwise resistant to the energy). The intense cold freezes water out of the air, causing constant snowfall and wind. The snow and wind produce a blizzard effect within the area. XP Cost: 10,000 XP. and worse Rain of Fire Evocation [Fire] Spellcraft DC: 50 Components: V, S Casting Time: 1 minute Range: 0 ft. Area: 2-mile-radius emanation Duration: 20 hours Saving Throw: Reflex negates (see text) Spell Resistance: Yes To Develop: 450,000 gp; 9 days; 18,000 XP. Seeds: energy (fire) (DC 19), energy (weather) (DC 19). Factor: change rain to wisps of flame (ad hoc +12 DC). This spell summons a swirling thunderstorm that rains fire rather than raindrops down on the character and everything within a two-mile radius of him or her. Everything caught unprotected or unsheltered in the flaming deluge takes 1 point of fire damage each round. A successful Reflex save results in no damage, but the save must be repeated each round. Unless the ground is exceedingly damp, all vegetation is eventually blackened and destroyed, leaving behind a barren wasteland similar to the aftermath of a grass or forest fire. The fiery storm is stationary and persists even if the caster leaves. 10 wizards with that spell could kill a county in a matter of days - Its basically a D&D nuke and since it can't be used why introduce it? Also socially Epic adventures don't fit-- there isn't much planar travel 1st and my game world is fairly low monster and moderate level (typically regular people are at most 7th with elites going as high as 16th for near legends) nothing in the Epic book would fit. Now there are Epic things out there (the rulers of the seasons, some dragons and demons, voidspawn ) and Epic characters as follows no epic divine casters current on the world (the gods haven't needed any) except one Ranger , 5 epic psions (the Council of 5) 60 odd sorcerers and wizards, 2 rogues (1 Thief and one assasin) and Two Fighters (a General type and The Weaponsmaster) but they are the game terms living legends or in the case of the spellcasters -- nukes Between my world building qualms, my unwillingness to alter rules and the fact I could make it fun for my players I decided not to go epic heck most of the players (and the .alt DM) are still in 2e mode and aren't comfortable above 13th or so -- more the pity as high level D&D can be fun [/QUOTE]
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