For the Feats, I notice that certain feats provide a -20 mitigating bonus.
I might consider allowing these bonuses to be applied before research time, cost, and xp cost are all calculated, because these are areas where the caster is specifically empowered to be better at this type of magic.
really like the idea of feats that utilize the ability to channel energy. However, I would recommend not automatically requiring all of the attempts for that day. The number of turning attempts is not a specific number for all channelers. It can benefit from both feats (Extra Turning) and high ability scores (charisma).
I would also recommend being able to utilize channeling energy during rituals.
Re Animate Dead:
I find the wording confusing. The various exceptions and conditions relating to the number of HD that can be controlled take a few readings to assimilate.
I don't know what the "similar" in "For each additional 2HD of similar undead created" means.
I wonder why the CR of exotic undead is not included in the formula. A powerful (nontemplated) undead with relatively low hit dice could have one cost. Then if a template is reversed engineered the cost might suddenly increase.
Re Call
I am eager to see how this works in Bind Graz'zt. As it is it seems that "unique creatures with great status (such as demon princes) may ignore the calling effect of this spell altogether if they so choose." Which makes it kind of useless.
I don't know if the Special entry overrides this ability to ignore a call. I suspect it does, or the reference to the reveal seed doesn't make much sense. Does the +60 factor implicitly include the compel seed?
Re Destroy
I would suggest that the damage after a successful save be 1/8 the damage if the save is failed. That way a +20 to the spellcraft prerequisite has approximately the same effect as just taking the seed twice. A way of boosting only the damage on a failed save would be nice. It could be a way of making a "no save" damaging effect; one that would be quite expensive, of course. Maybe +2 DC to increase the save damage by 1d6? To make a 40d6 no save disintegrate would then cost a whopping +92.
Re Divination
I think the "For each additional question posed, increase the Spellcraft Prerequisite by +2." in the third bullet point is superfluous.
Re Fortify
I don't know what you mean by "the final Spellcraft Prerequisite". Is this the mitigated or unmitigated spellcraft prerequisite? Do you count other factors too?
Re Summon
Can you use this to call unique creatures?
Re Polymorph
I notice that if a humanoid is polymorphed into another humanoid, all his gear merges with his new form. That seems odd.
Jack Simth said:Okay, so I make an Epic spell to summon, say, a Coatle...
I'm honestly not entirely certain.Sepulchrave II said:I see your point. What do you suggest?

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