Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
Archive Forums
Hosted Forums
Personal & Hosted Forums
Hosted Publisher Forums
Dog Soul Hosted Forum
Epic Magic Big Thread
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Sepulchrave II" data-source="post: 3031603" data-attributes="member: 4303"><p><span style="font-size: 9px"><p style="text-align: center">This material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.</p></span></p><p style="text-align: center"><span style="font-size: 9px"></p><p></span></p><p></p><p><span style="color: Red"><p style="text-align: center"><span style="font-size: 18px">INTRODUCTION</span></p></span></p><p style="text-align: center"><span style="color: Red"></p><p></span>During the time of the second edition of the <em>Advanced Dungeons and Dragons</em>® game, a book authored by Skip Williams and entitled <em>Dungeon Master® Option: High Level Campaigns</em> was released. Within its pages, a system was outlined for the construction and adjudication of <em>true dweomers</em> – spells which exceeded 'normal' mortal capacity. For the first time in the game's history, this gave referees and players a mechanical framework within which powerful magical effects which otherwise relied entirely upon GM fiat could be explained.</p><p></p><p>When the Third Edition rules were released, many of the ideas from the chapter on true dweomers found their way into the new ruleset in the guise of <em>epic spells</em>. As with other aspects of the revised game, a stricter set of operating principles were introduced, reducing – but not eliminating – the need for GM adjudications made on the fly. Nonetheless, a certain degree of criticism has been levelled at the rules regarding epic spells. The updating of the ruleset – from version 3.0 to 3.5 – gives a chance for many of those criticisms to be addressed. That is what this work attempts to do.</p><p></p><p><em>Epic Magic</em> is not for everyone: many players and GMs who have no interest in games which go beyond 20th-level will have little or no use for this resource. Others may be content with the rules regarding epic magic as they currently exist, or may have their devised alternative methods of dealing with epic spells. </p><p></p><p>The System Refererence Document, including the original section on Epic Spells is available in its entirety free to the gaming community online at <a href="http://www.wizards.com/default.asp?x=d20/article/srd35" target="_blank">http://www.wizards.com/default.asp?x=d20/article/srd35</a> </p><p></p><p></p><p><span style="color: Red"><span style="font-size: 12px">Design Goals</span></span></p><p><em>Epic Magic</em> attempts to systematically tackle the problems with the rules concerning epic spells, without altogether reinventing them. Rather than attempting to redesign the system from the ground up, <em>Epic Magic</em> strips the current rules down to their bare bones and offers an alternative – and hopefully better implemented – means of adjudicating the most powerful of magics. In broad terms, the efforts of <em>Epic Magic</em> revolve around the following ideas:</p><p> </p><p>• The new system should be fully compatible with the revised <em>Dungeons and Dragons</em>® 3.5 Ruleset, but preserve the original game mechanic as far as is practicable. This makes adaptation to the system relatively painless for players who are already versed with epic spells as they presently exist.</p><p></p><p>• Issues involving game balance should be thoroughly investigated, and solutions to the current imbalances offered.</p><p></p><p>• Epic spellcasting should become a viable option for low-epic level casters, without bankrupting their resources. </p><p></p><p>• A means of establishing a measure of parity between the epic spellcasting classes should be developed without diminishing the unique perspectives offered by those classes. This parity should extend to include epic characters who are members of spellcasting classes who have not taken the Epic Spellcasting feat.</p><p></p><p>• The mechanics of the system should be transparent – i.e., where a specifc rule exists, its source should be readily apparent to a player. This makes any further rulings as necessitated by play easier to judge.</p><p></p><p>• The system should scale tightly between 20th- and 40th- character levels, and reasonably effectively to 50th-level.</p><p></p><p>• <em>Epic Magic</em> should be a resource which provides a compendium of new spells and ideas for players and referees alike.</p><p></p><p><span style="color: Red"><span style="font-size: 12px">How Epic Magic is Organized</span></span></p><p>The chapters which follow introduce a number of new ideas, and it's recommended that the reader takes his or her time and digests them in the order in which they are presented. Familiar feats and mechanics have been overhauled, and new concepts – designed to expand the scope of epic spellcasting – have been introduced.</p><p></p><p><strong><em>Chapter 1: Overview</em></strong> paints epic magic in broad strokes, outlining basic ideas and operating principles. It aims for conciseness, while imparting the gist of 'what epic magic is all about.'</p><p></p><p><strong><em>Chapter 2: Feats</em></strong> presents a variety of feats which are available to epic level spellcasting characters. Some of these feats are unchanged from prior versions, some have been modified, and others are entirely new.</p><p></p><p><strong><em>Chapter 3: Seeds</em></strong> gives an exhaustive description of the building blocks of epic spells. The scope of individual seeds has been extended, and the mechanics brought into line with the revised ruleset. </p><p></p><p><strong><em>Chapter 4: Factors</em></strong> describes the way in which epic spells can be modified to best suit the needs of the individual caster. Factors have been expanded, and their implementation streamlined.</p><p></p><p><strong><em>Chapter 5: Combination</em></strong> sheds light on the difficulties involved in creating complex epic spells, and introduces a set of guidelines which make combining elements within epic spells more logical and consistent. It also introduces the idea of <em>aggregates</em>, combinations of seeds which can yield specific, dramatic results.</p><p></p><p><strong><em>Chapter 6: Rituals</em></strong> deals specifically with ritual epic spells, an important subset of epic magic which involve the collaborative efforts of more than one spellcaster.</p><p></p><p><strong><em>Chapter 7: Options</em></strong> illustrates a variety of paths open to epic-level spellcasters, highlights the problems of integrating nonepic and epic magic, and introduces new ideas including <em>impulses</em> and the <em>magnum opus</em>.</p><p></p><p><strong><em>Chapter 8: Spells</em></strong> presents a wealth of epic spells – some reworked, others entirely new – using the guidelines as set forth in the preceding chapters.</p></blockquote><p></p>
[QUOTE="Sepulchrave II, post: 3031603, member: 4303"] [SIZE=1][CENTER]This material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a. [/CENTER][/SIZE] [COLOR=Red][CENTER][SIZE=5]INTRODUCTION[/SIZE] [/CENTER] [/COLOR]During the time of the second edition of the [I]Advanced Dungeons and Dragons[/I]® game, a book authored by Skip Williams and entitled [I]Dungeon Master® Option: High Level Campaigns[/I] was released. Within its pages, a system was outlined for the construction and adjudication of [I]true dweomers[/I] – spells which exceeded 'normal' mortal capacity. For the first time in the game's history, this gave referees and players a mechanical framework within which powerful magical effects which otherwise relied entirely upon GM fiat could be explained. When the Third Edition rules were released, many of the ideas from the chapter on true dweomers found their way into the new ruleset in the guise of [I]epic spells[/I]. As with other aspects of the revised game, a stricter set of operating principles were introduced, reducing – but not eliminating – the need for GM adjudications made on the fly. Nonetheless, a certain degree of criticism has been levelled at the rules regarding epic spells. The updating of the ruleset – from version 3.0 to 3.5 – gives a chance for many of those criticisms to be addressed. That is what this work attempts to do. [I]Epic Magic[/I] is not for everyone: many players and GMs who have no interest in games which go beyond 20th-level will have little or no use for this resource. Others may be content with the rules regarding epic magic as they currently exist, or may have their devised alternative methods of dealing with epic spells. The System Refererence Document, including the original section on Epic Spells is available in its entirety free to the gaming community online at [url]http://www.wizards.com/default.asp?x=d20/article/srd35[/url] [COLOR=Red][SIZE=3]Design Goals[/SIZE][/COLOR] [I]Epic Magic[/I] attempts to systematically tackle the problems with the rules concerning epic spells, without altogether reinventing them. Rather than attempting to redesign the system from the ground up, [I]Epic Magic[/I] strips the current rules down to their bare bones and offers an alternative – and hopefully better implemented – means of adjudicating the most powerful of magics. In broad terms, the efforts of [I]Epic Magic[/I] revolve around the following ideas: • The new system should be fully compatible with the revised [I]Dungeons and Dragons[/I]® 3.5 Ruleset, but preserve the original game mechanic as far as is practicable. This makes adaptation to the system relatively painless for players who are already versed with epic spells as they presently exist. • Issues involving game balance should be thoroughly investigated, and solutions to the current imbalances offered. • Epic spellcasting should become a viable option for low-epic level casters, without bankrupting their resources. • A means of establishing a measure of parity between the epic spellcasting classes should be developed without diminishing the unique perspectives offered by those classes. This parity should extend to include epic characters who are members of spellcasting classes who have not taken the Epic Spellcasting feat. • The mechanics of the system should be transparent – i.e., where a specifc rule exists, its source should be readily apparent to a player. This makes any further rulings as necessitated by play easier to judge. • The system should scale tightly between 20th- and 40th- character levels, and reasonably effectively to 50th-level. • [I]Epic Magic[/I] should be a resource which provides a compendium of new spells and ideas for players and referees alike. [COLOR=Red][SIZE=3]How Epic Magic is Organized[/SIZE][/COLOR] The chapters which follow introduce a number of new ideas, and it's recommended that the reader takes his or her time and digests them in the order in which they are presented. Familiar feats and mechanics have been overhauled, and new concepts – designed to expand the scope of epic spellcasting – have been introduced. [B][I]Chapter 1: Overview[/I][/B][I][/I] paints epic magic in broad strokes, outlining basic ideas and operating principles. It aims for conciseness, while imparting the gist of 'what epic magic is all about.' [B][I]Chapter 2: Feats[/I][/B][I][/I] presents a variety of feats which are available to epic level spellcasting characters. Some of these feats are unchanged from prior versions, some have been modified, and others are entirely new. [B][I]Chapter 3: Seeds[/I][/B][I][/I] gives an exhaustive description of the building blocks of epic spells. The scope of individual seeds has been extended, and the mechanics brought into line with the revised ruleset. [B][I]Chapter 4: Factors[/I][/B][I][/I] describes the way in which epic spells can be modified to best suit the needs of the individual caster. Factors have been expanded, and their implementation streamlined. [B][I]Chapter 5: Combination[/I][/B][I][/I] sheds light on the difficulties involved in creating complex epic spells, and introduces a set of guidelines which make combining elements within epic spells more logical and consistent. It also introduces the idea of [I]aggregates[/I], combinations of seeds which can yield specific, dramatic results. [B][I]Chapter 6: Rituals[/I][/B][I][/I] deals specifically with ritual epic spells, an important subset of epic magic which involve the collaborative efforts of more than one spellcaster. [B][I]Chapter 7: Options[/I][/B][I][/I] illustrates a variety of paths open to epic-level spellcasters, highlights the problems of integrating nonepic and epic magic, and introduces new ideas including [I]impulses[/I] and the [I]magnum opus[/I]. [B][I]Chapter 8: Spells[/I][/B][I][/I] presents a wealth of epic spells – some reworked, others entirely new – using the guidelines as set forth in the preceding chapters. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
Archive Forums
Hosted Forums
Personal & Hosted Forums
Hosted Publisher Forums
Dog Soul Hosted Forum
Epic Magic Big Thread
Top