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<blockquote data-quote="Sepulchrave II" data-source="post: 3031607" data-attributes="member: 4303"><p style="text-align: center"><span style="font-size: 18px"><span style="color: Red">2. FEATS</span></span></p><p></p><p><span style="font-size: 12px"><span style="color: Red">Feat Descriptions</span></span></p><p><span style="font-size: 12px"></span>This chapter introduces a variety of new feats specifically designed to expand the horizons of characters who wield epic spells, as well as revising existing epic feats to make the power curve of epic-level characters who cast nonepic spells more predictable. Some feats which are unchanged but relevant are also reiterated for the sake of completeness. All of the feats presented here have the [Epic] tag, which means they are only available to characters of 21st-level and above, regardless of whether or not the other prerequisites for the feat are met. Note that, for the sake of brevity, if an epic feat requires Epic Spellcasting as a prerequisite feat, prerequisites which apply to the Epic Spellcasting feat itself are omitted from the feat descriptions. The rate at which characters acquire feats (and bonus feats, based on their class) is unchanged. New feats, or feats which have been changed from their counterparts in the SRD, are marked with an asterisk (*). </p><p></p><p></p><p><strong>AUTOIMMOLATOR [EPIC]*</strong></p><p>You demonstate great control when you cast epic spells which employ backlash, dissipating some of its negative effects away from you.</p><p><strong>Prerequisites:</strong> Epic Spellcasting, Concentration 27 ranks, Spellcraft 27 ranks.</p><p><strong>Benefit:</strong> You sustain only half of the listed backlash damage as actual Constitution damage when you cast an epic spell which employs backlash as a mitigating factor. You are still limited to the normal amount of backlash damage (1 point per caster level) when devising epic spells which use backlash as a mitigating factor.</p><p><strong>Normal:</strong> You suffer the full listed backlash as Constitution damage when casting an epic spell.</p><p><strong>Special:</strong> A cleric, druid, sorcerer or wizard can select this feat as an epic bonus feat.</p><p></p><p><strong>AUTOMATIC QUICKEN SPELL [EPIC]*</strong> </p><p>You can cast any of your lesser spells with a moment's thought.</p><p><strong>Prerequisites:</strong> Quicken Spell, Spellcraft 30 ranks, ability to cast 9th-level arcane or divine spells. </p><p><strong>Benefit:</strong> You may cast all 0- and 1st-level spells as quickened spells without using higher-level spell slots. The normal limit to the number of quickened spells that you may cast per round still applies. Spells with a casting time of more than 1 full round can’t be quickened. </p><p><strong>Special:</strong> You can gain this feat multiple times. Each time you take this feat, the spells of your next two lowest spell levels can now be quickened with no adjustment to their spell slots. This feat doesn’t increase the casting time for those spells that normally become full-round actions when cast in metamagic form. </p><p></p><p><strong>AUTOMATIC SILENT SPELL [EPIC]</strong> </p><p>You can cast any of your lesser spells silently.</p><p><strong>Prerequisites:</strong> Silent Spell, Spellcraft 24 ranks, ability to cast 9th-level arcane or divine spells. </p><p><strong>Benefit:</strong> You may cast all 0-, 1st-, 2nd-, and 3rd-level spells as silent spells without using higher-level spell slots. </p><p><strong>Special:</strong> You can gain this feat multiple times. Each time you take this feat, the spells of your next three lowest spell levels can now be silenced with no adjustment to their spell slots. This feat doesn’t increase the casting time for those spells that normally become full-round actions when cast in metamagic form. However, since bard spells can’t be enhanced with the Silent Spell feat, they can’t be affected by this feat either. </p><p></p><p><strong>AUTOMATIC STILL SPELL [EPIC]</strong> </p><p>You can cast any of your lesser spells without somatic components.</p><p><strong>Prerequisites:</strong> Still Spell, Spellcraft 27 ranks, ability to cast 9th-level arcane or divine spells. </p><p><strong>Benefit:</strong> You may cast all 0-, 1st-, 2nd-, and 3rd-level spells as stilled spells without using higher-level spell slots. </p><p><strong>Special:</strong> You can gain this feat multiple times. Each time you take this feat, the spells of your next three lowest spell levels can now be stilled with no adjustment to their spell slots. This feat doesn’t increase the casting time for those spells that normally become full-round actions when cast in metamagic form. </p><p></p><p><strong>CABAL LEADER [EPIC]*</strong> </p><p>You excel in coordinating members of your cabal in epic ritual spellcasting.</p><p><strong>Prerequisites:</strong> Epic Spellcasting, Leadership, Ritual Adept, Spellcraft 27 ranks</p><p><strong>Benefit:</strong> When you cast an epic ritual spell which involves only spellcasting cohorts and followers gained by virtue of the Leadership or Epic Leadership feats as participants, there is no limit to the number of additional casters that you can coordinate in the epic ritual.</p><p><strong>Normal:</strong> You are limited to a maximum number of additional participants in an epic ritual equal to your number of ranks in Spellcraft divided by 5.</p><p></p><p><strong>COLOSSAL SPELL [METAMAGIC][EPIC]*</strong></p><p>You can cast spells of truly staggering proportions</p><p><strong>Prerequisites:</strong> Widen Spell, Spellcraft 24 ranks, ability to cast 9th-level arcane or divine spells.</p><p><strong>Benefit:</strong> You can alter a burst, emanation, line, or spread-shaped spell to increase its area. Any numeric measurements of the spell’s area are increased by 400%. For example, a fireball (which normally produces a 20-ft. radius spread) which is modified by this feat now fills a 100-ft. radius spread. A colossal spell uses up a spell slot seven levels higher than the spell’s actual level. A character can’t combine the effects of this feat with any other feat that affects the numeric measurements of a spell's area.</p><p>Spells that do not have an area of one of these four sorts are not affected by this feat.</p><p></p><p><strong>DARK SUBSUMPTION [EPIC]*</strong></p><p>Your may use souls to fuel your dark magic.</p><p><strong>Prerequisite:</strong> Epic Spellcasting, Skill Focus or Epic Skill Focus (Knowledge: religion).</p><p><strong>Benefit:</strong> You may devise and cast epic spells with the [evil] alignment descriptor which involve the sacrifice a sentient creature at the climax of the rite. The spell must have a casting time of 1 hour or longer, and you enjoy a mitigating factor to the Spellcraft Prerequisite of the spell equal to the Challenge Rating of the sacrificial victim. The creature to be sacrificed must be suitably bound or otherwise restrained, and you must perform a successful coup de grace. </p><p><strong>Special:</strong> Sacrifice of a sentient is always an evil act. A creature slain in a Dark Subsumption rite may only be revived by epic spells which make use of the <em>life</em> seed, or by the direct intervention of a deity: nonepic spells which revive the dead (such as <em>raise dead, resurrection</em> or <em>reincarnate</em>) are ineffective. If your campaign makes use of the <em>Book of Vile Darkness</em>, this feat should receive the [Vile] descriptor, and the Skill Focus (Knowledge: religion) feat should be replaced with the Sacrificial Mastery feat.</p><p></p><p><strong>DESTROYER OF LIFE [DIVINE][EPIC]*</strong></p><p>Your ability to channel negative energy for destructive ends is supreme. </p><p><strong>Prerequisites:</strong> Wis 25, Cha 25, Epic Spellcasting, any other Divine feat, ability to rebuke undead</p><p><strong>Benefit:</strong> You may devise and cast epic spells usiing the <em>slay</em> or <em>destroy</em> seed which incorporate your ability to channel negative energy. If you commit your full daily complement of rebuke undead attempts to a specific epic spell which you develop which uses the <em>slay</em> or <em>destroy</em> seed as its base seed, you gain a –20 mitigating factor to the final Spellcraft Prerequisite of that spell. All of your rebuke undead uses must be available to you when the spell is cast. </p><p></p><p><strong>ENHANCE SPELL [METAMAGIC][EPIC] </strong></p><p>You can increase the power limit on your damage-dealing spells.</p><p><strong>Prerequisite:</strong> Maximize Spell. </p><p><strong>Benefit:</strong> The damage cap for your spells increases by 10 dice (for spells that deal a number of dice of damage equal to caster level) or by 5 dice (for spells that deal a number of dice of damage equal to half caster level). An enhanced spell uses up a spell slot four levels higher than the spell’s actual level. This feat has no effect on spells that don’t specifically deal a number of dice of damage equal to the caster’s level or half level, even if the spell’s effect is largely dictated by the caster’s level. </p><p><strong>Normal:</strong> Without this feat, use the damage dice caps indicated in the spell’s description. </p><p><strong>Special:</strong> You may gain this feat multiple times. Each time you select this feat, the damage cap increases by 10 dice or 5 dice, as appropriate to the spell, and the enhanced spell takes up a spell slot an additional four levels higher. </p><p></p><p><strong>EPIC SPELL FOCUS [EPIC]*</strong> </p><p>Your spells are even harder to resist.</p><p><strong>Prerequisites:</strong> Greater Spell Focus and Spell Focus in the school selected, ability to cast at least one 9th-level spell of the school to be chosen. </p><p><strong>Benefit:</strong> Add +2 to the Difficulty Class for all saving throws against spells from the school of magic you select to focus on. This stacks with the bonuses from Spell Focus and Greater Spell Focus. </p><p><strong>Special:</strong> You can gain this feat multiple times. Its effects do not stack. Each time you take this feat, it applies to a different school of magic. </p><p></p><p><strong>EPIC SPELL PENETRATION [EPIC]</strong> </p><p>Your ability to penetrate spell resistance is even more powerful.</p><p><strong>Prerequisites:</strong> Greater Spell Penetration, Spell Penetration. </p><p><strong>Benefit:</strong> You gain a +2 bonus on caster level checks to beat a creature’s spell resistance. This stacks with the bonuses from Spell Penetration and Greater Spell Penetration. </p><p></p><p><strong>EPIC SPELLCASTING [EPIC]*</strong></p><p><strong>Prerequisite:</strong> Knowledge (arcana, religion OR nature) 24 ranks, Spellcraft 24 ranks, ability to cast 9th-level arcane or divine spells. </p><p><strong>Benefit:</strong> You may develop and cast Epic Spells, and gain 1 epic spell slot.</p><p><strong>Special:</strong> This feat may be taken more than once: each time you take it, you gain another epic spell slot. A cleric, druid, sorcerer or wizard can select this feat as an epic bonus feat.</p><p></p><p><strong>EPIC THAUMATURGY [DIVINE][EPIC]*</strong></p><p>You exhibit great mastery in the arts of conjuring and dismissing extraplanar entities, and may draw on positive or negative energy to empower spells which reflect this specialty.</p><p><strong>Prerequisite:</strong> Epic Spellcasting, Augment Summoning, any other divine feat, ability to turn or rebuke undead.</p><p><strong>Benefit:</strong> You may devlop and cast epic spells with either the <em>banish</em> or <em>summon</em> seed which draw on your ability to channel positive or negative energy. If you channel positive energy (to turn undead) you may incorporate this power when you develop and cast spells which use the <em>banish</em> seed as the base seed to affect evil outsiders, or the <em>summon</em> seed as the base seed to summon good outsiders; if you channel negative energy may use this feat in epic spells which banish good outsiders and summon evil ones. If you commit your full daily complement of turn or rebuke undead attempts to a specific epic spell which you develop which uses the <em>banish</em> or <em>summon</em> seed as its base seed in this fashion, you gain a –20 mitigating factor to the final Spellcraft Prerequisite of that spell. All of your turn or rebuke undead uses must be available to you when the spell is cast.</p><p><strong>Special:</strong> A spell devised to banish creatures which makes use of this feat must specify an alignment to be affected, but may also benefit from a minor limiting factor if the range of creatures to be affected is sufficiently narrow (See Chapter 3: Seeds, <em>Banish</em> and Chapter 4: Factors, Mitigating Factors). A cleric may choose this feat as an epic bonus feat.</p><p></p><p><strong>IGNORE MATERIAL COMPONENTS [EPIC]</strong> </p><p><strong>Prerequisites:</strong> Eschew Materials, Spellcraft 24 ranks, ability to cast 9th-level arcane or divine spells. </p><p><strong>Benefit:</strong> You may cast spells without any material components. This feat does not affect the need for a focus or divine focus, and does not apply to epic spells which require a power component. </p><p><strong>Special:</strong> A cleric, druid, sorcerer or wizard can select this feat as an epic bonus feat</p><p></p><p><strong>IMPROVED HEIGHTEN SPELL [EPIC]</strong> </p><p><strong>Prerequisites:</strong> Heighten Spell, Spellcraft 20 ranks. </p><p><strong>Benefit:</strong> As Heighten Spell, but there is no limit to the level to which the character can heighten the spell. </p><p><strong>Normal:</strong> Without this feat, a spell can only be heightened to a maximum of 9th level. </p><p></p><p><strong>IMPROVED METAMAGIC [EPIC]*</strong> </p><p><strong>Prerequisites:</strong> Four metamagic feats, Spellcraft 30 ranks. </p><p><strong>Benefit:</strong> The spell slot modifier of the sum of all the metamagic feats applied to a spell is reduced by one, to a minimum of +1. </p><p><strong>Special:</strong> A character can gain this feat mutiple times. Its effects stack.</p><p></p><p><strong>IMPROVED SPELL CAPACITY [EPIC]</strong> </p><p><strong>Prerequisite:</strong> Ability to cast spells of the normal maximum spell level in at least one spellcasting class. </p><p><strong>Benefit:</strong> When the character selects this feat, he or she gains one spell slot per day of a level one level higher than the highest-level spell the character can already cast in a particular class. The character must still have the requisite ability score (10 + spell level) in order to cast any spell stored in this slot. If the character has a high enough ability modifier to gain one or more bonus spells for this spell level, he or she also gains the bonus spells for this spell level. The character must use the spell slot as a member of the class in which he or she can already cast spells of the normal maximum spell level.</p><p><strong>Special:</strong> A character can gain this feat multiple times.</p><p></p><p><strong>INTENSIFY SPELL [METAMAGIC][EPIC]</strong> </p><p><strong>Prerequisites:</strong> Empower Spell, Maximize Spell, Spellcraft 30 ranks, ability to cast 9th-level arcane or divine spells. </p><p><strong>Benefit:</strong> All variable, numeric effects of an intensified spell are maximized, then doubled. An intensified spell deals twice maximum damage, cures twice the maximum number of hit points, affects twice the maximum number of targets, and so forth, as appropriate. Saving throws and opposed rolls are not affected. An intensified spell uses up a spell slot seven levels higher than the spell’s actual level. A character can’t combine the effects of this feat with any other feat that affects the variable, numeric effects of a spell. </p><p></p><p><strong>MAGNIFICAT [DIVINE][EPIC]*</strong></p><p>You may channel positive energy when casting certain epic spells. </p><p><strong>Prerequisites:</strong> Wis 25, Cha 25, Epic Spellcasting, any other Divine feat, ability to turn undead</p><p><strong>Benefit:</strong> You may devise and cast epic spells which draw on your ability to channel positive energy, and use them to create matter, to heal, or to restore life to the dead. If you commit your full daily complement of turn undead attempts to a specific epic spell which you develop which uses the <em>heal, life</em> or <em>conjure</em> seed as its base seed, you gain a –20 mitigating factor to the final Spellcraft Prerequisite of that spell. All of your daily turn undead uses must be available to you when the spell is cast.</p><p></p><p><strong>MAGNUM OPUS [EPIC]*</strong></p><p><strong>Prerequisite:</strong> Int 25, Epic Spellcasting, Knowledge (arcana) 27 ranks, Spellcraft 27 ranks, ability to prepare and cast 9th-level arcane spells.</p><p><strong>Benefit:</strong> Choose one epic spell that you know. This spell becomes your magnum opus, your great work. When you devote your efforts to further developing and refining this spell, you gain certain benefits as described in Chapter 7: Options, The Magnum Opus. The base seed of the magnum opus may not be a seed in a prohibited school.</p><p><strong>Special:</strong> This feat may only be taken once. A wizard may choose this feat as an epic bonus feat.</p><p></p><p><strong>MULTISPELL [EPIC]</strong> </p><p>You can cast an additional quickened spell in a round.</p><p><strong>Prerequisites:</strong> Quicken Spell, ability to cast 9th-level arcane or divine spells. </p><p><strong>Benefit:</strong> You may cast one additional quickened spell in a round. </p><p><strong>Special:</strong> You gain this feat multiple times. Its effects stack. </p><p></p><p><strong>RITUAL ADEPT [EPIC]*</strong></p><p>You have developed your ability to coordinate large epic rituals.</p><p><strong>Prerequisites:</strong> Epic Spellcasting, Spellcraft 27 ranks</p><p><strong>Benefit:</strong> You may coordinate one extra caster in an epic ritual for every five ranks in Spellcraft which you possess, effectively doubling the number of potential participants in a ritual spell which you cast. In addition, any spell or spell slot which you contribute to another's epic ritual is considered two levels higher for the purpose of determining its mitigating factor. For example, if you participate in an epic ritual which requires that you contribute an 8th-level spell slot, you may instead contribute a 6th-level slot.</p><p></p><p><strong>RUNESONG [BARDIC MUSIC][EPIC]*</strong></p><p>You have mastered the true power of song.</p><p><strong>Prerequisites:</strong> Epic Spellcasting, Spellcraft 30 ranks, Perform (Oratory or Sing) 30 ranks, bardic music class ability, mass suggestion class ability.</p><p><strong>Benefit:</strong> You can develop and cast epic spells which incorporate your bardic music. An epic spell which uses runesong must have a verbal component, and a casting time of one hour or longer. If you commit your full daily complement of bardic music uses to a specific epic spell which you develop which meets these criteria, you gain a –20 mitigating factor to the final Spellcraft Prerequisite of that spell. All of your daily bardic music uses must be available to you when the spell is cast.</p><p><strong>Special:</strong> A bard can select this feat as an epic bonus feat. An epic spell which incorporates Runesong may not be a ritual spell, unless each of the participants also possesses the Bardic Music ability.</p><p></p><p><strong>SPELL KNOWLEDGE [EPIC]</strong> </p><p>You add two additional arcane spells to your repertoire.</p><p><strong>Prerequisite:</strong> Ability to cast spells of the maximum normal spell level for an arcane spellcasting class. </p><p><strong>Benefit:</strong> You learn two new arcane spells of any level up to the maximum level you can cast. This feat does not grant any additional spell slots. </p><p><strong>Special:</strong> You can gain this feat multiple times.</p><p></p><p><strong>SYNERESIS [EPIC]*</strong></p><p>You may combine your epic spell slots to power a single epic spell.</p><p><strong>Prerequisites:</strong> Int 25, Epic Spellcasting, Knowledge (arcana) 27 ranks, Spellcraft 27 ranks, ability to prepare and cast 9th-level arcane spells.</p><p><strong>Benefit:</strong> You can develop and cast epic spells which draw upon more than one epic spell slot to effect. For each additional epic spell slot beyond the first which you commit to a syneretic epic spell, you gain a –10 mitigating factor to the Spellcraft Prerequisite.</p><p><strong>Special:</strong> A wizard may select this feat as an epic bonus feat.</p><p></p><p><strong>TENACIOUS MAGIC [EPIC]</strong> </p><p>Choose one of your spells or spell-like abilities. That magic cannot be dispelled, only suppressed.</p><p><strong>Prerequisites:</strong> Spellcraft 15 ranks. </p><p><strong>Benefit:</strong> Choose one spell you know or spell-like ability you possesses. Whenever the chosen form of magic would otherwise end due to a dispel effect, the magic is instead only suppressed for 1d4 rounds. The magic still ends when its duration expires, but the suppressed rounds do not count against its duration. You can dismiss your own spell or spell-like ability (if dismissible) or dispel your own tenacious magic normally. </p><p>Special: You can gain this feat multiple times. Each time you take this feat, it applies to a different spell or spell-like ability. </p><p></p><p><strong>TRUE SPONTANEITY [EPIC]*</strong></p><p><strong>Prerequisites:</strong> Epic Spellcasting, Spellcraft 30 ranks, ability to spontaneously cast 9th-level arcane or divine spells. </p><p><strong>Benefit:</strong> Choose one seed. You may cast a single-seed epic spell with this seed as an Impulse (see Impulses, Chapter 7). In addition to the epic spell slot which the effect normally requires, an Impulse also consumes a number of levels of nonepic spell slots equal to the Spellcraft Prerequisite of the epic spell effect that it achieves, to a maximum equal to the number of Spellcraft ranks which you possess: you may freely allocate which spell slots you commit to the Impulse from those remaining to you. If you cast an Impulse with a Spellcraft Prerequisite which would be higher than the number of Spellcraft ranks which you possess, you may use backlash or XP burn to offset the Prerequisite as though they were mitigating factors in an epic spell. The Impulse counts against your daily allotment of epic spells, and the usual restrictions on the number of epic spells that you can cast still apply.</p><p><strong>Special:</strong> You can gain this feat multiple times; each time you choose it, it applies to a different seed.</p></blockquote><p></p>
[QUOTE="Sepulchrave II, post: 3031607, member: 4303"] [CENTER][SIZE=5][COLOR=Red]2. FEATS[/COLOR][/SIZE][/CENTER] [SIZE=3][COLOR=Red]Feat Descriptions[/COLOR] [/SIZE]This chapter introduces a variety of new feats specifically designed to expand the horizons of characters who wield epic spells, as well as revising existing epic feats to make the power curve of epic-level characters who cast nonepic spells more predictable. Some feats which are unchanged but relevant are also reiterated for the sake of completeness. All of the feats presented here have the [Epic] tag, which means they are only available to characters of 21st-level and above, regardless of whether or not the other prerequisites for the feat are met. Note that, for the sake of brevity, if an epic feat requires Epic Spellcasting as a prerequisite feat, prerequisites which apply to the Epic Spellcasting feat itself are omitted from the feat descriptions. The rate at which characters acquire feats (and bonus feats, based on their class) is unchanged. New feats, or feats which have been changed from their counterparts in the SRD, are marked with an asterisk (*). [B]AUTOIMMOLATOR [EPIC]*[/B] You demonstate great control when you cast epic spells which employ backlash, dissipating some of its negative effects away from you. [B]Prerequisites:[/B] Epic Spellcasting, Concentration 27 ranks, Spellcraft 27 ranks. [B]Benefit:[/B] You sustain only half of the listed backlash damage as actual Constitution damage when you cast an epic spell which employs backlash as a mitigating factor. You are still limited to the normal amount of backlash damage (1 point per caster level) when devising epic spells which use backlash as a mitigating factor. [B]Normal:[/B] You suffer the full listed backlash as Constitution damage when casting an epic spell. [B]Special:[/B] A cleric, druid, sorcerer or wizard can select this feat as an epic bonus feat. [B]AUTOMATIC QUICKEN SPELL [EPIC]*[/B] You can cast any of your lesser spells with a moment's thought. [B]Prerequisites:[/B] Quicken Spell, Spellcraft 30 ranks, ability to cast 9th-level arcane or divine spells. [B]Benefit:[/B] You may cast all 0- and 1st-level spells as quickened spells without using higher-level spell slots. The normal limit to the number of quickened spells that you may cast per round still applies. Spells with a casting time of more than 1 full round can’t be quickened. [B]Special:[/B] You can gain this feat multiple times. Each time you take this feat, the spells of your next two lowest spell levels can now be quickened with no adjustment to their spell slots. This feat doesn’t increase the casting time for those spells that normally become full-round actions when cast in metamagic form. [B]AUTOMATIC SILENT SPELL [EPIC][/B] You can cast any of your lesser spells silently. [B]Prerequisites:[/B] Silent Spell, Spellcraft 24 ranks, ability to cast 9th-level arcane or divine spells. [B]Benefit:[/B] You may cast all 0-, 1st-, 2nd-, and 3rd-level spells as silent spells without using higher-level spell slots. [B]Special:[/B] You can gain this feat multiple times. Each time you take this feat, the spells of your next three lowest spell levels can now be silenced with no adjustment to their spell slots. This feat doesn’t increase the casting time for those spells that normally become full-round actions when cast in metamagic form. However, since bard spells can’t be enhanced with the Silent Spell feat, they can’t be affected by this feat either. [B]AUTOMATIC STILL SPELL [EPIC][/B] You can cast any of your lesser spells without somatic components. [B]Prerequisites:[/B] Still Spell, Spellcraft 27 ranks, ability to cast 9th-level arcane or divine spells. [B]Benefit:[/B] You may cast all 0-, 1st-, 2nd-, and 3rd-level spells as stilled spells without using higher-level spell slots. [B]Special:[/B] You can gain this feat multiple times. Each time you take this feat, the spells of your next three lowest spell levels can now be stilled with no adjustment to their spell slots. This feat doesn’t increase the casting time for those spells that normally become full-round actions when cast in metamagic form. [B]CABAL LEADER [EPIC]*[/B] You excel in coordinating members of your cabal in epic ritual spellcasting. [B]Prerequisites:[/B] Epic Spellcasting, Leadership, Ritual Adept, Spellcraft 27 ranks [B]Benefit:[/B] When you cast an epic ritual spell which involves only spellcasting cohorts and followers gained by virtue of the Leadership or Epic Leadership feats as participants, there is no limit to the number of additional casters that you can coordinate in the epic ritual. [B]Normal:[/B] You are limited to a maximum number of additional participants in an epic ritual equal to your number of ranks in Spellcraft divided by 5. [B]COLOSSAL SPELL [METAMAGIC][EPIC]*[/B] You can cast spells of truly staggering proportions [B]Prerequisites:[/B] Widen Spell, Spellcraft 24 ranks, ability to cast 9th-level arcane or divine spells. [B]Benefit:[/B] You can alter a burst, emanation, line, or spread-shaped spell to increase its area. Any numeric measurements of the spell’s area are increased by 400%. For example, a fireball (which normally produces a 20-ft. radius spread) which is modified by this feat now fills a 100-ft. radius spread. A colossal spell uses up a spell slot seven levels higher than the spell’s actual level. A character can’t combine the effects of this feat with any other feat that affects the numeric measurements of a spell's area. Spells that do not have an area of one of these four sorts are not affected by this feat. [B]DARK SUBSUMPTION [EPIC]*[/B] Your may use souls to fuel your dark magic. [B]Prerequisite:[/B] Epic Spellcasting, Skill Focus or Epic Skill Focus (Knowledge: religion). [B]Benefit:[/B] You may devise and cast epic spells with the [evil] alignment descriptor which involve the sacrifice a sentient creature at the climax of the rite. The spell must have a casting time of 1 hour or longer, and you enjoy a mitigating factor to the Spellcraft Prerequisite of the spell equal to the Challenge Rating of the sacrificial victim. The creature to be sacrificed must be suitably bound or otherwise restrained, and you must perform a successful coup de grace. [B]Special:[/B] Sacrifice of a sentient is always an evil act. A creature slain in a Dark Subsumption rite may only be revived by epic spells which make use of the [I]life[/I] seed, or by the direct intervention of a deity: nonepic spells which revive the dead (such as [I]raise dead, resurrection[/I] or [I]reincarnate[/I]) are ineffective. If your campaign makes use of the [I]Book of Vile Darkness[/i], this feat should receive the [Vile] descriptor, and the Skill Focus (Knowledge: religion) feat should be replaced with the Sacrificial Mastery feat. [B]DESTROYER OF LIFE [DIVINE][EPIC]*[/B] Your ability to channel negative energy for destructive ends is supreme. [B]Prerequisites:[/B] Wis 25, Cha 25, Epic Spellcasting, any other Divine feat, ability to rebuke undead [B]Benefit:[/B] You may devise and cast epic spells usiing the [I]slay[/I] or [I]destroy[/I] seed which incorporate your ability to channel negative energy. If you commit your full daily complement of rebuke undead attempts to a specific epic spell which you develop which uses the [I]slay[/I] or [I]destroy[/I] seed as its base seed, you gain a –20 mitigating factor to the final Spellcraft Prerequisite of that spell. All of your rebuke undead uses must be available to you when the spell is cast. [B]ENHANCE SPELL [METAMAGIC][EPIC] [/B] You can increase the power limit on your damage-dealing spells. [B]Prerequisite:[/B] Maximize Spell. [B]Benefit:[/B] The damage cap for your spells increases by 10 dice (for spells that deal a number of dice of damage equal to caster level) or by 5 dice (for spells that deal a number of dice of damage equal to half caster level). An enhanced spell uses up a spell slot four levels higher than the spell’s actual level. This feat has no effect on spells that don’t specifically deal a number of dice of damage equal to the caster’s level or half level, even if the spell’s effect is largely dictated by the caster’s level. [B]Normal:[/B] Without this feat, use the damage dice caps indicated in the spell’s description. [B]Special:[/B] You may gain this feat multiple times. Each time you select this feat, the damage cap increases by 10 dice or 5 dice, as appropriate to the spell, and the enhanced spell takes up a spell slot an additional four levels higher. [B]EPIC SPELL FOCUS [EPIC]*[/B] Your spells are even harder to resist. [B]Prerequisites:[/B] Greater Spell Focus and Spell Focus in the school selected, ability to cast at least one 9th-level spell of the school to be chosen. [B]Benefit:[/B] Add +2 to the Difficulty Class for all saving throws against spells from the school of magic you select to focus on. This stacks with the bonuses from Spell Focus and Greater Spell Focus. [B]Special:[/B] You can gain this feat multiple times. Its effects do not stack. Each time you take this feat, it applies to a different school of magic. [B]EPIC SPELL PENETRATION [EPIC][/B] Your ability to penetrate spell resistance is even more powerful. [B]Prerequisites:[/B] Greater Spell Penetration, Spell Penetration. [B]Benefit:[/B] You gain a +2 bonus on caster level checks to beat a creature’s spell resistance. This stacks with the bonuses from Spell Penetration and Greater Spell Penetration. [B]EPIC SPELLCASTING [EPIC]*[/B] [B]Prerequisite:[/B] Knowledge (arcana, religion OR nature) 24 ranks, Spellcraft 24 ranks, ability to cast 9th-level arcane or divine spells. [B]Benefit:[/B] You may develop and cast Epic Spells, and gain 1 epic spell slot. [B]Special:[/B] This feat may be taken more than once: each time you take it, you gain another epic spell slot. A cleric, druid, sorcerer or wizard can select this feat as an epic bonus feat. [B]EPIC THAUMATURGY [DIVINE][EPIC]*[/B] You exhibit great mastery in the arts of conjuring and dismissing extraplanar entities, and may draw on positive or negative energy to empower spells which reflect this specialty. [B]Prerequisite:[/B] Epic Spellcasting, Augment Summoning, any other divine feat, ability to turn or rebuke undead. [B]Benefit:[/B] You may devlop and cast epic spells with either the [I]banish[/I] or [I]summon[/I] seed which draw on your ability to channel positive or negative energy. If you channel positive energy (to turn undead) you may incorporate this power when you develop and cast spells which use the [I]banish[/I] seed as the base seed to affect evil outsiders, or the [I]summon[/I] seed as the base seed to summon good outsiders; if you channel negative energy may use this feat in epic spells which banish good outsiders and summon evil ones. If you commit your full daily complement of turn or rebuke undead attempts to a specific epic spell which you develop which uses the [I]banish[/I] or [I]summon[/I] seed as its base seed in this fashion, you gain a –20 mitigating factor to the final Spellcraft Prerequisite of that spell. All of your turn or rebuke undead uses must be available to you when the spell is cast. [B]Special:[/B] A spell devised to banish creatures which makes use of this feat must specify an alignment to be affected, but may also benefit from a minor limiting factor if the range of creatures to be affected is sufficiently narrow (See Chapter 3: Seeds, [I]Banish[/I] and Chapter 4: Factors, Mitigating Factors). A cleric may choose this feat as an epic bonus feat. [B]IGNORE MATERIAL COMPONENTS [EPIC][/B] [B]Prerequisites:[/B] Eschew Materials, Spellcraft 24 ranks, ability to cast 9th-level arcane or divine spells. [B]Benefit:[/B] You may cast spells without any material components. This feat does not affect the need for a focus or divine focus, and does not apply to epic spells which require a power component. [B]Special:[/B] A cleric, druid, sorcerer or wizard can select this feat as an epic bonus feat [B]IMPROVED HEIGHTEN SPELL [EPIC][/B] [B]Prerequisites:[/B] Heighten Spell, Spellcraft 20 ranks. [B]Benefit:[/B] As Heighten Spell, but there is no limit to the level to which the character can heighten the spell. [B]Normal:[/B] Without this feat, a spell can only be heightened to a maximum of 9th level. [B]IMPROVED METAMAGIC [EPIC]*[/B] [B]Prerequisites:[/B] Four metamagic feats, Spellcraft 30 ranks. [B]Benefit:[/B] The spell slot modifier of the sum of all the metamagic feats applied to a spell is reduced by one, to a minimum of +1. [B]Special:[/B] A character can gain this feat mutiple times. Its effects stack. [B]IMPROVED SPELL CAPACITY [EPIC][/B] [B]Prerequisite:[/B] Ability to cast spells of the normal maximum spell level in at least one spellcasting class. [B]Benefit:[/B] When the character selects this feat, he or she gains one spell slot per day of a level one level higher than the highest-level spell the character can already cast in a particular class. The character must still have the requisite ability score (10 + spell level) in order to cast any spell stored in this slot. If the character has a high enough ability modifier to gain one or more bonus spells for this spell level, he or she also gains the bonus spells for this spell level. The character must use the spell slot as a member of the class in which he or she can already cast spells of the normal maximum spell level. [B]Special:[/B] A character can gain this feat multiple times. [B]INTENSIFY SPELL [METAMAGIC][EPIC][/B] [B]Prerequisites:[/B] Empower Spell, Maximize Spell, Spellcraft 30 ranks, ability to cast 9th-level arcane or divine spells. [B]Benefit:[/B] All variable, numeric effects of an intensified spell are maximized, then doubled. An intensified spell deals twice maximum damage, cures twice the maximum number of hit points, affects twice the maximum number of targets, and so forth, as appropriate. Saving throws and opposed rolls are not affected. An intensified spell uses up a spell slot seven levels higher than the spell’s actual level. A character can’t combine the effects of this feat with any other feat that affects the variable, numeric effects of a spell. [B]MAGNIFICAT [DIVINE][EPIC]*[/B] You may channel positive energy when casting certain epic spells. [B]Prerequisites:[/B] Wis 25, Cha 25, Epic Spellcasting, any other Divine feat, ability to turn undead [B]Benefit:[/B] You may devise and cast epic spells which draw on your ability to channel positive energy, and use them to create matter, to heal, or to restore life to the dead. If you commit your full daily complement of turn undead attempts to a specific epic spell which you develop which uses the [I]heal, life[/I] or [I]conjure[/I] seed as its base seed, you gain a –20 mitigating factor to the final Spellcraft Prerequisite of that spell. All of your daily turn undead uses must be available to you when the spell is cast. [B]MAGNUM OPUS [EPIC]*[/B] [B]Prerequisite:[/B] Int 25, Epic Spellcasting, Knowledge (arcana) 27 ranks, Spellcraft 27 ranks, ability to prepare and cast 9th-level arcane spells. [B]Benefit:[/B] Choose one epic spell that you know. This spell becomes your magnum opus, your great work. When you devote your efforts to further developing and refining this spell, you gain certain benefits as described in Chapter 7: Options, The Magnum Opus. The base seed of the magnum opus may not be a seed in a prohibited school. [B]Special:[/B] This feat may only be taken once. A wizard may choose this feat as an epic bonus feat. [B]MULTISPELL [EPIC][/B] You can cast an additional quickened spell in a round. [B]Prerequisites:[/B] Quicken Spell, ability to cast 9th-level arcane or divine spells. [B]Benefit:[/B] You may cast one additional quickened spell in a round. [B]Special:[/B] You gain this feat multiple times. Its effects stack. [B]RITUAL ADEPT [EPIC]*[/B] You have developed your ability to coordinate large epic rituals. [B]Prerequisites:[/B] Epic Spellcasting, Spellcraft 27 ranks [B]Benefit:[/B] You may coordinate one extra caster in an epic ritual for every five ranks in Spellcraft which you possess, effectively doubling the number of potential participants in a ritual spell which you cast. In addition, any spell or spell slot which you contribute to another's epic ritual is considered two levels higher for the purpose of determining its mitigating factor. For example, if you participate in an epic ritual which requires that you contribute an 8th-level spell slot, you may instead contribute a 6th-level slot. [B]RUNESONG [BARDIC MUSIC][EPIC]*[/B] You have mastered the true power of song. [B]Prerequisites:[/B] Epic Spellcasting, Spellcraft 30 ranks, Perform (Oratory or Sing) 30 ranks, bardic music class ability, mass suggestion class ability. [B]Benefit:[/B] You can develop and cast epic spells which incorporate your bardic music. An epic spell which uses runesong must have a verbal component, and a casting time of one hour or longer. If you commit your full daily complement of bardic music uses to a specific epic spell which you develop which meets these criteria, you gain a –20 mitigating factor to the final Spellcraft Prerequisite of that spell. All of your daily bardic music uses must be available to you when the spell is cast. [B]Special:[/B] A bard can select this feat as an epic bonus feat. An epic spell which incorporates Runesong may not be a ritual spell, unless each of the participants also possesses the Bardic Music ability. [B]SPELL KNOWLEDGE [EPIC][/B] You add two additional arcane spells to your repertoire. [B]Prerequisite:[/B] Ability to cast spells of the maximum normal spell level for an arcane spellcasting class. [B]Benefit:[/B] You learn two new arcane spells of any level up to the maximum level you can cast. This feat does not grant any additional spell slots. [B]Special:[/B] You can gain this feat multiple times. [B]SYNERESIS [EPIC]*[/B] You may combine your epic spell slots to power a single epic spell. [B]Prerequisites:[/B] Int 25, Epic Spellcasting, Knowledge (arcana) 27 ranks, Spellcraft 27 ranks, ability to prepare and cast 9th-level arcane spells. [B]Benefit:[/B] You can develop and cast epic spells which draw upon more than one epic spell slot to effect. For each additional epic spell slot beyond the first which you commit to a syneretic epic spell, you gain a –10 mitigating factor to the Spellcraft Prerequisite. [B]Special:[/B] A wizard may select this feat as an epic bonus feat. [B]TENACIOUS MAGIC [EPIC][/B] Choose one of your spells or spell-like abilities. That magic cannot be dispelled, only suppressed. [B]Prerequisites:[/B] Spellcraft 15 ranks. [B]Benefit:[/B] Choose one spell you know or spell-like ability you possesses. Whenever the chosen form of magic would otherwise end due to a dispel effect, the magic is instead only suppressed for 1d4 rounds. The magic still ends when its duration expires, but the suppressed rounds do not count against its duration. You can dismiss your own spell or spell-like ability (if dismissible) or dispel your own tenacious magic normally. Special: You can gain this feat multiple times. Each time you take this feat, it applies to a different spell or spell-like ability. [B]TRUE SPONTANEITY [EPIC]*[/B] [B]Prerequisites:[/B] Epic Spellcasting, Spellcraft 30 ranks, ability to spontaneously cast 9th-level arcane or divine spells. [B]Benefit:[/B] Choose one seed. You may cast a single-seed epic spell with this seed as an Impulse (see Impulses, Chapter 7). In addition to the epic spell slot which the effect normally requires, an Impulse also consumes a number of levels of nonepic spell slots equal to the Spellcraft Prerequisite of the epic spell effect that it achieves, to a maximum equal to the number of Spellcraft ranks which you possess: you may freely allocate which spell slots you commit to the Impulse from those remaining to you. If you cast an Impulse with a Spellcraft Prerequisite which would be higher than the number of Spellcraft ranks which you possess, you may use backlash or XP burn to offset the Prerequisite as though they were mitigating factors in an epic spell. The Impulse counts against your daily allotment of epic spells, and the usual restrictions on the number of epic spells that you can cast still apply. [B]Special:[/B] You can gain this feat multiple times; each time you choose it, it applies to a different seed. [/QUOTE]
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