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Epic Magic Big Thread
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<blockquote data-quote="Sepulchrave II" data-source="post: 3031610" data-attributes="member: 4303"><p><span style="font-size: 15px"><span style="color: Red"><p style="text-align: center">4. FACTORS</p><p></span></span></p><p></p><p><span style="font-size: 12px"><span style="color: Red">Explanation of Factors</span></span></p><p>Factors are used to modify the existing parameters of a seed – as set forth in the seed's description – in order to create a spell which meets the needs and abilities of the caster. There are three kinds of factors: </p><p></p><p>• Those that can affect a number of seeds. </p><p>• Those that can only be used with specific seeds. These are noted in individual seed descriptions.</p><p>• Those that reduce the caster level DC rather than increasing it. These are referred to as mitigating factors. </p><p></p><p>To calculate the final caster level DC of an epic spell correctly, it’s important to determine the mitigating factors last, after all the factors that increase the DC have been accounted for. </p><p></p><p></p><p><span style="font-size: 12px"><span style="color: Red">Figuring Factors</span></span></p><p>There is a certain degree of transparency in the way in which factors are determined, and both spell level and caster level increases have analogues in the epic spellcasting system . </p><p></p><p><strong>Spell Level</strong></p><p>A factor increase of +2 (+2 to the Spellcraft Prerequisite) is equivalent to an increase of one spell level: hence a factor derived from a metamagic feat which increases the spell level of a nonepic spell by +1 translates as +2 modifier to the Spellcraft Prerequisite in the epic spell system. Likewise, a factor which increases the saving throw difficulty of a spell by +1 translates to a +2 adjustment to the Spellcraft Prerequisite. Each aspect of a spell which is usually dependent on spell level is figured separately.</p><p></p><p>In some cases, the translation of a metamagic feat to an epic spell factor involves a certain loss of rigidity in its interpretation: it is, for example, only possible to widen a burst, emanation, line or spread with the Widen Spell metamagic feat, yet any epic spell with an area of effect may have its area increased by a +4 increase in the Spellcraft Prerequisite. Furthermore, unlike metamagic, such always factors stack: it is possible to increase the area of a spell by 200% or more if successive factors are applied. Due to their scaling nature, certain metamagic feats (such as Empower Spell or Maximize Spell) do not translate into the epic spell system, and individual seeds contain factors for increasing damage which are based on caster level. Metamagic feats from other sources might also be extrapolated, although if they are introduced as factors, their effect should be monitored closely.</p><p></p><p><strong>Caster Level</strong></p><p>A factor which increases the effective caster level by +1 incurs a +1 Spellcraft Prerequisite modifier. Each aspect of a spell which is usually dependent on caster level is figured separately, whether it be extra damage dice, an increased chance of penetrating spell resistance, an increased chance of resisting an opponent's dispel effect etc. Factors which increase the effective caster level by +1 are not limited to the usual caps present in their nonepic root spells: hence, it is possible to devise an epic <em>lightning bolt</em> which does 100d6 damage, or an epic <em>dispel magic</em> in which the opposed caster level check is 1d20+40.</p><p></p><p>If a seed contains a specific factor which applies only to it, the Spellcraft Prerequisite modifier is usually inferred from the caster level pattern in the root spell. For example, the <em>animate</em> seed contains a provision for increasing the number of targets which can be affected, and this is derived from the root spell's progression.</p><p></p><p></p><p><span style="font-size: 12px"><span style="color: Red">Casting Time</span></span></p><p>The base casting time of any epic spell is 1 action; this may be quickened (incurring a +8 modifier to the Spellcraft Prerequisite). Alternatively, mitigating factors may be applied to extend the casting time.</p><p> </p><p><strong>Contingent Effects</strong></p><p>Contingent triggers for an epic spell work in the same way as the <em>contingency</em> spell. Only concrete events may trigger a contingent spell, not those which anticipate a resulting condition: e.g. it would be legitimate to specify the condition "if I am struck" or "if I die," but not "if I am about to be struck by a blow which would kill me." Contingent spell effects occur immediately, even if it is not the character's turn. Each contingent spell counts as a slot used from the caster's daily epic slots, as long as the contingency remains in effect. </p><p></p><p><strong>Multispell and Quickened Epic Spells</strong></p><p>Characters with the Multispell feat may not cast additional quickened nonepic spells in the same round as a quickened epic spell, as epic spells cannot benefit from metamagic.</p><p></p><p></p><p><span style="font-size: 12px"><strong>Epic Spell Factors</strong></span> </p><p></p><p><strong>Casting Time</strong> </p><p>Quickened spell (limit 1 Quickened spell/round)....................................................,..+8</p><p>Contingent upon specific trigger........................................................................,..+20</p><p> </p><p><strong>Components</strong> </p><p>No verbal component......................................................................................,...+2</p><p>No somatic component...................................................................................,....+2</p><p> </p><p><strong>Duration</strong> </p><p>Increase duration by 100%..................................................................................+2</p><p>Dismissible by caster (if not already)....................................................................+2</p><p>Permanent Effect..........................................................................................Special</p><p> </p><p><strong>Range</strong> </p><p>Change from personal to touch.............................................................................+4</p><p>Change range from touch to close (75 ft.)..............................................................+8</p><p>Change any other range to personal......................................................................+0</p><p>Increase range by 100%......................................................................................+2</p><p> </p><p><strong>Target and Effect</strong> </p><p>Change from target: you to 20-ft. radius centered on you........................................+15</p><p>Change from target: creature touched to 20-ft. radius centered on creature touched....+15</p><p>Change from target: creature touched to effect: ray (75 ft. range)............................,.+4</p><p>Change from effect: ray to target at same range.....................................................+4</p><p>Change from target to area at same range (pick area option below)..........................+12</p><p>Change from target to ray at same range...............................................................+4</p><p>Change from target (any range greater than touch) to touch......................................+0</p><p>Change from effect: ray to target: creature touched.................................................+0</p><p>Add extra target within range...............................................................................+4</p><p> </p><p><strong>Area</strong> </p><p>Change area to 120 ft. line..................................................................................+2</p><p>Change area to cylinder (10-ft. radius, 30-ft. high)..................................................+2</p><p>Change area to 40-ft. cone..................................................................................+2</p><p>Change area to four 10-ft.cubes...........................................................................+2</p><p>Change area to 20-ft. radius................................................................................+2</p><p>Change area to target at same range....................................................................+0</p><p>Change area to ray at same range........................................................................+0</p><p>Change area to target: creature touched................................................................+0</p><p>Increase area by 100%.......................................................................................+4</p><p>Designate specific targets within an area spell (max 20 targets)................................+2</p><p>Lift restriction on number of designated specific targets within an area spell................+4</p><p>Change from immobile emanation to mobile emanation centered on you.....................+4</p><p>Change from mobile emanation to immobile emanation centered on you.....................+4</p><p> </p><p><strong>Saving Throw</strong> </p><p>Increase Spell's save DC by +1............................................................................+2</p><p> </p><p><strong>Spell Resistance and Caster Level</strong> </p><p>Gain +1 bonus on caster level check to overcome target's spell resistance...................+1</p><p>Gain +1 on caster level check to beat foe's dispel effect...........................................+1</p><p>Gain +1 bonus on opposed caster level check.........................................................+1</p><p> </p><p><strong>Other</strong> </p><p>Overcome specific resistance or immunity............................................................+10</p><p>Flexible provision in final spell............................................................................+10</p><p></p><p> </p><p><span style="font-size: 12px"><span style="color: Red">Duration</span></span></p><p>All increases in duration are derived from the base duration of the spell. Each additional increment in duration equal to the base duration increases the Spellcraft Prerequisite by +2. Spells with a duration of instantaneous or permanent cannot be affected by this factor. Spells with the duration of 'concentration + (some number of rounds)' count only the number of rounds beyond concentration for the purpose of extending the duration. If a spell is dismissible, the caster must be within range of the spell's effect to dismiss it.</p><p></p><p><strong>Permanency</strong></p><p>An epic spell which is made permanent always costs 250XP for each point in the Unmitigated Spellcraft Prerequisite of the spell; this XP does not count towards the maximum amount of XP that a character may burn as part of the epic spellcasting process. Some seeds already have a duration of 'permanent,' and if a spell which has a permanent duration is developed without using this factor, the additional XP cost is not incurred. Epic spells with an instantaneous duration may not be made permanent.</p><p></p><p></p><p><span style="font-size: 12px"><span style="color: Red">Range</span></span></p><p>All increases in range are derived from the base range. Each additional increment in range equal to the base range increases the Spellcraft Prerequisite by +2. </p><p></p><p>• If a spell with a base seed which specifies a personal range is changed to a touch spell, the spell gains the entry 'target: creature touched.' The saving throw and spell resistance entries of the spell generally change to Will negates (harmless) and Yes (harmless) respectively. If the <em>polymorph</em> seed is changed to a touch spell which affects unwilling targets, targets are entitled to a Fortitude saving throw to negate the effect.</p><p></p><p>• If a spell with a base seed which specifies a range of touch is changed to a targeted spell at 75 feet, subsequent increases in range are derived from the new base range of 75 feet.</p><p></p><p>• A spell with a base seed which specifies a number of touched targets or 'you and touched creatures' may apply the factor which changes the target from 'creature touched' to a targeted spell at 75 feet: in this case, the caster need not touch additional targets, and if they are within range, the spell affects them.</p><p></p><p>• A spell developed from a seed with a base range of 0 feet (such as <em>conjure</em>) is considered a touch spell for the purposes of factors which increase the range.</p><p></p><p>• A caster may change any seed which specifies a target or an area with range other than personal (including a ray or a seed with a range of touch) to a personal spell with no penalty. The spell gains the entry 'target: you.'</p><p></p><p></p><p><span style="font-size: 12px"><span style="color: Red">Target and Effect</span></span></p><p></p><p><strong>Effects</strong></p><p>Generally, a seed which specifies an effect other than a ray may not be changed to a targeted, ranged touch or area spell, and a separate entry for increasing the dimensions of the spell are included in the seed description if appropriate. </p><p></p><p>• A ray effect may be changed to a targeted spell at the same range, no longer requiring a ranged touch attack to hit. A ray may also be freely changed to be a touch spell or a personal spell. </p><p></p><p>• If a seed which specifies an effect other than a ray (such as <em>conjure</em>) combines with a base seed which specifies an area or target (such as <em>ward</em>), the dimensions of the seed which specifies the effect are figured separately. </p><p> </p><p>• A spell which specifies 'target: creature touched' may be changed to a ray effect with a base range of 75 ft. If this factor is applied, the factor for increasing the range of the spell from touch to 75 ft need not also be applied.</p><p></p><p></p><p><strong>Adding an Additional Target (+4)</strong></p><p>Certain seeds (<em>animate, animate dead, banish, contact</em> (<em>telepathic bond</em> application), and <em>transport</em>) already allow for multiple targets: in these cases, any factors for adding additional targets are noted in the seed description and the +4 factor for adding an extra target should be ignored. Each of these seeds has an unusual circumstance related to it with regard to changing it to an area spell: these are noted in individual seed descriptions.</p><p></p><p>If extra targets are specified they must be within the same range as that noted in the seed description: a factor which increases the range of the spell applies to all targets. No two targets may be more than 30 ft. apart unless specifically noted otherwise. The factor which specifies an extra target may also be applied to a ray effect: an attack roll is required normally for each separate target. A seed which is normally a touch spell or an area spell and is changed to a ray or targeted spell by the use of factors is also subject to this restriction.</p><p></p><p></p><p><strong>Changing a Personal Spell to an Area Spell Centered on You (+15)</strong></p><p>A spell with a range of personal (either from the base seed, or from factors applied to make the spell personal) may be changed to an area spell centered on or originating from the caster. If the spell is of instantaneous duration, it becomes a 20-ft. radius burst centered on the caster. All creatures within the area except the caster are subject to the effects of the spell. </p><p></p><p>If the spell is of non-instantaneous duration, the caster may choose one of two effects during spell development:</p><p></p><p>• The caster can choose a burst with a 20-ft. radius which affects all targets within the area at the time of casting. If the spell is designed to affect allies (such as one involving the fortify seed), all subjects (including the caster) benefit from the spell for its duration, regardless of how far they subsequently move from the caster. If the spell is an offensive spell (such as one involving the compel seed), all targets except the caster are subject to the spell for its duration, whether they remain within the initial area or not. In both cases, factors may be used to increase the area. If only allies (or another specific group) are to be subject to the spell, the caster must also include the 'designate specific targets within an area spell' factor. The range entry for the spell changes to become equal to the radius affected.</p><p></p><p>• Alternatively, the caster may choose to create a 20-ft radius emanation centered on him or herself, defining it as either mobile or immobile during spell development. For the duration of the spell, creatures who enter the area are subject to its effects – an offensive spell of this nature permits creatures a saving throw every round they remain within the area in order to reduce or negate the spell: if the spell deals damage, the caster is also susceptible unless otherwise warded. If a creature leaves the area (or the caster moves out of range, if it is a mobile emanation) it is no longer subject to the spell. If only allies (or another specific group) are to be subject to the spell, the caster must also include the 'designate specific targets within an area spell' factor. The range entry for the spell changes to become equal to the radius affected.</p><p></p><p></p><p><strong>Changing a Touch Spell to an Area Spell Centered on a Target (+15)</strong></p><p>A non-instantaneous spell with a target of 'creature touched' may be modified to become a mobile area emanation with a radius of 20 ft., centered on the target. The spell may not be offensive, and the (harmless) entry must be present if a saving throw or spell resistance is allowed. Factors may still be applied to change the range from touch to a target at 75 ft. or a ray, or even an area spell affecting multiple targets: in such a case, each target becomes a mobile locus for the effects of an area emanation.</p><p> </p><p>For the duration of the spell, the target and creatures who enter the area around the target are subject to the effects of the spell. If a creature leaves the area (or the target moves out of range), it is no longer subject to the spell. If only allies (or another specific group) are to be subject to the spell, the caster must also include the 'designate specific targets within an area spell' factor. </p><p></p><p></p><p><strong>Changing a Targeted Spell at Range to an Area Spell (+12)</strong></p><p>If the 'change target to area' factor is applied to a seed which specifies a target, then all creatures within the area are subject to the effects of the spell. If a narrower range of creatures are to be affected in the area, the 'designate specific targets within an area' factor must be applied. The caster chooses the area shape during the development of the epic spell. See Area: Choosing or Changing the Shape of an Area Spell, below.</p><p></p><p>If the 'change target to area' factor is applied to a seed which specifies a HD or other numerical limit, this limit remains in effect unless modified by appropriate factors as noted in the seed description. </p><p></p><p><strong>Changing a Targeted Spell at Range to a Ray (+4)</strong></p><p>A spell which specifies a target can be changed to a ray effect at the same range. If the seed's saving throw contains an entry which reduces (but not eliminates) the effect of the spell – such as Will (Partial) or Reflex (Half) – the modified spell does not allow a saving throw, but instead requires a ranged touch attack to hit. If a targeted spell normally has a saving throw entry which negates the effect of the spell, if it is changed to a ray effect it still allows a saving throw but at a –4 penalty. The caster must still make a ranged touch attack to hit.</p><p></p><p></p><p><span style="font-size: 12px"><span style="color: Red">Area</span></span></p><p></p><p><strong>Increasing Area by 100% (+4)</strong></p><p>All increases in area are derived from the base area. Any numeric measurements of the spell's area are doubled for each +4 increase in the Spellcraft Prerequisite. Only seeds which specify an Area or have been modified to specify an area (not seeds which specify an Effect within an area) may be modified with this factor.</p><p></p><p><strong>Choosing or Changing the Shape of an Area Spell (+2)</strong></p><p>A instantaneous spell with an area of effect may be a 120-ft. line, 20-ft radius burst, a 40-ft. cone, four 10-ft. cubes, or a cylinder with a 10-ft radius and 30-ft. high. The <em>energy</em> seed may also be used in a spell with a 20-ft radius spread: other instantaneous effects do not enjoy this privilege. If a seed already lists a shape for its area of effect (such as energy), the caster may change the shape by applying the appropriate factor. If a spell which specifies a target is changed to an area spell, no additional factor is incurred: the spell's developer simply selects one of the five shapes, and this becomes the base area of the spell. If a line or cone is chosen, the range entry of the spell changes to become equal to the area entry of the line or cone.</p><p></p><p>If the spell is of non-instantaneous duration, the caster may choose one of two effects during spell development:</p><p></p><p>• The caster can choose a 120 ft. line, 20-ft. radius burst, 40-ft. cone, four 10-ft. cubes or a cylinder with a 10-ft. radius and 30-ft. high which affects all targets within the area at the time of casting. If the spell is designed to affect allies (such as one involving the fortify seed), all subjects (including the caster if he falls within a sphere, cylinder or four 10-ft. cubes) benefit from the spell for its duration, regardless of how far they subsequently move from the caster. If the spell is an offensive spell (such as one involving the compel seed), all targets within the area are subject to the spell for its duration, whether they remain within the initial area or not. In both cases, factors may be used to increase the area. If only allies (or another specific group) are to be subject to the spell, the caster must also include the 'designate specific targets within an area spell' factor. If the shape chosen is a line or cone, the range entry for the spell changes to become equal to the area entry of the line or cone.</p><p></p><p>• The caster may choose to create an immobile 20-ft radius emanation. For the duration of the spell, creatures who enter the area are subject to its effects – an offensive spell of this nature permits creatures a saving throw every round they remain within the area in order to reduce or negate the spell. If a creature leaves the area it is no longer subject to the spell. If only allies (or another specific group) are to be subject to the spell, the caster must also include the 'designate specific targets within an area spell' factor. </p><p></p><p></p><p><strong>Changing an Area Spell at Range to a Ray, Touch or Targeted Spell (+0)</strong></p><p>A spell which specifies an area can be changed to a ray effect at the same range. If the seed's saving throw contains an entry which reduces (but not eliminates) the effect of the spell – such as Will (Partial) or Reflex (Half) – the modified spell does not allow a saving throw, but instead requires a ranged touch attack to hit. If an area spell normally has a saving throw entry which negates the effect of the spell, if it is changed to a ray effect it still allows a saving throw but at a –4 penalty. The caster must still make a ranged touch attack to hit. </p><p></p><p>A seed with an area of effect which is changed to a touch spell, targeted spell, or ray now affects only the target. </p><p></p><p></p><p><strong>Designating Specific Targets within an Area Spell (+2)</strong></p><p>Instead of using a factor to add extra targets within the range of a targeted spell, it is possible to designate specific targets within an area spell. Up to twenty targets can be designated, or any number if a factor lifting the restriction is applied. Unlike multiple targeted effects, designated targets within an area spell may be any distance apart as long as they are within the spell's area. It generally becomes favourable to change a targeted spell to an area spell with designated targets if more than five targets are to be affected – othrwise the 'add extra target within range' factor should be used. Designated targets may either be chosen at the moment the spell is cast or included in the spell description.</p><p></p><p>An area spell which is modified to affect specific targets loses its area entry and instead gains the entry "Targets: (Designated targets), no two of which can be more than 30 feet apart." For each additional 30-foot increment in the maximum possible distance apart between any two targets, increase the Spellcraft Prerequisite by +4. Alternatively, if the cap on the possible number of targets is to be removed, increase the Spellcraft Prerequisite by +4.</p><p></p><p></p><p><strong>Changing the Locus of an Area Emanation (+4)</strong></p><p>If a spell's area of effect specifies an immobile emanation centered on a point in space, it may be changed to a mobile emanation centered on a target by increasing the Spellcraft Prerequisite by +4. Conversely, if a spell specifies an mobile emanation centered upon some creature or other target, it may be changed to an immobile emanation centered in space by increasing the Spellcraft Prerequisite by +4.</p><p></p><p></p><p><span style="font-size: 12px"><span style="color: Red">Additional Factors</span></span></p><p></p><p><strong>Bypass Existing Resistance or Immunity (+10)</strong></p><p>If a target possesses a natural, extraordinary or supernatural immunity to a specific effect: e.g. a gaseous creature's natural immunity to transformation, an undead's immunity to [Mind-affecting] effects, or a paladin's immunity to [Fear] effects, then that quality is suspended for the purpose of the epic spell. The ability to bypass an immunity is not effective against opponents rendered immune by a spell or spell-like ability.</p><p></p><p></p><p><span style="font-size: 12px"><span style="color: Red">Explanation of Mitigating Factors</span></span></p><p></p><p>A variety of mitigating factors – methods by which the Spellcraft DC of a Spell can be reduced to a manageable level – are available to epic spellcasters. Many are limited in their applicability, or possess restrictions on the extent to which they may be employed. An epic spell can make use of any number of mitigating factors, provided that it fulfills the requirement for each individual factor.</p><p></p><p></p><p><strong><span style="font-size: 12px">Epic Spell Mitigating Factors</span> </strong></p><p> </p><p><strong>Universal Mitigating Factors</strong> </p><p>Backlash, per point suffered (max.=1 point/level)...............................................-1</p><p>Burn 250XP during casting (max.=500XP/level)..................................................-1</p><p> </p><p><strong>Specialization</strong> </p><p>Base seed within specialty school.....................................................................-5</p><p>Area of special expertise.................................................................................-5</p><p> </p><p><strong>Casting Time</strong> </p><p>Increase casting time to 1 round.......................................................................-2</p><p>Increase casting time to 1 minute.....................................................................-5</p><p>Increase casting time to 10 minutes.................................................................-10</p><p>Increase casting time to 1 hour........................................................................-15</p><p>Increase casting time to 1 day.........................................................................-20</p><p>Increase casting time to 1 week.......................................................................-30</p><p>Increase casting time to 1 month.....................................................................-40</p><p> </p><p><strong>Duration</strong> </p><p>Reduce spell's duration by 1 category.................................................................-2</p><p> </p><p><strong>Components</strong> </p><p>Power component, per 5,000gp value (100,000 gp max.).......................................-1</p><p>Spell requires specific major artifact as a focus...................................................-10</p><p> </p><p><strong>Limiting Circumstances</strong> </p><p>Minor limiting factor in spell circumstance or function............................................-4</p><p>Major limiting factor in spell circumstance or function...........................................-10</p><p> </p><p><strong>Other</strong> </p><p>Embedded spell level (permanent spells only)......................................................-1</p><p>Ritual Spell.............................................................................................Special</p><p></p><p></p><p><strong>Universal Mitigating Factors</strong></p><p>Universal mitigating factors may be applied during development by any caster for the purposes of casting any epic spell. They may also be applied at double their cost in lieu of other mitigating factors in a spell's description, if for any reason the caster is unable to meet those mitigating factors at the moment of casting. Examples of substituting backlash or XP burn might include the following:</p><p></p><p>• The spell normally uses a power component as a mitigating factor, and the caster doesn't possess it. </p><p></p><p>• The spell requires a ritual participant (or participants) who are unavailable for the purpose of casting the spell.</p><p></p><p>• The spell is a 'learned' spell from an engraved tablet, and specifies a mitigating factor which the caster cannot meet (for example, that the caster be a Transmutation specialist)</p><p></p><p>A caster may freely designate any mixture of XP burn and/or backlash to substitute for other mitigating factors, but he or she is still limited to the maximum amounts of XP burn and backlash when casting any given epic spell; universal mitigating factors which are substituted for other mitigating factors stack with any backlash or XP burn listed in the spell description for the purpose of determining these limits.</p><p></p><p></p><p><strong>Backlash</strong></p><p>Backlash is a surge of potentially lethal magical energy associated with casting certain epic spells. It may take a variety of apparent forms, and players and GMs are encouraged to be inventive when describing the visible manifestations of backlash. The result of sustaining backlash is always the same, however, regardless of its superficial appearance: debilitating Constitution damage which is resistant to all forms of magical healing. A character whose Constitution is reduced to 0 or less dies.</p><p></p><p>If an epic spell requires it as a mitigating factor, the caster cannot somehow avoid or make him or her self immune to backlash damage, although the Autoimmolator epic feat increases a caster's ability to withstand it. Moreover, if backlash damage kills a caster, no spell or method exists that will return life to the caster’s body without costing the caster a level—not even <em>wish, true resurrection, miracle</em>, or epic spells that return life to the deceased. Spells that normally penalize the recipient one level when they return him or her to life penalize a caster killed by backlash two levels. </p><p></p><p><em>Healing Backlash Damage</em></p><p>Constitution damage sustained from backlash may heal normally over time (1 point per night, or 2 points per 24 hours with complete rest). Nonepic spells which usually heal ability damage – even <em>greater restoration</em> – are ineffective against Constitution damage caused by backlash. Epic spells incorporating the <em>heal</em> seed must make an opposed caster level check against the caster of the spell which caused the backlash in order to be effective.</p><p></p><p><strong>Experience Point Burn</strong></p><p>A caster may elect to burn experience points to mitigate against high Spellcraft Prerequisites. For each 250XP which he or she commits to the casting of the epic spell, the caster gains a -1 mitigating factor to the Spellcraft Prerequisite. A caster is limited to 500XP per level when using this factor, and may not burn sufficient XP to cause the loss of a level of experience.</p><p></p><p><strong>Casting Time</strong></p><p>The mitigating factors for increasing casting time are based on a casting time of 1 minute, and are not cumulative with regard to each other.</p><p></p><p>A spell with a casting time of one day is assumed to occupy the caster for the full 24 hours. If a spell has a casting time of more than one day, each subsequent day of casting is assumed to occupy the caster for eight to ten hours, and he or she cannot engage in any activity other than eating, quiet reflection or meditation, and sleep: at all times the caster's thoughts are utterly preoccupied with the spellcasting process. Even communication with another character is prohibited during this time. Spells with a casting time of longer than one day may not be interrupted without ruining the spell: the casting time must be consecutive. </p><p></p><p><strong>Duration</strong></p><p>Each reduction in the duration category of an epic spell reduces the final Spellcraft Prerequisite by –2. Spell durations are calculated from spells with durations given in some number of hours per level, 10 minutes/level, 1 minute/level or 1 round/level. By applying the 'reduce duration by one category' mitigating factor:</p><p></p><p>• A spell with a duration given in hours has its duration reduced to 200 minutes.</p><p>• A spell with a duration of 200 minutes has its duration reduced to 20 minutes.</p><p>• A spell with a duration of 20 minutes has its duration reduced to 20 rounds. </p><p></p><p>Spells with a duration of special, concentration, permanent or instantaneous may not apply this factor, and a spell's duration may not be reduced further than 20 rounds.</p><p></p><p><strong>Power Components</strong></p><p>Epic spells cannot make use of normal material components in the same way that most nonepic spells can, but expensive, magical or exotic components are permitted in order to mitigate against high Spellcraft Prerequisites. The GM may require that a character go to special lengths in order to secure such components.</p><p></p><p>• If a spell calls for an expensive material component, the component must have a close thematic link with the spell's purpose. For example, a spell which uses the <em>animate dead</em> seed to animate corpses as mummies might require specially prepared mummy dust; a spell designed to summon an infernal might require the blood of an infernal, stored in a specially prepared vial etc.</p><p></p><p>• A spell can use a magic item as a material component, provided that item also possesses a close link with the spell's purpose and effect. An <em>orb of storms</em> might be fuel for a colossal hurricane invoked by the caster using the <em>weather</em> seed; a <em>cubic gate</em> might be used in a spell which opens a permanent interdimensional portal etc. A magic item receives no saving throw to avoid its fate, and is consumed in the spellcasting process. Artifacts cannot be used as power components in epic spells.</p><p></p><p>In either case, the Spellcraft Prerequisite is reduced by –1 for each 5000gp in value that the power component possesses (for magic items, fractions are rounded down). Multiple components are permissible, but no spell can have its Spellcraft Prerequisite reduced by more than –20 by using power components.</p><p></p><p></p><p><strong>Embedded Spell Levels</strong></p><p>If an epic spell has a permanent duration – either through the use of a seed with a permanent duration, or by applying the appropriate factor to an otherwise nonpermanent spell – then the caster can choose to 'embed' spell levels in it. Essentially, the caster commits a certain number of daily spell slots to the epic spell which then become unavailable for the duration of the magic: as long as the epic spell persists, the caster cannot access the embedded slots. Only empty slots may be embedded in a permanent epic spell, and up to 1 level of spell slots may be embedded per caster level: for example, a 30th-level wizard could embed up to 30 levels of spell slots in a single spell, for a total Spellcraft Prerequisite modifier of –30. Bonus spell slots gained from having a high ability score, bonus slots from school specialization, and domain slots cannot be embedded: effectively, the caster's 'spells per day' entry cannot be reduced to less than 0 for any given level.</p><p></p><p>If a spell which uses embedding as a mitigating factor entitles a target or targets to a saving throw, and the save succeeds, the spell levels are lost for that day: they may not be used to prepare or cast spells, nor are they available for embedding in another epic spell. </p><p></p><p>If the epic spell is dispelled or dismissed, then the embedded spell levels are liberated and the caster may once again access them. Distance is not a factor – the caster may even be on another plane when the permanent effect ends, and the spell slots instantly reappear in his or her mind. For casters who prepare spells, the slots must be filled normally before he or she can cast spells using them. Spontaneous casters can immediately access liberated slots as though part of their daily allotment had been refreshed.</p></blockquote><p></p>
[QUOTE="Sepulchrave II, post: 3031610, member: 4303"] [SIZE=4][COLOR=Red][CENTER]4. FACTORS[/CENTER][/COLOR][/SIZE] [SIZE=3][COLOR=Red]Explanation of Factors[/COLOR][/SIZE] Factors are used to modify the existing parameters of a seed – as set forth in the seed's description – in order to create a spell which meets the needs and abilities of the caster. There are three kinds of factors: • Those that can affect a number of seeds. • Those that can only be used with specific seeds. These are noted in individual seed descriptions. • Those that reduce the caster level DC rather than increasing it. These are referred to as mitigating factors. To calculate the final caster level DC of an epic spell correctly, it’s important to determine the mitigating factors last, after all the factors that increase the DC have been accounted for. [SIZE=3][COLOR=Red]Figuring Factors[/COLOR][/SIZE] There is a certain degree of transparency in the way in which factors are determined, and both spell level and caster level increases have analogues in the epic spellcasting system . [B]Spell Level[/B] A factor increase of +2 (+2 to the Spellcraft Prerequisite) is equivalent to an increase of one spell level: hence a factor derived from a metamagic feat which increases the spell level of a nonepic spell by +1 translates as +2 modifier to the Spellcraft Prerequisite in the epic spell system. Likewise, a factor which increases the saving throw difficulty of a spell by +1 translates to a +2 adjustment to the Spellcraft Prerequisite. Each aspect of a spell which is usually dependent on spell level is figured separately. In some cases, the translation of a metamagic feat to an epic spell factor involves a certain loss of rigidity in its interpretation: it is, for example, only possible to widen a burst, emanation, line or spread with the Widen Spell metamagic feat, yet any epic spell with an area of effect may have its area increased by a +4 increase in the Spellcraft Prerequisite. Furthermore, unlike metamagic, such always factors stack: it is possible to increase the area of a spell by 200% or more if successive factors are applied. Due to their scaling nature, certain metamagic feats (such as Empower Spell or Maximize Spell) do not translate into the epic spell system, and individual seeds contain factors for increasing damage which are based on caster level. Metamagic feats from other sources might also be extrapolated, although if they are introduced as factors, their effect should be monitored closely. [B]Caster Level[/B] A factor which increases the effective caster level by +1 incurs a +1 Spellcraft Prerequisite modifier. Each aspect of a spell which is usually dependent on caster level is figured separately, whether it be extra damage dice, an increased chance of penetrating spell resistance, an increased chance of resisting an opponent's dispel effect etc. Factors which increase the effective caster level by +1 are not limited to the usual caps present in their nonepic root spells: hence, it is possible to devise an epic [I]lightning bolt[/I] which does 100d6 damage, or an epic [I]dispel magic[/I] in which the opposed caster level check is 1d20+40. If a seed contains a specific factor which applies only to it, the Spellcraft Prerequisite modifier is usually inferred from the caster level pattern in the root spell. For example, the [I]animate[/I] seed contains a provision for increasing the number of targets which can be affected, and this is derived from the root spell's progression. [SIZE=3][COLOR=Red]Casting Time[/COLOR][/SIZE] The base casting time of any epic spell is 1 action; this may be quickened (incurring a +8 modifier to the Spellcraft Prerequisite). Alternatively, mitigating factors may be applied to extend the casting time. [B]Contingent Effects[/B] Contingent triggers for an epic spell work in the same way as the [I]contingency[/I] spell. Only concrete events may trigger a contingent spell, not those which anticipate a resulting condition: e.g. it would be legitimate to specify the condition "if I am struck" or "if I die," but not "if I am about to be struck by a blow which would kill me." Contingent spell effects occur immediately, even if it is not the character's turn. Each contingent spell counts as a slot used from the caster's daily epic slots, as long as the contingency remains in effect. [B]Multispell and Quickened Epic Spells[/B] Characters with the Multispell feat may not cast additional quickened nonepic spells in the same round as a quickened epic spell, as epic spells cannot benefit from metamagic. [SIZE=3][B]Epic Spell Factors[/B][/SIZE] [B]Casting Time[/B] Quickened spell (limit 1 Quickened spell/round)....................................................,..+8 Contingent upon specific trigger........................................................................,..+20 [B]Components[/B] No verbal component......................................................................................,...+2 No somatic component...................................................................................,....+2 [B]Duration[/B] Increase duration by 100%..................................................................................+2 Dismissible by caster (if not already)....................................................................+2 Permanent Effect..........................................................................................Special [B]Range[/B] Change from personal to touch.............................................................................+4 Change range from touch to close (75 ft.)..............................................................+8 Change any other range to personal......................................................................+0 Increase range by 100%......................................................................................+2 [B]Target and Effect[/B] Change from target: you to 20-ft. radius centered on you........................................+15 Change from target: creature touched to 20-ft. radius centered on creature touched....+15 Change from target: creature touched to effect: ray (75 ft. range)............................,.+4 Change from effect: ray to target at same range.....................................................+4 Change from target to area at same range (pick area option below)..........................+12 Change from target to ray at same range...............................................................+4 Change from target (any range greater than touch) to touch......................................+0 Change from effect: ray to target: creature touched.................................................+0 Add extra target within range...............................................................................+4 [B]Area[/B] Change area to 120 ft. line..................................................................................+2 Change area to cylinder (10-ft. radius, 30-ft. high)..................................................+2 Change area to 40-ft. cone..................................................................................+2 Change area to four 10-ft.cubes...........................................................................+2 Change area to 20-ft. radius................................................................................+2 Change area to target at same range....................................................................+0 Change area to ray at same range........................................................................+0 Change area to target: creature touched................................................................+0 Increase area by 100%.......................................................................................+4 Designate specific targets within an area spell (max 20 targets)................................+2 Lift restriction on number of designated specific targets within an area spell................+4 Change from immobile emanation to mobile emanation centered on you.....................+4 Change from mobile emanation to immobile emanation centered on you.....................+4 [B]Saving Throw[/B] Increase Spell's save DC by +1............................................................................+2 [B]Spell Resistance and Caster Level[/B] Gain +1 bonus on caster level check to overcome target's spell resistance...................+1 Gain +1 on caster level check to beat foe's dispel effect...........................................+1 Gain +1 bonus on opposed caster level check.........................................................+1 [B]Other[/B] Overcome specific resistance or immunity............................................................+10 Flexible provision in final spell............................................................................+10 [SIZE=3][COLOR=Red]Duration[/COLOR][/SIZE] All increases in duration are derived from the base duration of the spell. Each additional increment in duration equal to the base duration increases the Spellcraft Prerequisite by +2. Spells with a duration of instantaneous or permanent cannot be affected by this factor. Spells with the duration of 'concentration + (some number of rounds)' count only the number of rounds beyond concentration for the purpose of extending the duration. If a spell is dismissible, the caster must be within range of the spell's effect to dismiss it. [B]Permanency[/B] An epic spell which is made permanent always costs 250XP for each point in the Unmitigated Spellcraft Prerequisite of the spell; this XP does not count towards the maximum amount of XP that a character may burn as part of the epic spellcasting process. Some seeds already have a duration of 'permanent,' and if a spell which has a permanent duration is developed without using this factor, the additional XP cost is not incurred. Epic spells with an instantaneous duration may not be made permanent. [SIZE=3][COLOR=Red]Range[/COLOR][/SIZE] All increases in range are derived from the base range. Each additional increment in range equal to the base range increases the Spellcraft Prerequisite by +2. • If a spell with a base seed which specifies a personal range is changed to a touch spell, the spell gains the entry 'target: creature touched.' The saving throw and spell resistance entries of the spell generally change to Will negates (harmless) and Yes (harmless) respectively. If the [I]polymorph[/I] seed is changed to a touch spell which affects unwilling targets, targets are entitled to a Fortitude saving throw to negate the effect. • If a spell with a base seed which specifies a range of touch is changed to a targeted spell at 75 feet, subsequent increases in range are derived from the new base range of 75 feet. • A spell with a base seed which specifies a number of touched targets or 'you and touched creatures' may apply the factor which changes the target from 'creature touched' to a targeted spell at 75 feet: in this case, the caster need not touch additional targets, and if they are within range, the spell affects them. • A spell developed from a seed with a base range of 0 feet (such as [I]conjure[/I]) is considered a touch spell for the purposes of factors which increase the range. • A caster may change any seed which specifies a target or an area with range other than personal (including a ray or a seed with a range of touch) to a personal spell with no penalty. The spell gains the entry 'target: you.' [SIZE=3][COLOR=Red]Target and Effect[/COLOR][/SIZE] [B]Effects[/B] Generally, a seed which specifies an effect other than a ray may not be changed to a targeted, ranged touch or area spell, and a separate entry for increasing the dimensions of the spell are included in the seed description if appropriate. • A ray effect may be changed to a targeted spell at the same range, no longer requiring a ranged touch attack to hit. A ray may also be freely changed to be a touch spell or a personal spell. • If a seed which specifies an effect other than a ray (such as [I]conjure[/I]) combines with a base seed which specifies an area or target (such as [I]ward[/I]), the dimensions of the seed which specifies the effect are figured separately. • A spell which specifies 'target: creature touched' may be changed to a ray effect with a base range of 75 ft. If this factor is applied, the factor for increasing the range of the spell from touch to 75 ft need not also be applied. [B]Adding an Additional Target (+4)[/B] Certain seeds ([I]animate, animate dead, banish, contact[/I] ([I]telepathic bond[/I] application), and [I]transport[/I]) already allow for multiple targets: in these cases, any factors for adding additional targets are noted in the seed description and the +4 factor for adding an extra target should be ignored. Each of these seeds has an unusual circumstance related to it with regard to changing it to an area spell: these are noted in individual seed descriptions. If extra targets are specified they must be within the same range as that noted in the seed description: a factor which increases the range of the spell applies to all targets. No two targets may be more than 30 ft. apart unless specifically noted otherwise. The factor which specifies an extra target may also be applied to a ray effect: an attack roll is required normally for each separate target. A seed which is normally a touch spell or an area spell and is changed to a ray or targeted spell by the use of factors is also subject to this restriction. [B]Changing a Personal Spell to an Area Spell Centered on You (+15)[/B] A spell with a range of personal (either from the base seed, or from factors applied to make the spell personal) may be changed to an area spell centered on or originating from the caster. If the spell is of instantaneous duration, it becomes a 20-ft. radius burst centered on the caster. All creatures within the area except the caster are subject to the effects of the spell. If the spell is of non-instantaneous duration, the caster may choose one of two effects during spell development: • The caster can choose a burst with a 20-ft. radius which affects all targets within the area at the time of casting. If the spell is designed to affect allies (such as one involving the fortify seed), all subjects (including the caster) benefit from the spell for its duration, regardless of how far they subsequently move from the caster. If the spell is an offensive spell (such as one involving the compel seed), all targets except the caster are subject to the spell for its duration, whether they remain within the initial area or not. In both cases, factors may be used to increase the area. If only allies (or another specific group) are to be subject to the spell, the caster must also include the 'designate specific targets within an area spell' factor. The range entry for the spell changes to become equal to the radius affected. • Alternatively, the caster may choose to create a 20-ft radius emanation centered on him or herself, defining it as either mobile or immobile during spell development. For the duration of the spell, creatures who enter the area are subject to its effects – an offensive spell of this nature permits creatures a saving throw every round they remain within the area in order to reduce or negate the spell: if the spell deals damage, the caster is also susceptible unless otherwise warded. If a creature leaves the area (or the caster moves out of range, if it is a mobile emanation) it is no longer subject to the spell. If only allies (or another specific group) are to be subject to the spell, the caster must also include the 'designate specific targets within an area spell' factor. The range entry for the spell changes to become equal to the radius affected. [B]Changing a Touch Spell to an Area Spell Centered on a Target (+15)[/B] A non-instantaneous spell with a target of 'creature touched' may be modified to become a mobile area emanation with a radius of 20 ft., centered on the target. The spell may not be offensive, and the (harmless) entry must be present if a saving throw or spell resistance is allowed. Factors may still be applied to change the range from touch to a target at 75 ft. or a ray, or even an area spell affecting multiple targets: in such a case, each target becomes a mobile locus for the effects of an area emanation. For the duration of the spell, the target and creatures who enter the area around the target are subject to the effects of the spell. If a creature leaves the area (or the target moves out of range), it is no longer subject to the spell. If only allies (or another specific group) are to be subject to the spell, the caster must also include the 'designate specific targets within an area spell' factor. [B]Changing a Targeted Spell at Range to an Area Spell (+12)[/B] If the 'change target to area' factor is applied to a seed which specifies a target, then all creatures within the area are subject to the effects of the spell. If a narrower range of creatures are to be affected in the area, the 'designate specific targets within an area' factor must be applied. The caster chooses the area shape during the development of the epic spell. See Area: Choosing or Changing the Shape of an Area Spell, below. If the 'change target to area' factor is applied to a seed which specifies a HD or other numerical limit, this limit remains in effect unless modified by appropriate factors as noted in the seed description. [B]Changing a Targeted Spell at Range to a Ray (+4)[/B] A spell which specifies a target can be changed to a ray effect at the same range. If the seed's saving throw contains an entry which reduces (but not eliminates) the effect of the spell – such as Will (Partial) or Reflex (Half) – the modified spell does not allow a saving throw, but instead requires a ranged touch attack to hit. If a targeted spell normally has a saving throw entry which negates the effect of the spell, if it is changed to a ray effect it still allows a saving throw but at a –4 penalty. The caster must still make a ranged touch attack to hit. [SIZE=3][COLOR=Red]Area[/COLOR][/SIZE] [B]Increasing Area by 100% (+4)[/B] All increases in area are derived from the base area. Any numeric measurements of the spell's area are doubled for each +4 increase in the Spellcraft Prerequisite. Only seeds which specify an Area or have been modified to specify an area (not seeds which specify an Effect within an area) may be modified with this factor. [B]Choosing or Changing the Shape of an Area Spell (+2)[/B] A instantaneous spell with an area of effect may be a 120-ft. line, 20-ft radius burst, a 40-ft. cone, four 10-ft. cubes, or a cylinder with a 10-ft radius and 30-ft. high. The [I]energy[/I] seed may also be used in a spell with a 20-ft radius spread: other instantaneous effects do not enjoy this privilege. If a seed already lists a shape for its area of effect (such as energy), the caster may change the shape by applying the appropriate factor. If a spell which specifies a target is changed to an area spell, no additional factor is incurred: the spell's developer simply selects one of the five shapes, and this becomes the base area of the spell. If a line or cone is chosen, the range entry of the spell changes to become equal to the area entry of the line or cone. If the spell is of non-instantaneous duration, the caster may choose one of two effects during spell development: • The caster can choose a 120 ft. line, 20-ft. radius burst, 40-ft. cone, four 10-ft. cubes or a cylinder with a 10-ft. radius and 30-ft. high which affects all targets within the area at the time of casting. If the spell is designed to affect allies (such as one involving the fortify seed), all subjects (including the caster if he falls within a sphere, cylinder or four 10-ft. cubes) benefit from the spell for its duration, regardless of how far they subsequently move from the caster. If the spell is an offensive spell (such as one involving the compel seed), all targets within the area are subject to the spell for its duration, whether they remain within the initial area or not. In both cases, factors may be used to increase the area. If only allies (or another specific group) are to be subject to the spell, the caster must also include the 'designate specific targets within an area spell' factor. If the shape chosen is a line or cone, the range entry for the spell changes to become equal to the area entry of the line or cone. • The caster may choose to create an immobile 20-ft radius emanation. For the duration of the spell, creatures who enter the area are subject to its effects – an offensive spell of this nature permits creatures a saving throw every round they remain within the area in order to reduce or negate the spell. If a creature leaves the area it is no longer subject to the spell. If only allies (or another specific group) are to be subject to the spell, the caster must also include the 'designate specific targets within an area spell' factor. [B]Changing an Area Spell at Range to a Ray, Touch or Targeted Spell (+0)[/B] A spell which specifies an area can be changed to a ray effect at the same range. If the seed's saving throw contains an entry which reduces (but not eliminates) the effect of the spell – such as Will (Partial) or Reflex (Half) – the modified spell does not allow a saving throw, but instead requires a ranged touch attack to hit. If an area spell normally has a saving throw entry which negates the effect of the spell, if it is changed to a ray effect it still allows a saving throw but at a –4 penalty. The caster must still make a ranged touch attack to hit. A seed with an area of effect which is changed to a touch spell, targeted spell, or ray now affects only the target. [B]Designating Specific Targets within an Area Spell (+2)[/B] Instead of using a factor to add extra targets within the range of a targeted spell, it is possible to designate specific targets within an area spell. Up to twenty targets can be designated, or any number if a factor lifting the restriction is applied. Unlike multiple targeted effects, designated targets within an area spell may be any distance apart as long as they are within the spell's area. It generally becomes favourable to change a targeted spell to an area spell with designated targets if more than five targets are to be affected – othrwise the 'add extra target within range' factor should be used. Designated targets may either be chosen at the moment the spell is cast or included in the spell description. An area spell which is modified to affect specific targets loses its area entry and instead gains the entry "Targets: (Designated targets), no two of which can be more than 30 feet apart." For each additional 30-foot increment in the maximum possible distance apart between any two targets, increase the Spellcraft Prerequisite by +4. Alternatively, if the cap on the possible number of targets is to be removed, increase the Spellcraft Prerequisite by +4. [B]Changing the Locus of an Area Emanation (+4)[/B] If a spell's area of effect specifies an immobile emanation centered on a point in space, it may be changed to a mobile emanation centered on a target by increasing the Spellcraft Prerequisite by +4. Conversely, if a spell specifies an mobile emanation centered upon some creature or other target, it may be changed to an immobile emanation centered in space by increasing the Spellcraft Prerequisite by +4. [SIZE=3][COLOR=Red]Additional Factors[/COLOR][/SIZE] [B]Bypass Existing Resistance or Immunity (+10)[/B] If a target possesses a natural, extraordinary or supernatural immunity to a specific effect: e.g. a gaseous creature's natural immunity to transformation, an undead's immunity to [Mind-affecting] effects, or a paladin's immunity to [Fear] effects, then that quality is suspended for the purpose of the epic spell. The ability to bypass an immunity is not effective against opponents rendered immune by a spell or spell-like ability. [SIZE=3][COLOR=Red]Explanation of Mitigating Factors[/COLOR][/SIZE] A variety of mitigating factors – methods by which the Spellcraft DC of a Spell can be reduced to a manageable level – are available to epic spellcasters. Many are limited in their applicability, or possess restrictions on the extent to which they may be employed. An epic spell can make use of any number of mitigating factors, provided that it fulfills the requirement for each individual factor. [B][SIZE=3]Epic Spell Mitigating Factors[/SIZE] [/B] [B]Universal Mitigating Factors[/B] Backlash, per point suffered (max.=1 point/level)...............................................-1 Burn 250XP during casting (max.=500XP/level)..................................................-1 [B]Specialization[/B] Base seed within specialty school.....................................................................-5 Area of special expertise.................................................................................-5 [B]Casting Time[/B] Increase casting time to 1 round.......................................................................-2 Increase casting time to 1 minute.....................................................................-5 Increase casting time to 10 minutes.................................................................-10 Increase casting time to 1 hour........................................................................-15 Increase casting time to 1 day.........................................................................-20 Increase casting time to 1 week.......................................................................-30 Increase casting time to 1 month.....................................................................-40 [B]Duration[/B] Reduce spell's duration by 1 category.................................................................-2 [B]Components[/B] Power component, per 5,000gp value (100,000 gp max.).......................................-1 Spell requires specific major artifact as a focus...................................................-10 [B]Limiting Circumstances[/B] Minor limiting factor in spell circumstance or function............................................-4 Major limiting factor in spell circumstance or function...........................................-10 [B]Other[/B] Embedded spell level (permanent spells only)......................................................-1 Ritual Spell.............................................................................................Special [B]Universal Mitigating Factors[/B] Universal mitigating factors may be applied during development by any caster for the purposes of casting any epic spell. They may also be applied at double their cost in lieu of other mitigating factors in a spell's description, if for any reason the caster is unable to meet those mitigating factors at the moment of casting. Examples of substituting backlash or XP burn might include the following: • The spell normally uses a power component as a mitigating factor, and the caster doesn't possess it. • The spell requires a ritual participant (or participants) who are unavailable for the purpose of casting the spell. • The spell is a 'learned' spell from an engraved tablet, and specifies a mitigating factor which the caster cannot meet (for example, that the caster be a Transmutation specialist) A caster may freely designate any mixture of XP burn and/or backlash to substitute for other mitigating factors, but he or she is still limited to the maximum amounts of XP burn and backlash when casting any given epic spell; universal mitigating factors which are substituted for other mitigating factors stack with any backlash or XP burn listed in the spell description for the purpose of determining these limits. [B]Backlash[/B] Backlash is a surge of potentially lethal magical energy associated with casting certain epic spells. It may take a variety of apparent forms, and players and GMs are encouraged to be inventive when describing the visible manifestations of backlash. The result of sustaining backlash is always the same, however, regardless of its superficial appearance: debilitating Constitution damage which is resistant to all forms of magical healing. A character whose Constitution is reduced to 0 or less dies. If an epic spell requires it as a mitigating factor, the caster cannot somehow avoid or make him or her self immune to backlash damage, although the Autoimmolator epic feat increases a caster's ability to withstand it. Moreover, if backlash damage kills a caster, no spell or method exists that will return life to the caster’s body without costing the caster a level—not even [I]wish, true resurrection, miracle[/I], or epic spells that return life to the deceased. Spells that normally penalize the recipient one level when they return him or her to life penalize a caster killed by backlash two levels. [I]Healing Backlash Damage[/I] Constitution damage sustained from backlash may heal normally over time (1 point per night, or 2 points per 24 hours with complete rest). Nonepic spells which usually heal ability damage – even [I]greater restoration[/I] – are ineffective against Constitution damage caused by backlash. Epic spells incorporating the [I]heal[/I] seed must make an opposed caster level check against the caster of the spell which caused the backlash in order to be effective. [B]Experience Point Burn[/B] A caster may elect to burn experience points to mitigate against high Spellcraft Prerequisites. For each 250XP which he or she commits to the casting of the epic spell, the caster gains a -1 mitigating factor to the Spellcraft Prerequisite. A caster is limited to 500XP per level when using this factor, and may not burn sufficient XP to cause the loss of a level of experience. [B]Casting Time[/B] The mitigating factors for increasing casting time are based on a casting time of 1 minute, and are not cumulative with regard to each other. A spell with a casting time of one day is assumed to occupy the caster for the full 24 hours. If a spell has a casting time of more than one day, each subsequent day of casting is assumed to occupy the caster for eight to ten hours, and he or she cannot engage in any activity other than eating, quiet reflection or meditation, and sleep: at all times the caster's thoughts are utterly preoccupied with the spellcasting process. Even communication with another character is prohibited during this time. Spells with a casting time of longer than one day may not be interrupted without ruining the spell: the casting time must be consecutive. [B]Duration[/B] Each reduction in the duration category of an epic spell reduces the final Spellcraft Prerequisite by –2. Spell durations are calculated from spells with durations given in some number of hours per level, 10 minutes/level, 1 minute/level or 1 round/level. By applying the 'reduce duration by one category' mitigating factor: • A spell with a duration given in hours has its duration reduced to 200 minutes. • A spell with a duration of 200 minutes has its duration reduced to 20 minutes. • A spell with a duration of 20 minutes has its duration reduced to 20 rounds. Spells with a duration of special, concentration, permanent or instantaneous may not apply this factor, and a spell's duration may not be reduced further than 20 rounds. [B]Power Components[/B] Epic spells cannot make use of normal material components in the same way that most nonepic spells can, but expensive, magical or exotic components are permitted in order to mitigate against high Spellcraft Prerequisites. The GM may require that a character go to special lengths in order to secure such components. • If a spell calls for an expensive material component, the component must have a close thematic link with the spell's purpose. For example, a spell which uses the [I]animate dead[/I] seed to animate corpses as mummies might require specially prepared mummy dust; a spell designed to summon an infernal might require the blood of an infernal, stored in a specially prepared vial etc. • A spell can use a magic item as a material component, provided that item also possesses a close link with the spell's purpose and effect. An [I]orb of storms[/I] might be fuel for a colossal hurricane invoked by the caster using the [I]weather[/I] seed; a [I]cubic gate[/I] might be used in a spell which opens a permanent interdimensional portal etc. A magic item receives no saving throw to avoid its fate, and is consumed in the spellcasting process. Artifacts cannot be used as power components in epic spells. In either case, the Spellcraft Prerequisite is reduced by –1 for each 5000gp in value that the power component possesses (for magic items, fractions are rounded down). Multiple components are permissible, but no spell can have its Spellcraft Prerequisite reduced by more than –20 by using power components. [B]Embedded Spell Levels[/B] If an epic spell has a permanent duration – either through the use of a seed with a permanent duration, or by applying the appropriate factor to an otherwise nonpermanent spell – then the caster can choose to 'embed' spell levels in it. Essentially, the caster commits a certain number of daily spell slots to the epic spell which then become unavailable for the duration of the magic: as long as the epic spell persists, the caster cannot access the embedded slots. Only empty slots may be embedded in a permanent epic spell, and up to 1 level of spell slots may be embedded per caster level: for example, a 30th-level wizard could embed up to 30 levels of spell slots in a single spell, for a total Spellcraft Prerequisite modifier of –30. Bonus spell slots gained from having a high ability score, bonus slots from school specialization, and domain slots cannot be embedded: effectively, the caster's 'spells per day' entry cannot be reduced to less than 0 for any given level. If a spell which uses embedding as a mitigating factor entitles a target or targets to a saving throw, and the save succeeds, the spell levels are lost for that day: they may not be used to prepare or cast spells, nor are they available for embedding in another epic spell. If the epic spell is dispelled or dismissed, then the embedded spell levels are liberated and the caster may once again access them. Distance is not a factor – the caster may even be on another plane when the permanent effect ends, and the spell slots instantly reappear in his or her mind. For casters who prepare spells, the slots must be filled normally before he or she can cast spells using them. Spontaneous casters can immediately access liberated slots as though part of their daily allotment had been refreshed. [/QUOTE]
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