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<blockquote data-quote="Cheiromancer" data-source="post: 3099216" data-attributes="member: 141"><p>Wouldn't that be funny? If after hundreds of hours of work we decide to throw in the towel and use the Black Company source book instead? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> </p><p></p><p>I'm not familiar with their work, but I've seen various alternative magic systems around. I am not aware of any that begins with high level magic (10th level spells), and is designed with the needs of 20th to 40th level characters as the primary focus. But that's where the "sweet spot" of this system is supposed to be. I don't think any other d20 magic system has a sweet spot that includes levels 20 to 40; if it did, I'm sure I would have heard about it. [spoiler]As a philosopher, I feel compelled to point out that this is an argument from ignorance, and is a fallacy. As it is my own argument, I will point its flaws out secretly.[/spoiler]</p><p><em>Normally I don't like 7s as factors, but in this case it seems appropriate.</em></p><p></p><p>I don't like odd numbered modifiers either. But I kinda think that days => months should be +3, not +2. Although I mostly say this because it makes the numbers in my [life] analysis come out pretty. If you want it to come out pretty, you could say that 20 days => 1 year is +2. Then you could have decades, centuries, etc. at +2 intervals. Although if 20 hours => 20 days doesn't bother me, I don't know why days => months should.</p><p></p><p><em>+7 SP from resurrection will revive any creature without level loss.</em></p><p></p><p>I stand by my analysis that <em>true resurrection</em> (and other non-epic spells that revivify characters without level loss) should be capped at CR 25, and that to raise higher level characters without level loss should require an epic spell of USP = 2*CR.</p><p></p><p>You might want to figure out how many hit points a character needs to have before a <em>true resurrection</em> [life] spell is more cost-effective than the <em>heal</em> seed.</p><p></p><p></p><p></p><p>Is there any game effect that distinguishes between a duration of 2000 years and permanent? I'd rather keep the distinction; if planes-hopping epic characters find themselves in a Modern setting and want to resurrect a dinosaur, let them pay the extra cost. Presuming, that is, that this isn't a Modern setting where creationism is true and the world is only 6000 years old.</p><p></p><p>And if you want to have time travel and time scrying, you might not want to conflate 1000s of years with millions or billions of years.</p><p></p><p>And finally, it allows there to be all kinds of Y2K kinds of plot hooks; cases where "permanent" spells cast by ancient civilizations now fail, because they actually had a 10 000 year duration; given the xp cost of permanent spells, this exploit would be very common.</p><p></p><p></p><p>That first "if" is a big one. Off the top of my head I'd say that an SP 24 seed could offer 4 rounds of virtual time, and each additional round is +6.</p><p></p><p></p><p>I second the notion, though I think 'permanent' should mean "a very long time". That'd be +36 for a 1000 years, wouldn't it? I wonder if this could become a secondary seed (with a value of +18) that bestows "permanency" on various effects.</p><p></p><p>A reversed application would also be a neat way of dispelling all temporary effects; it would reduce all durations by 6 steps, say, for 200 minutes of real time. That would be enough to undo a 1000 year spell; though not immediately.</p><p></p><p>[sblock=Greybar's Ascent to Lichdom](Necromancy, Evil)</p><p><strong>Seed:</strong> Animate Dead</p><p><strong>Spellcraft Prerequisite:</strong> 26</p><p><strong>Components:</strong> V,S,M</p><p><strong>Casting Time:</strong> 1 day</p><p><strong>Range:</strong> Personal</p><p><strong>Target:</strong> Self</p><p><strong>Saving Throw:</strong> None</p><p><strong>Spell Resistance:</strong> No</p><p></p><p>This is for a Necromancer 21, who will be CR25 once he's a lich. The concept being that a mere day-long ritual ends with the caster bringing himself to the knife-point of death, and then rising as a lich. I do handwave the part about whether the spell can complete if he dies, and whether he'll actually only be CR24 because of the level loss. I do charge him +20SP to make it contingent on death, which seems to be a reasonable way to do it. This uses the modified Animate Dead seed discussed early on. Bringing the SP back to 26 was mostly out of cuteness, since we can hope this would-be-lich has a Spellcraft check of +30 or so. It does present the oddity that it would be easier to turn your friend into a lich than to turn yourself into a lich.</p><p></p><p>Base Spellcraft Prerequite 26 gives CR12</p><p>Add 13 CRs for +26 (BSP52)</p><p>Contingency (upon death) +20 (BSP72)</p><p></p><p>Casting Time: 1 day (Mitigation -20)</p><p>Area of Specialization (Mitigation -5)</p><p>Backlash (Equal to Con-1, 12pts) (Mitigation -12)</p><p>Range (Touch -> Personal) (Mitigation -2)</p><p>Power Components 35,000gp (Mitigation -7)</p><p>Total Mitigation: -46</p><p></p><p>Final Spellcraft: 26[/sblock]</p><p>I was thinking about this spell, and I think the spell wouldn't need a Contingency factor. A delay factor would work well; based on <em>delayed blast fireball</em> a +1 SP per round delay seems reasonable. Just coup de grace yourself immediately after casting the spell. (A death spell of some kind might work best, since you could automatically fail the save). A couple of other factors are different (Area of Specialization is now only -2). But the principle holds; it isn't that hard to turn yourself into a lich. Seems a shame to spend all that money to research a spell you'd only use once, though.</p></blockquote><p></p>
[QUOTE="Cheiromancer, post: 3099216, member: 141"] Wouldn't that be funny? If after hundreds of hours of work we decide to throw in the towel and use the Black Company source book instead? :D I'm not familiar with their work, but I've seen various alternative magic systems around. I am not aware of any that begins with high level magic (10th level spells), and is designed with the needs of 20th to 40th level characters as the primary focus. But that's where the "sweet spot" of this system is supposed to be. I don't think any other d20 magic system has a sweet spot that includes levels 20 to 40; if it did, I'm sure I would have heard about it. [spoiler]As a philosopher, I feel compelled to point out that this is an argument from ignorance, and is a fallacy. As it is my own argument, I will point its flaws out secretly.[/spoiler] [i]Normally I don't like 7s as factors, but in this case it seems appropriate.[/i] I don't like odd numbered modifiers either. But I kinda think that days => months should be +3, not +2. Although I mostly say this because it makes the numbers in my [life] analysis come out pretty. If you want it to come out pretty, you could say that 20 days => 1 year is +2. Then you could have decades, centuries, etc. at +2 intervals. Although if 20 hours => 20 days doesn't bother me, I don't know why days => months should. [i]+7 SP from resurrection will revive any creature without level loss.[/i] I stand by my analysis that [i]true resurrection[/i] (and other non-epic spells that revivify characters without level loss) should be capped at CR 25, and that to raise higher level characters without level loss should require an epic spell of USP = 2*CR. You might want to figure out how many hit points a character needs to have before a [i]true resurrection[/i] [life] spell is more cost-effective than the [i]heal[/i] seed. Is there any game effect that distinguishes between a duration of 2000 years and permanent? I'd rather keep the distinction; if planes-hopping epic characters find themselves in a Modern setting and want to resurrect a dinosaur, let them pay the extra cost. Presuming, that is, that this isn't a Modern setting where creationism is true and the world is only 6000 years old. And if you want to have time travel and time scrying, you might not want to conflate 1000s of years with millions or billions of years. And finally, it allows there to be all kinds of Y2K kinds of plot hooks; cases where "permanent" spells cast by ancient civilizations now fail, because they actually had a 10 000 year duration; given the xp cost of permanent spells, this exploit would be very common. That first "if" is a big one. Off the top of my head I'd say that an SP 24 seed could offer 4 rounds of virtual time, and each additional round is +6. I second the notion, though I think 'permanent' should mean "a very long time". That'd be +36 for a 1000 years, wouldn't it? I wonder if this could become a secondary seed (with a value of +18) that bestows "permanency" on various effects. A reversed application would also be a neat way of dispelling all temporary effects; it would reduce all durations by 6 steps, say, for 200 minutes of real time. That would be enough to undo a 1000 year spell; though not immediately. [sblock=Greybar's Ascent to Lichdom](Necromancy, Evil) [B]Seed:[/B] Animate Dead [B]Spellcraft Prerequisite:[/B] 26 [B]Components:[/B] V,S,M [B]Casting Time:[/B] 1 day [B]Range:[/B] Personal [B]Target:[/B] Self [B]Saving Throw:[/B] None [B]Spell Resistance:[/B] No This is for a Necromancer 21, who will be CR25 once he's a lich. The concept being that a mere day-long ritual ends with the caster bringing himself to the knife-point of death, and then rising as a lich. I do handwave the part about whether the spell can complete if he dies, and whether he'll actually only be CR24 because of the level loss. I do charge him +20SP to make it contingent on death, which seems to be a reasonable way to do it. This uses the modified Animate Dead seed discussed early on. Bringing the SP back to 26 was mostly out of cuteness, since we can hope this would-be-lich has a Spellcraft check of +30 or so. It does present the oddity that it would be easier to turn your friend into a lich than to turn yourself into a lich. Base Spellcraft Prerequite 26 gives CR12 Add 13 CRs for +26 (BSP52) Contingency (upon death) +20 (BSP72) Casting Time: 1 day (Mitigation -20) Area of Specialization (Mitigation -5) Backlash (Equal to Con-1, 12pts) (Mitigation -12) Range (Touch -> Personal) (Mitigation -2) Power Components 35,000gp (Mitigation -7) Total Mitigation: -46 Final Spellcraft: 26[/sblock] I was thinking about this spell, and I think the spell wouldn't need a Contingency factor. A delay factor would work well; based on [i]delayed blast fireball[/i] a +1 SP per round delay seems reasonable. Just coup de grace yourself immediately after casting the spell. (A death spell of some kind might work best, since you could automatically fail the save). A couple of other factors are different (Area of Specialization is now only -2). But the principle holds; it isn't that hard to turn yourself into a lich. Seems a shame to spend all that money to research a spell you'd only use once, though. [/QUOTE]
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