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<blockquote data-quote="Sepulchrave II" data-source="post: 3122689" data-attributes="member: 4303"><p><strong>Basic Ideas</strong></p><p></p><p>This post is to reiterate the basic divisions in arcane/divine and prepared/spontaneous as floated so far. I've been wondering specifically about druids, and how they fit into the big picture. It seems to me that they should get partial access to many seeds (using a broad interpretation of 'natural').</p><p></p><p>Because of the way that magic is split, we have a number of choices: </p><p></p><p>1) We engineer a single feat ('Epic Spellcasting') which has a number of different subsections, decribing how each specific track (arcane vs. divine; prepared vs. spontaneous) benefits from the feat. If this is one feat, it will be somewhat unwieldy. As it would be <em>the</em> defining feat for epic magic, this might be less of a concern than it would be otherwise.</p><p></p><p>2) We engineer two feats (either 'Epic Divine Spellcasting' vs. 'Epic Arcane Spellcasting' or 'Epic Spontaneous Spellcasting' (Epic Spell Revelation) vs. 'Epic Prepared Spellcasting.') Each feat would then be split into sections decribing how different approaches would work within it. We'd need to think of cooler names as well.</p><p></p><p>3) We contrive a number of feats: one for wizards, one for clerics, one for sorcerers, one for druids and maybe one for spontaneous divine casters.</p><p></p><p>We need to think about how we want multiclassing to work within these limits as well, and if we go with a multi-feat approach, it will also have ramifications on Mystic Theurge type classes.</p><p></p><p>I'm going to float a multi-feat idea, but I'm not sold on it. Each feat has the benefit of conciseness, and together they disambiguate the whole mess. Many subsequent [epic magic] feats that currently have Epic Spellcasting as a prerequisite would need to be changed to 'ability to cast epic spells,' but that's not such a big deal. Others would be split along arcane/divine or prepared/spontaneous lines.</p><p></p><p></p><p><strong>Epic Wizardry [Epic][Epic Magic]</strong></p><p>You may develop epic arcane spells, which you prepare and cast in the same manner as a wizard.</p><p><strong>Prerequisites:</strong> Knowledge (arcana) 24 ranks, Spellcraft 24 ranks, ability to prepare and cast 9th-level arcane spells. </p><p><strong>Benefit:</strong> You gain 1 epic spell slot. You may develop and cast epic arcane spells using any combination of seeds; epic spells which you develop in this fashion are prepared in the same manner as a wizard's nonepic spells, but you do not need a spellbook. </p><p><strong>Special:</strong> This feat may be taken more than once. Each time you take it, you gain another epic spell slot. Each time you take this feat, the number of prerequisite Spellcraft ranks increases by +3.</p><p></p><p></p><p><strong>Epic Sorcery [Epic][Epic Magic]</strong></p><p>You may develop epic arcane spells, which you cast in the same manner as a sorcerer, using any open epic slot.</p><p><strong>Prerequisites:</strong> Spellcraft 24 ranks, Knowledge (arcana) 24 ranks, ability to spontaneously cast 9th level arcane spells.</p><p><strong>Benefit:</strong> You gain 2 epic spell slots. Choose one seed: you have intuited an understanding of its inner workings, and may develop epic arcane spells with it. The total number of epic spells which you know cannot exceed the number of epic spell slots which you possess. </p><p><strong>Special:</strong> This feat may be taken multiple times. Each time you take it, you gain insight into another seed and gain two more epic spell slots. Each time you take this feat, the number of prerequisite Spellcraft ranks increases by +3.</p><p><strong>Special:</strong> You may develop compound spells (epic spells which manipulate more than one seed) provided that you possess the Epic Sorcery feat with regard to all of the seeds involved.</p><p></p><p></p><p><strong>Epic Theurgy [Epic][Epic Magic]</strong></p><p>You may develop epic divine spells, which you prepare and cast in the same manner as a cleric.</p><p><strong>Prerequisites:</strong> Knowledge (religion) 24 ranks, Spellcraft 24 ranks, ability to prepare and cast 9th-level divine spells, ability to turn or rebuke undead. </p><p><strong>Benefit:</strong> You gain 1 epic spell slot. You may develop and cast epic divine spells which use the [summon] and [call] seeds without penalty, provided that they target creatures of your alignment, your deity's alignment, or creatures otherwise directly associated with your deity. You may also develop and cast epic spells using seeds which reflect your ability to channel positive or negative energy: </p><p></p><ul> <li data-xf-list-type="ul">If you use positive energy to turn undead, you may develop and cast epic spells which use the [life], [heal] and [create] seeds.</li> <li data-xf-list-type="ul">If you use negative energy to rebuke undead, you may develop and cast epic spells which use the [afflict], [harrow] and [slay] seeds.</li> </ul><p>A spell which you develop which includes a seed which does not meet these criteria is known as 'nonassociated.' Spells developed with nonassociated seeds incur a +20 modifier to the spell's Spellcraft Prerequisite.</p><p><strong>Special:</strong> This feat may be taken more than once. Each time you take it, you gain another epic spell slot. Each time you take this feat, the number of prerequisite Spellcraft ranks increases by +3.</p><p></p><p></p><p><strong>Epic Druidry [Epic][Epic Magic]</strong></p><p>You may develop epic divine spells, which you prepare and cast in the same manner as a druid.</p><p><strong>Prerequisites:</strong> Knowledge (nature) 24 ranks, Spellcraft 24 ranks, ability to prepare and cast 9th-level divine spells, wildshape class ability. </p><p><strong>Benefit:</strong> You gain 1 epic spell slot. You may develop and cast epic divine spells which reflect your affinity with nature without penalty: </p><p></p><ul> <li data-xf-list-type="ul">You may develop and cast spells which use the [awaken], [fortify creature] and [weather] seeds.</li> <li data-xf-list-type="ul">You may develop and cast spells using the [call], [compel] or [summon] seeds without penalty, provided that they target animals, magical beasts, feys, plant creatures, vermin or elementals.</li> <li data-xf-list-type="ul">You may develop and cast spells using the [polymorph] seed without penalty, provided that it effects a transformation into an animal, magical beast, fey, plant creature, vermin or elemental.</li> <li data-xf-list-type="ul">You may develop and cast spells using any aspect of the [energy] seed except [force] effects.</li> </ul><p>A spell which you develop which includes a seed which does not meet these criteria is known as 'nonassociated.' Spells developed with nonassociated seeds incur a +20 modifier to the spell's Spellcraft Prerequisite.</p><p><strong>Special:</strong> This feat may be taken more than once. Each time you take it, you gain another epic spell slot. Each time you take this feat, the number of prerequisite Spellcraft ranks increases by +3</p><p></p><p></p><p>Edit: I'm nervous about the sorcerer progression, but I'd like to give them two slots off the bat. Perhaps if each subsequent Epic Sorcery feat after the first were to grant only +1 epic slot, and Epic Spell Capacity were retained. I dunno.</p></blockquote><p></p>
[QUOTE="Sepulchrave II, post: 3122689, member: 4303"] [B]Basic Ideas[/B] This post is to reiterate the basic divisions in arcane/divine and prepared/spontaneous as floated so far. I've been wondering specifically about druids, and how they fit into the big picture. It seems to me that they should get partial access to many seeds (using a broad interpretation of 'natural'). Because of the way that magic is split, we have a number of choices: 1) We engineer a single feat ('Epic Spellcasting') which has a number of different subsections, decribing how each specific track (arcane vs. divine; prepared vs. spontaneous) benefits from the feat. If this is one feat, it will be somewhat unwieldy. As it would be [I]the[/I] defining feat for epic magic, this might be less of a concern than it would be otherwise. 2) We engineer two feats (either 'Epic Divine Spellcasting' vs. 'Epic Arcane Spellcasting' or 'Epic Spontaneous Spellcasting' (Epic Spell Revelation) vs. 'Epic Prepared Spellcasting.') Each feat would then be split into sections decribing how different approaches would work within it. We'd need to think of cooler names as well. 3) We contrive a number of feats: one for wizards, one for clerics, one for sorcerers, one for druids and maybe one for spontaneous divine casters. We need to think about how we want multiclassing to work within these limits as well, and if we go with a multi-feat approach, it will also have ramifications on Mystic Theurge type classes. I'm going to float a multi-feat idea, but I'm not sold on it. Each feat has the benefit of conciseness, and together they disambiguate the whole mess. Many subsequent [epic magic] feats that currently have Epic Spellcasting as a prerequisite would need to be changed to 'ability to cast epic spells,' but that's not such a big deal. Others would be split along arcane/divine or prepared/spontaneous lines. [B]Epic Wizardry [Epic][Epic Magic][/B] You may develop epic arcane spells, which you prepare and cast in the same manner as a wizard. [B]Prerequisites:[/B] Knowledge (arcana) 24 ranks, Spellcraft 24 ranks, ability to prepare and cast 9th-level arcane spells. [B]Benefit:[/B] You gain 1 epic spell slot. You may develop and cast epic arcane spells using any combination of seeds; epic spells which you develop in this fashion are prepared in the same manner as a wizard's nonepic spells, but you do not need a spellbook. [B]Special:[/B] This feat may be taken more than once. Each time you take it, you gain another epic spell slot. Each time you take this feat, the number of prerequisite Spellcraft ranks increases by +3. [B]Epic Sorcery [Epic][Epic Magic][/B] You may develop epic arcane spells, which you cast in the same manner as a sorcerer, using any open epic slot. [B]Prerequisites:[/B] Spellcraft 24 ranks, Knowledge (arcana) 24 ranks, ability to spontaneously cast 9th level arcane spells. [B]Benefit:[/B] You gain 2 epic spell slots. Choose one seed: you have intuited an understanding of its inner workings, and may develop epic arcane spells with it. The total number of epic spells which you know cannot exceed the number of epic spell slots which you possess. [B]Special:[/B] This feat may be taken multiple times. Each time you take it, you gain insight into another seed and gain two more epic spell slots. Each time you take this feat, the number of prerequisite Spellcraft ranks increases by +3. [B]Special:[/B] You may develop compound spells (epic spells which manipulate more than one seed) provided that you possess the Epic Sorcery feat with regard to all of the seeds involved. [B]Epic Theurgy [Epic][Epic Magic][/B] You may develop epic divine spells, which you prepare and cast in the same manner as a cleric. [B]Prerequisites:[/B] Knowledge (religion) 24 ranks, Spellcraft 24 ranks, ability to prepare and cast 9th-level divine spells, ability to turn or rebuke undead. [B]Benefit:[/B] You gain 1 epic spell slot. You may develop and cast epic divine spells which use the [summon] and [call] seeds without penalty, provided that they target creatures of your alignment, your deity's alignment, or creatures otherwise directly associated with your deity. You may also develop and cast epic spells using seeds which reflect your ability to channel positive or negative energy: [list][*]If you use positive energy to turn undead, you may develop and cast epic spells which use the [life], [heal] and [create] seeds. [*]If you use negative energy to rebuke undead, you may develop and cast epic spells which use the [afflict], [harrow] and [slay] seeds.[/list] A spell which you develop which includes a seed which does not meet these criteria is known as 'nonassociated.' Spells developed with nonassociated seeds incur a +20 modifier to the spell's Spellcraft Prerequisite. [B]Special:[/B] This feat may be taken more than once. Each time you take it, you gain another epic spell slot. Each time you take this feat, the number of prerequisite Spellcraft ranks increases by +3. [B]Epic Druidry [Epic][Epic Magic][/B] You may develop epic divine spells, which you prepare and cast in the same manner as a druid. [B]Prerequisites:[/B] Knowledge (nature) 24 ranks, Spellcraft 24 ranks, ability to prepare and cast 9th-level divine spells, wildshape class ability. [B]Benefit:[/B] You gain 1 epic spell slot. You may develop and cast epic divine spells which reflect your affinity with nature without penalty: [list]You may develop and cast spells which use the [awaken], [fortify creature] and [weather] seeds. [*]You may develop and cast spells using the [call], [compel] or [summon] seeds without penalty, provided that they target animals, magical beasts, feys, plant creatures, vermin or elementals. [*]You may develop and cast spells using the [polymorph] seed without penalty, provided that it effects a transformation into an animal, magical beast, fey, plant creature, vermin or elemental. [*]You may develop and cast spells using any aspect of the [energy] seed except [force] effects.[/list] A spell which you develop which includes a seed which does not meet these criteria is known as 'nonassociated.' Spells developed with nonassociated seeds incur a +20 modifier to the spell's Spellcraft Prerequisite. [B]Special:[/B] This feat may be taken more than once. Each time you take it, you gain another epic spell slot. Each time you take this feat, the number of prerequisite Spellcraft ranks increases by +3 Edit: I'm nervous about the sorcerer progression, but I'd like to give them two slots off the bat. Perhaps if each subsequent Epic Sorcery feat after the first were to grant only +1 epic slot, and Epic Spell Capacity were retained. I dunno. [/QUOTE]
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