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<blockquote data-quote="Cheiromancer" data-source="post: 3122816" data-attributes="member: 141"><p>Re: Epic Theurgy</p><p></p><p>I'm wondering if Epic Thaumaturgy would be a better name. Either name is potentially confusing, but I think that Mystic Theurges are better known than Thaumaturgists, and so theurgy should be avoided except in the context of arcane/divine multiclassing. It's no big deal either way. </p><p></p><p>Something else that occurs to me with respect to Epic Theurgy is that some clerics probably have the ability to channel both positive and negative energy. At least I seem to recall drafting feats to that end. For example:</p><p></p><p>[sblock]<strong>Morally Flexible</strong> [General]</p><p><em>One cannot live fully in the light by denying the darkness, but only by transcending it.</em></p><p><strong>Prerequisites:</strong> Access to Good and Evil domains, cannot have the good or evil subtype.</p><p><strong>Benefit: </strong> For the purpose of spells and effects you count as good, evil or morally neutral, whichever is most favorable to you. When you turn undead, you may choose to rebuke undead instead, and vice versa. When you spontaneously cast a cure spell, you may cast an inflict spell instead, and vice versa. You do not have an aura of good or evil, even if you are a cleric or an outsider. The moral component of your alignment, when magically discerned, is always neutral. </p><p><strong>Special:</strong> Morally flexible characters who also have the Heretical feat may ignore moral (good/evil) prerequisites and class requirements without penalty.</p><p></p><p>This is the Heretical feat referred to:</p><p></p><p><strong>Heretical</strong> [General]</p><p>The character's actions reflect either a profound but unusual personal philosophy, or a talent for hypocrisy.</p><p><strong>Benefit:</strong> The character chooses a target alignment (which may be the same as the character’s actual alignment) and either the moral (good/evil) or ethical (law/chaos) axis. The character gains a +2 morale bonus to Charisma and Wisdom based skill checks when interacting with creatures of the target alignment. Furthermore, the character’s alignment and actions count as being one step closer to the target alignment along the chosen axis. For example, a heretical cleric might choose lawful good as the target alignment along the ethical axis. Although the cleric’s true alignment might be chaotic good, the character will count as neutral good as far as a lawful good divine patron is concerned.</p><p><strong>Note:</strong> If a character has the heretical feat, the target alignment and the morals/ethics axis should be noted in parentheses. For a neutral good paladin the feat would be annotated “heretical (lawful good ethics)” This indicates the primary benefit of the feat (the character counts as one step closer to lawful good on the law/chaos axis). </p><p></p><p>Of course, you need a method of getting both the good and evil domains. I think an epic feat would allow it. But probably you'd want Sectarian + Extra Domain:</p><p></p><p><strong>Sectarian</strong> (General feat)</p><p><em>Not all truths are unequal.</em></p><p>You have unusual insights into your religion.</p><p><strong>Pre-requisites:</strong> Knowledge (Religion) 4 ranks.</p><p><strong>Benefit:</strong> You meet the special prerequisite for the Extra Domain feat. Furthermore, you may select the extra domain from any of the domains available in your game world. You may even have opposed alignment domains, but only if your alignment is neutral between them. If you choose a domain that is opposed to one that is normally offered by your deity (e.g. you worship a fire deity and choose the Water domain) you must already have the other domain.</p><p></p><p><strong>Extra Domain</strong> (General feat)</p><p><em>Saizho.</em></p><p>You gain access to an extra domain.</p><p><strong>Prerequisites: </strong> Access to at least two domains, Special.</p><p><strong>Benefit:</strong> Choose one of your current domains. You may select another domain according to the same rules you selected that one. You gain access to its domain spells and granted power unless otherwise noted.</p><p><strong>Special:</strong> You may take this feat only if it is specifically allowed by another rule (e.g. the description of a template, feat or class ability). You may take this feat once only unless specified otherwise.</p><p></p><p>The normal way of unlocking Extra Domain is through Aspirant:</p><p></p><p><strong>Aspirant</strong> (General feat)</p><p><em>Not all things are revealed to me.</em></p><p>You aspire to greater spiritual knowledge.</p><p><strong>Benefit: </strong> You meet the special prerequisite for the Extra Domain feat. Gain a +2 insight bonus on Knowledge (Religion) checks.</p><p><strong>Special: </strong> You may take this feat multiple times. Each selection allows you to take Extra Domain one additional time and increases the Knowledge (Religion) bonus by +1.[/sblock]</p><p>Even without these, it seems like the kind of ability that someone might acquire through a feat or prestige class. Characters with this ability would thus get a substantial bonus when they acquire the ability to cast epic spells. Of course, if it requires elaborate feat chains like the ones I describe, they probably deserve the bonus. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Re: Epic Druidry</p><p></p><p>I'd specify that [energy] is acid, cold, electricity fire and sonic only. Although acid is debatable. That's in case a whole lot of other energy types get folded into [energy].</p><p></p><p>We're going to have to return to the question of non-instantaneous energy effects; the walls and incendiary clouds and such. [energy field] would be a good name; it and [energy blast] would be the principal sub-seeds of the very important [energy] seed.</p><p></p><p>And we should consider [poison] at some time, too. That has a druidic feel; disease, too is part of the natural order. Some kind of awaken and/or reincarnation themed seed. These are probably best approached through special feats; epic druids have enough to keep them occupied with the defaults you list.</p><p></p><p></p><p></p><p>I honestly don't know whether people are going to try to get a lot of AMC feats and a few Epic Spell slots, or the other way around. Or how constrained non-wizards are going to feel by their lack of seed access. I suspect that people are going to only have a few epic spell slots, and they aren't going to spend many feats to get access to seeds. So I think you should amend Epic Sorcery so that subsequent choices only yield +1 epic spell slot, and retain Epic Spell Capacity. An alternative would be to make the increase in prerequisite more burdensome (+6 spellcraft instead of +3), and include some minor benefit in Epic Spell Capacity. e.g. "Choose one impromptu factor: you may apply it once per day to an epic spell you cast. Every time you take this feat you may choose another impromptu factor, or you may gain an additional use of an impromptu factor you already have. This ability cannot be used to apply two or more impromptu factors to the same spell."</p></blockquote><p></p>
[QUOTE="Cheiromancer, post: 3122816, member: 141"] Re: Epic Theurgy I'm wondering if Epic Thaumaturgy would be a better name. Either name is potentially confusing, but I think that Mystic Theurges are better known than Thaumaturgists, and so theurgy should be avoided except in the context of arcane/divine multiclassing. It's no big deal either way. Something else that occurs to me with respect to Epic Theurgy is that some clerics probably have the ability to channel both positive and negative energy. At least I seem to recall drafting feats to that end. For example: [sblock][B]Morally Flexible[/B] [General] [I]One cannot live fully in the light by denying the darkness, but only by transcending it.[/I] [B]Prerequisites:[/B] Access to Good and Evil domains, cannot have the good or evil subtype. [B]Benefit: [/B] For the purpose of spells and effects you count as good, evil or morally neutral, whichever is most favorable to you. When you turn undead, you may choose to rebuke undead instead, and vice versa. When you spontaneously cast a cure spell, you may cast an inflict spell instead, and vice versa. You do not have an aura of good or evil, even if you are a cleric or an outsider. The moral component of your alignment, when magically discerned, is always neutral. [B]Special:[/B] Morally flexible characters who also have the Heretical feat may ignore moral (good/evil) prerequisites and class requirements without penalty. This is the Heretical feat referred to: [B]Heretical[/B] [General] The character's actions reflect either a profound but unusual personal philosophy, or a talent for hypocrisy. [B]Benefit:[/B] The character chooses a target alignment (which may be the same as the character’s actual alignment) and either the moral (good/evil) or ethical (law/chaos) axis. The character gains a +2 morale bonus to Charisma and Wisdom based skill checks when interacting with creatures of the target alignment. Furthermore, the character’s alignment and actions count as being one step closer to the target alignment along the chosen axis. For example, a heretical cleric might choose lawful good as the target alignment along the ethical axis. Although the cleric’s true alignment might be chaotic good, the character will count as neutral good as far as a lawful good divine patron is concerned. [b]Note:[/b] If a character has the heretical feat, the target alignment and the morals/ethics axis should be noted in parentheses. For a neutral good paladin the feat would be annotated “heretical (lawful good ethics)” This indicates the primary benefit of the feat (the character counts as one step closer to lawful good on the law/chaos axis). Of course, you need a method of getting both the good and evil domains. I think an epic feat would allow it. But probably you'd want Sectarian + Extra Domain: [B]Sectarian[/b] (General feat) [I]Not all truths are unequal.[/I] You have unusual insights into your religion. [B]Pre-requisites:[/B] Knowledge (Religion) 4 ranks. [B]Benefit:[/B] You meet the special prerequisite for the Extra Domain feat. Furthermore, you may select the extra domain from any of the domains available in your game world. You may even have opposed alignment domains, but only if your alignment is neutral between them. If you choose a domain that is opposed to one that is normally offered by your deity (e.g. you worship a fire deity and choose the Water domain) you must already have the other domain. [B]Extra Domain[/b] (General feat) [I]Saizho.[/I] You gain access to an extra domain. [B]Prerequisites: [/B] Access to at least two domains, Special. [B]Benefit:[/B] Choose one of your current domains. You may select another domain according to the same rules you selected that one. You gain access to its domain spells and granted power unless otherwise noted. [B]Special:[/B] You may take this feat only if it is specifically allowed by another rule (e.g. the description of a template, feat or class ability). You may take this feat once only unless specified otherwise. The normal way of unlocking Extra Domain is through Aspirant: [B]Aspirant[/b] (General feat) [I]Not all things are revealed to me.[/I] You aspire to greater spiritual knowledge. [B]Benefit: [/B] You meet the special prerequisite for the Extra Domain feat. Gain a +2 insight bonus on Knowledge (Religion) checks. [B]Special: [/B] You may take this feat multiple times. Each selection allows you to take Extra Domain one additional time and increases the Knowledge (Religion) bonus by +1.[/sblock] Even without these, it seems like the kind of ability that someone might acquire through a feat or prestige class. Characters with this ability would thus get a substantial bonus when they acquire the ability to cast epic spells. Of course, if it requires elaborate feat chains like the ones I describe, they probably deserve the bonus. :) Re: Epic Druidry I'd specify that [energy] is acid, cold, electricity fire and sonic only. Although acid is debatable. That's in case a whole lot of other energy types get folded into [energy]. We're going to have to return to the question of non-instantaneous energy effects; the walls and incendiary clouds and such. [energy field] would be a good name; it and [energy blast] would be the principal sub-seeds of the very important [energy] seed. And we should consider [poison] at some time, too. That has a druidic feel; disease, too is part of the natural order. Some kind of awaken and/or reincarnation themed seed. These are probably best approached through special feats; epic druids have enough to keep them occupied with the defaults you list. I honestly don't know whether people are going to try to get a lot of AMC feats and a few Epic Spell slots, or the other way around. Or how constrained non-wizards are going to feel by their lack of seed access. I suspect that people are going to only have a few epic spell slots, and they aren't going to spend many feats to get access to seeds. So I think you should amend Epic Sorcery so that subsequent choices only yield +1 epic spell slot, and retain Epic Spell Capacity. An alternative would be to make the increase in prerequisite more burdensome (+6 spellcraft instead of +3), and include some minor benefit in Epic Spell Capacity. e.g. "Choose one impromptu factor: you may apply it once per day to an epic spell you cast. Every time you take this feat you may choose another impromptu factor, or you may gain an additional use of an impromptu factor you already have. This ability cannot be used to apply two or more impromptu factors to the same spell." [/QUOTE]
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