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<blockquote data-quote="Sepulchrave II" data-source="post: 3125727" data-attributes="member: 4303"><p>Still playing around with possible combinations, here. I think I'm getting there. </p><p></p><p><strong>Epic Spell Discovery [Epic][Epic Magic]</strong></p><p>You have penetrated one of the mysteries of epic magic. This knowledge may arise from personal insight, or through revelation by a powerful magical sponsor or deity.</p><p><strong>Prerequisites:</strong> Spellcraft 24 ranks, Knowledge (arcana, nature or religion) 24 ranks, ability to spontaneously cast 9th level arcane or divine spells.</p><p><strong>Benefit:</strong> Choose one seed: you have intuited or have been granted an understanding of its inner workings, and have gained a single epic spell which uses this seed as its base seed. You do not need to spend time or pay any development costs to acquire the spell; you may develop further spells which use this seed as their base seed, but need commit only half of the time and resources normally required in this process. Whether an epic spell is arcane or divine depends on your nonepic spellcasting ability: if you meet more than one set of prerequisites, you may choose whether an individual spell is arcane or divine in nature.</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 an epic spell associated with that seed. 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 Spell Discovery feat with regard to all of the seeds involved.</p><p><strong>Special:</strong> You always have a number of epic spell slots equal to twice the number of Epic Spell Discovery feats which you possess. You may cast any epic spell that you know with an open epic spell slot.</p><p></p><p>vs.</p><p></p><p></p><p><strong>Epic Spellcasting (Arcane) [Epic][Epic Magic]</strong></p><p>You may develop, prepare and cast epic arcane spells.</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 epic arcane spells using any combination of seeds (except esoteric seeds) without penalty. Epic spells which you develop are prepared in the same way as a wizard, but you do not require 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>vs.</p><p></p><p><strong>Epic Spellcasting (Divine) [Epic][Epic Magic]</strong></p><p>You may develop, prepare and cast epic divine spells.</p><p><strong>Prerequisites:</strong> Knowledge (nature or religion) 24 ranks, Spellcraft 24 ranks, ability to prepare and cast 9th-level divine spells, turn/rebuke undead or wildshape class ability. </p><p><strong>Benefit:</strong> You gain 1 epic spell slot. You may develop epic divine spells using any combination of seeds without penalty, provided that those seeds are considered associated for you. You may also develop spells which incorporate nonassociated seeds, but using a nonassociated seed always incurs a +20 modifier to the spell's Spellcraft Prerequisite. Whether a seed is considered asscociated or nonassociated, is dependent on your nonepic spellcasting ability:</p><p></p><p>If you can prepare and cast 9th level divine spells, possess 24 or more ranks in Knowledge (religion), and use positive energy to turn undead, then the following seeds are considered associated for you:</p><ul> <li data-xf-list-type="ul">[Summon] and [Call], provided that they target creatures of your alignment, your deity's alignment, or creatures otherwise directly associated with your deity.</li> <li data-xf-list-type="ul">[Life], [heal] and [create]</li> </ul><p>If you can prepare and cast 9th level divine spells, possess 24 or more ranks in Knowledge (religion), and use negative energy to rebuke undead, then the following seeds are considered associated for you:</p><ul> <li data-xf-list-type="ul">[Summon] and [Call], provided that they target creatures of your alignment, your deity's alignment, or creatures otherwise directly associated with your deity.</li> <li data-xf-list-type="ul">[Afflict], [harrow] and [slay]</li> </ul><p>If you can prepare and cast 9th level divine spells, possess 24 or more ranks in Knowledge (nature), and the wildshape class ability, then the following seeds are considered associated for you:</p><p></p><ul> <li data-xf-list-type="ul">[Awaken], [fortify creature] and [weather].</li> <li data-xf-list-type="ul">[Call], [compel] and [summon], provided that they target animals, magical beasts, feys, plant creatures, vermin or elementals.</li> <li data-xf-list-type="ul">[Polymorph],provided that it effects a transformation into an animal, magical beast, fey, plant creature, vermin or elemental.</li> <li data-xf-list-type="ul">[Energy], provided that it is an [acid], [cold], [electricity] of [fire] effect.</li> </ul><p>If you meet more than one set of criteria, then you consider any seeds for which you meet the criteria as associated for the purposes of developing epic spells.</p><p></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: maybe drop acid for druids (that sounds bad, doesn't it?) and add slash/pierce/bludgeon and divine. They get <em>flame strike</em> (and as a 4th level spell), and weapon-type damage seems 'natural.'</p></blockquote><p></p>
[QUOTE="Sepulchrave II, post: 3125727, member: 4303"] Still playing around with possible combinations, here. I think I'm getting there. [B]Epic Spell Discovery [Epic][Epic Magic][/B] You have penetrated one of the mysteries of epic magic. This knowledge may arise from personal insight, or through revelation by a powerful magical sponsor or deity. [B]Prerequisites:[/B] Spellcraft 24 ranks, Knowledge (arcana, nature or religion) 24 ranks, ability to spontaneously cast 9th level arcane or divine spells. [B]Benefit:[/B] Choose one seed: you have intuited or have been granted an understanding of its inner workings, and have gained a single epic spell which uses this seed as its base seed. You do not need to spend time or pay any development costs to acquire the spell; you may develop further spells which use this seed as their base seed, but need commit only half of the time and resources normally required in this process. Whether an epic spell is arcane or divine depends on your nonepic spellcasting ability: if you meet more than one set of prerequisites, you may choose whether an individual spell is arcane or divine in nature. [B]Special:[/B] This feat may be taken multiple times. Each time you take it, you gain insight into another seed and gain an epic spell associated with that seed. 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 Spell Discovery feat with regard to all of the seeds involved. [B]Special:[/B] You always have a number of epic spell slots equal to twice the number of Epic Spell Discovery feats which you possess. You may cast any epic spell that you know with an open epic spell slot. vs. [B]Epic Spellcasting (Arcane) [Epic][Epic Magic][/B] You may develop, prepare and cast epic arcane spells. [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 epic arcane spells using any combination of seeds (except esoteric seeds) without penalty. Epic spells which you develop are prepared in the same way as a wizard, but you do not require 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. vs. [B]Epic Spellcasting (Divine) [Epic][Epic Magic][/B] You may develop, prepare and cast epic divine spells. [B]Prerequisites:[/B] Knowledge (nature or religion) 24 ranks, Spellcraft 24 ranks, ability to prepare and cast 9th-level divine spells, turn/rebuke undead or wildshape class ability. [B]Benefit:[/B] You gain 1 epic spell slot. You may develop epic divine spells using any combination of seeds without penalty, provided that those seeds are considered associated for you. You may also develop spells which incorporate nonassociated seeds, but using a nonassociated seed always incurs a +20 modifier to the spell's Spellcraft Prerequisite. Whether a seed is considered asscociated or nonassociated, is dependent on your nonepic spellcasting ability: If you can prepare and cast 9th level divine spells, possess 24 or more ranks in Knowledge (religion), and use positive energy to turn undead, then the following seeds are considered associated for you: [list][*][Summon] and [Call], provided that they target creatures of your alignment, your deity's alignment, or creatures otherwise directly associated with your deity. [*][Life], [heal] and [create][/list] If you can prepare and cast 9th level divine spells, possess 24 or more ranks in Knowledge (religion), and use negative energy to rebuke undead, then the following seeds are considered associated for you: [list][*][Summon] and [Call], provided that they target creatures of your alignment, your deity's alignment, or creatures otherwise directly associated with your deity. [*][Afflict], [harrow] and [slay][/list] If you can prepare and cast 9th level divine spells, possess 24 or more ranks in Knowledge (nature), and the wildshape class ability, then the following seeds are considered associated for you: [list][*][Awaken], [fortify creature] and [weather]. [*][Call], [compel] and [summon], provided that they target animals, magical beasts, feys, plant creatures, vermin or elementals. [*][Polymorph],provided that it effects a transformation into an animal, magical beast, fey, plant creature, vermin or elemental. [*][Energy], provided that it is an [acid], [cold], [electricity] of [fire] effect.[/list] If you meet more than one set of criteria, then you consider any seeds for which you meet the criteria as associated for the purposes of developing epic spells. [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: maybe drop acid for druids (that sounds bad, doesn't it?) and add slash/pierce/bludgeon and divine. They get [I]flame strike[/I] (and as a 4th level spell), and weapon-type damage seems 'natural.' [/QUOTE]
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