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<blockquote data-quote="Sepulchrave II" data-source="post: 3129238" data-attributes="member: 4303"><p>Another iteration of the feats. It addresses most of the major loopholes - as you pointed out, Cheiro, a smart player will probably find a way to circumvent them. Let me know if I'm obsesssing about the wording of these feats <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f615.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":confused:" title="Confused :confused:" data-smilie="5"data-shortname=":confused:" /> </p><p></p><p>Changed the name of the sorcerer feat again - <em>Epic Spell Discovery</em> sounds too pedestrian and <em>Epic Spell Revelation</em> too religous. Retained the idea of revelation/epiphany in the flavor text - I've always liked the idea of demonic or draconic gurus for sorcerers. Dropped idea of half subsequent costs - they can still potentially develop any spell which uses the seed, though.</p><p></p><p>I made the paragraph on associated seeds much more class-explicit, but without barring PrCs. Probably missed something, though.</p><p></p><p></p><p><strong>Epic Spell Insight [Epic][Epic Magic]</strong></p><p>You have penetrated one of the mysteries of epic magic. This knowledge may arise from personal intuition, or through divulgence by a powerful magical sponsor such as a noted dragon, demon or celestial.</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 two epic spell slots. Choose one seed: you have intuited or have been granted an understanding of its inner workings, and have gained a single epic arcane 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 must devote the time and resources normally required in this process. You may cast any epic spell that you know with an open epic spell slot.</p><p><strong>Special:</strong> This feat may be taken multiple times. Each time you take it, you gain two spell slots and insight into another seed, and you 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 Insight feat with regard to all of the seeds involved.</p><p></p><p></p><p><strong>Epic Spellcasting [Epic][Epic Magic]</strong></p><p>You may develop, prepare and cast epic spells.</p><p><strong>Prerequisites:</strong> Knowledge (arcana, nature or religion) 24 ranks, Spellcraft 24 ranks, ability to prepare and cast 9th-level arcane or divine spells. </p><p><strong>Benefit:</strong> You gain 1 epic spell slot. You may develop epic 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; see <em>Associated Seeds</em>, below, for details. If you normally use a spellbook to prepare spells, you do not require one to prepare epic spells: they are an indelible part of your magical repertoire.</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><strong>Special:</strong> If you can cast both 9th level arcane and divine spells, you can choose whether an individual epic spell which you develop is arcane or divine in nature.</p><p></p><p></p><p><strong>Associated Seeds</strong></p><p></p><p><em>Wizards and Wizard PrCs</em></p><p>If you have 24 or more ranks in knowledge (arcana), and normally prepare and cast 9th-level arcane spells, all seeds except the [ensoul], [heal] and [life] seeds are considered associated for you.</p><p></p><p><em>Clerics and Cleric PrCs</em></p><p>If you have 24 or more ranks in Knowledge (religion), and can cast <em>miracle</em> as a divine spell, the following seeds are considered associated for you:</p><p></p><ul> <li data-xf-list-type="ul">[Call] and [summon], 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">[Banish], provided that it targets creatures of an alignment directly opposed to you or that of your deity. </li> <li data-xf-list-type="ul">[Blast], provided that it employs only [divine] energy</li> </ul><p>Other seeds are also considered associated, depending on whether you normally channel positive or negative energy to turn or rebuke undead:</p><p></p><ul> <li data-xf-list-type="ul">If you normally channel positive energy to turn undead, the [create], [heal] and [life] seeds are considered associated for you.</li> <li data-xf-list-type="ul">If you normally channel negative energy to rebuke undead, the [afflict], [harrow] and [slay] seeds are considered associated for you.</li> </ul><p></p><p><em>Druids and Druid PrCs</em></p><p>If you have 24 or more ranks in Knowledge (nature), and can cast <em>summon nature's ally IX</em> as a divine spell, the following seeds are considered associated for you:</p><p></p><ul> <li data-xf-list-type="ul">[Ensoul], [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">[Blast] or [Field], provided that they deal only the following energy types: [cold], [electricity], [fire], [bludgeoning], [piercing], [slashing] or [divine].</li> <li data-xf-list-type="ul">[Harrow], provided that it is a poison or disease effect.</li> </ul><p></p><p></p><p>Notes: Er, changed my mind about poison again. Sorry. [Ensoul] is the best name that I could come up with for a hypothetical seed which embraces <em>reincarnation</em> and <em>awaken</em></p><p></p><p>Edit: cleared up cut & paste errors.</p></blockquote><p></p>
[QUOTE="Sepulchrave II, post: 3129238, member: 4303"] Another iteration of the feats. It addresses most of the major loopholes - as you pointed out, Cheiro, a smart player will probably find a way to circumvent them. Let me know if I'm obsesssing about the wording of these feats :confused: Changed the name of the sorcerer feat again - [I]Epic Spell Discovery[/I] sounds too pedestrian and [I]Epic Spell Revelation[/I] too religous. Retained the idea of revelation/epiphany in the flavor text - I've always liked the idea of demonic or draconic gurus for sorcerers. Dropped idea of half subsequent costs - they can still potentially develop any spell which uses the seed, though. I made the paragraph on associated seeds much more class-explicit, but without barring PrCs. Probably missed something, though. [B]Epic Spell Insight [Epic][Epic Magic][/B] You have penetrated one of the mysteries of epic magic. This knowledge may arise from personal intuition, or through divulgence by a powerful magical sponsor such as a noted dragon, demon or celestial. [B]Prerequisites:[/B] Spellcraft 24 ranks, Knowledge (arcana) 24 ranks, ability to spontaneously cast 9th level arcane spells. [B]Benefit:[/B] You gain two epic spell slots. Choose one seed: you have intuited or have been granted an understanding of its inner workings, and have gained a single epic arcane 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 must devote the time and resources normally required in this process. You may cast any epic spell that you know with an open epic spell slot. [B]Special:[/B] This feat may be taken multiple times. Each time you take it, you gain two spell slots and insight into another seed, and you 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 Insight feat with regard to all of the seeds involved. [B]Epic Spellcasting [Epic][Epic Magic][/B] You may develop, prepare and cast epic spells. [B]Prerequisites:[/B] Knowledge (arcana, nature or religion) 24 ranks, Spellcraft 24 ranks, ability to prepare and cast 9th-level arcane or divine spells. [B]Benefit:[/B] You gain 1 epic spell slot. You may develop epic 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; see [I]Associated Seeds[/I], below, for details. If you normally use a spellbook to prepare spells, you do not require one to prepare epic spells: they are an indelible part of your magical repertoire. [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]Special:[/B] If you can cast both 9th level arcane and divine spells, you can choose whether an individual epic spell which you develop is arcane or divine in nature. [B]Associated Seeds[/B] [I]Wizards and Wizard PrCs[/I] If you have 24 or more ranks in knowledge (arcana), and normally prepare and cast 9th-level arcane spells, all seeds except the [ensoul], [heal] and [life] seeds are considered associated for you. [I]Clerics and Cleric PrCs[/I] If you have 24 or more ranks in Knowledge (religion), and can cast [I]miracle[/I] as a divine spell, the following seeds are considered associated for you: [list][*][Call] and [summon], provided that they target creatures of your alignment, your deity's alignment, or creatures otherwise directly associated with your deity. [*][Banish], provided that it targets creatures of an alignment directly opposed to you or that of your deity. [*][Blast], provided that it employs only [divine] energy[/list] Other seeds are also considered associated, depending on whether you normally channel positive or negative energy to turn or rebuke undead: [list][*]If you normally channel positive energy to turn undead, the [create], [heal] and [life] seeds are considered associated for you. [*]If you normally channel negative energy to rebuke undead, the [afflict], [harrow] and [slay] seeds are considered associated for you.[/list] [I]Druids and Druid PrCs[/I] If you have 24 or more ranks in Knowledge (nature), and can cast [I]summon nature's ally IX[/I] as a divine spell, the following seeds are considered associated for you: [list][*][Ensoul], [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. [*][Blast] or [Field], provided that they deal only the following energy types: [cold], [electricity], [fire], [bludgeoning], [piercing], [slashing] or [divine]. [*][Harrow], provided that it is a poison or disease effect.[/list] Notes: Er, changed my mind about poison again. Sorry. [Ensoul] is the best name that I could come up with for a hypothetical seed which embraces [I]reincarnation[/I] and [I]awaken[/I] Edit: cleared up cut & paste errors. [/QUOTE]
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