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Epic Mordenkainen's Magnificent Mansion
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<blockquote data-quote="Sepulchrave II" data-source="post: 5453461" data-attributes="member: 4303"><p>Making an epic spell is about presenting a convincing mechanical argument which the DM deems to fall within a reasonable margin of power for the character and his or her campaign; there is no single right way. Certain precedents are contained within official epic spells themselves.</p><p></p><p>FWIW, here's how I'd do it:</p><p></p><p>Look at <a href="http://www.d20srd.org/srd/epic/spells/pestilence.htm" target="_blank">Pestilence</a>. It contains a precedent: a nonepic spell (<em>contagion</em>) which has no counterpart as an epic seed effect is appended as a "virtual seed" to the [Afflict] seed. [Afflict] might be viewed as a "carrier seed" for *[Contagion]. Its DC modifier (+21) is consistent with that of other seeds. Various factors are then applied to it. </p><p></p><p>You therefore need the [Conjure] seed, to which a <em>magnificent mansion</em> effect is appended; the basic parameters of <em>magnificent mansion</em> (as cast at 20th-level) become those upon which the final epic spell factors work. The *[Magnificent Mansion] seed should have a Spellcraft DC modifier of +27, as <em>magnificent mansion</em> itself is a 7th-level spell.</p><p></p><p>So far:</p><p></p><p>[Conjure] (+21): Acts as carrier; as description</p><p>*[Magnificent Mansion] (+27) Sets basic spell parameters as <em>magnificent mansion</em> at 20th-level (60 x 10-ft cubes; 75ft range; 40hrs duration)</p><p></p><p>= +48</p><p></p><p>Now employ factors.</p><p></p><p>Let's say you want to increase the area of a regular <em>MMM</em> by 2,000%. Normally, with the <em>magnificent mansion</em> you'd get 60 x 10-ft cubes. Now, you get 1260 x 10-ft cubes. This incurs a +80 Spellcraft DC modifier.</p><p></p><p>So far, the Spellcraft DC is +128. If you want a permanent version, you're looking at the x5 multiplier at this point. This is where it can get ugly.</p><p></p><p>If, instead you want to extend the spell's duration to 1 week (+300%), that's only another +6. If you're not in a hurry to cast it, you can extend casting time by 10 mins (-20 mitigation). You will have to burn XP or use a fancy component to get the DC lower than 114.</p><p></p><p></p><p></p><p>.</p></blockquote><p></p>
[QUOTE="Sepulchrave II, post: 5453461, member: 4303"] Making an epic spell is about presenting a convincing mechanical argument which the DM deems to fall within a reasonable margin of power for the character and his or her campaign; there is no single right way. Certain precedents are contained within official epic spells themselves. FWIW, here's how I'd do it: Look at [URL="http://www.d20srd.org/srd/epic/spells/pestilence.htm"]Pestilence[/URL]. It contains a precedent: a nonepic spell ([I]contagion[/I]) which has no counterpart as an epic seed effect is appended as a "virtual seed" to the [Afflict] seed. [Afflict] might be viewed as a "carrier seed" for *[Contagion]. Its DC modifier (+21) is consistent with that of other seeds. Various factors are then applied to it. You therefore need the [Conjure] seed, to which a [I]magnificent mansion[/I] effect is appended; the basic parameters of [I]magnificent mansion[/I] (as cast at 20th-level) become those upon which the final epic spell factors work. The *[Magnificent Mansion] seed should have a Spellcraft DC modifier of +27, as [I]magnificent mansion[/I] itself is a 7th-level spell. So far: [Conjure] (+21): Acts as carrier; as description *[Magnificent Mansion] (+27) Sets basic spell parameters as [I]magnificent mansion[/I] at 20th-level (60 x 10-ft cubes; 75ft range; 40hrs duration) = +48 Now employ factors. Let's say you want to increase the area of a regular [I]MMM[/I] by 2,000%. Normally, with the [I]magnificent mansion[/I] you'd get 60 x 10-ft cubes. Now, you get 1260 x 10-ft cubes. This incurs a +80 Spellcraft DC modifier. So far, the Spellcraft DC is +128. If you want a permanent version, you're looking at the x5 multiplier at this point. This is where it can get ugly. If, instead you want to extend the spell's duration to 1 week (+300%), that's only another +6. If you're not in a hurry to cast it, you can extend casting time by 10 mins (-20 mitigation). You will have to burn XP or use a fancy component to get the DC lower than 114. . [/QUOTE]
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