Epic Spellcasting

Sorry 'bout the confusion there!

Yup, the time / xp / gp to research a whole new seed is calculated the same as a spell of that seed's base DC.

Casting times, spell slots etc etc are all the same, with the sole exception that everyone 'spontaneously' casts epic spells, not just sorcies or bardies. :)
 

log in or register to remove this ad

The revised rules for E.N. Publishing's The Elements of Magic are due out later this month. The rules are designed to let you cast all sorts of nifty spells, combining effects as you see fit, paying MP for each effect. Theoretically, epic spellcasting is possible with EOM simply by paying more and more MP. A 20-MP spell is about equivalent to a 9th level spell in the core rules, so for 30 MP you could have effects that are like 9th level spells, but just larger and more impressive.
 

RangerWickett said:
Theoretically, epic spellcasting is possible with EOM simply by paying more and more MP. A 20-MP spell is about equivalent to a 9th level spell in the core rules, so for 30 MP you could have effects that are like 9th level spells, but just larger and more impressive.
Just larger and more impressive, or actually different?

The thing I like about the Epic Spellcasting system is that it allows for unusual casting types (ritual, cooperative, sacrifice, power component) and for unusual and customized effects. The thing I dislike about it is, well, execution. I'd like a system like ichabod's (:) ) or one that allows for reasonable limitations on mitigating factors and for a progression that actually tracks caster level rather than Spellcraft check bonus.
ichabod said:
And apparently completely unballanced as well.
Now now; that's a function of the core rules, and has nothing to do with epic. You put PCs with the ability to fly, turn invisible, make themselves nearly invulnerable to conventional attacks, change shape into anything they want to, travel unlimited distances in the blink of an eye, custom-create magic items, and summon allies at least as strong as themselves against guys with the ability to, well, swing swords and fire bows, and you expect such a combat to be balanced? No way. While it's a bit hackneyed, my opinion remains that casters and fighters are balanced in a side-by-side party mix, but that casters rule in PvP (which is fine, since this is D&D, not Tekken).
 

In Sep's game he refers to the guidelines about how much treasure a character of level X should have, and counts the spell's value (calculated as per the ELH) as part of the character's treasure. No money actually changes hands.

If you use something like Upper Krust's system for high level wealth (level cubed times 100 gp) the quantities of wealth become astronomical, and you need things like epic spells in order to serve as gp sinks. I want to reiterate that when you are talking about millions of gp, it is an abstract meta-game book-keeping exercise. The wizard doesn't actually have to accumulate that much gold.

And I think it would be better for an epic spell to be worked out ahead of time, not composed by the player on the spot. A DM really needs time to think about the proposed spell and tinker with it.
 

ruleslawyer said:
No way. While it's a bit hackneyed, my opinion remains that casters and fighters are balanced in a side-by-side party mix, but that casters rule in PvP (which is fine, since this is D&D, not Tekken).

If casters can whomp fighters in combat, what do you need fighters for? I mean, when would you rather have a fighter and a wizard instead of two wizards?
 

Thresher's system sounds a lot like the one from Ultima (I haven't played any White Wolf games, so I don't know how that system works) - take a couple of words of power and combine them to make a spell effect. The system I came up with is similar - I took the seeds presented in the ELH, modified them, added several more to account for additional effects (creation of space, altering time, etc.), and expanded the modifiers to accomplish more without having to "eyeball" or guesstimate things. What I ended up with was a reasonably well-balanced, level-based epic spellcasting system. You can research the individual seeds and cast them as single spells, or you can combine them for greater effect. We've got a list of about 70 spells now, both from an existing campaign converted to 3.5, and stuff I came up with on my own, and I've used those to tweak the system for balance. The costs in both gp and XP are greatly reduced (but still costly), making it more worthwhile to create and cast epic spells - cost is 10,000 gp/level, research time is one month per level above 9th, and XP cost is 1/25th of gp. Thus, a 21st level spell would cost 210,000 gp, take 11 months to research, and cost 8,400 XP. After that, you can cast it as often as you're allowed, paying only the normal XP costs for the spell, if any.

The thing I like about the Epic Spellcasting system is that it allows for unusual casting types (ritual, cooperative, sacrifice, power component) and for unusual and customized effects.

We've got that covered as well. Our system uses things like henges, monoliths, and rituals to lower the ending spell level.

The thing I dislike about it is, well, execution. I'd like a system like ichabod's (:) ) or one that allows for reasonable limitations on mitigating factors and for a progression that actually tracks caster level rather than Spellcraft check bonus.

Got that covered too - level-based. The only real limitation we placed on the end level was that no level can go below 10th (obviously); XP cost is like that for creating magic items - you can't lose a level, but you can save up XP to burn instead of increasing the level. There are other costs you can add to casting a spell, like ability damage, and there is no limit on the amount (but if you can't pay the cost, the spell fails).

And I think it would be better for an epic spell to be worked out ahead of time, not composed by the player on the spot. A DM really needs time to think about the proposed spell and tinker with it.

Definitely. Our DM allows us to come up with normal spells and use them on the spot (and they can be tweaked afterwards), but I'd say that epic spells have to be worked over in full beforehand because of the sheer power level you're dealing with.

Spells are about a lot more than doing damage. Epic Spells shouldn't just be higher damage attack spells than 1st-9th level ones. Bigger guns is not the answer.

Cool **** is the answer. That's one reason the Epic Spellcasting system is so damn neat. You can do stuff like create a whole new species of creature - you can't do that with nonepic spells.

Amen to that. We do have some damaging spells, but most of the stuff we have is the really cool stuff, like raising mountains, creating demiplanes, and enslaving demons.

Like I said in the other epic-spellcasting thread, the rules will be available for free download sooner or later; if anyone wants a copy now to look them over and offer comments and/or playtesting, let me know. I'm currently away from home, but I should be back around Christmastime, so I'll be able to e-mail them out.
 

Cheiro

Sorry I've been tardy in replying to this thread - the ES system has been on my mind a lot recently. What to do about it? How to make it work, without a huge number of arbitrary fiats?

I'd like to collaborate on revising the system, althugh I'm reluctant to commit too much time to the project at present. But I'm more into ironing out the inconsistencies in the current system that completely rewriting it - I actually feel that the basic mechanic is sound. Just badly implemented. The first thing I'd do is this:

The Spellcraft DC for an epic spell becomes, simply, the Epic Spell DC.

All epic casters have an Epic Spellcasting Score (listed parenthetically after the feat name, as with the Leadership feat). The Spellcraft skill is still important, because the Epic Spellcasting Score is based upon it. But it is calculated:

Spellcraft Ranks + Relevant Ability Modifier;

The fact that all classes except the wizard are penalized in the current system seems pretty unreasonable to me. This might make a good starting point.
 

Okay, so I've had a few more ideas. I'm just brainstorming, here.


1) Get rid of the 'take 10' mechanic on epic spellcasting. Its superfluous. You need to actually restructure the Epic Spell DCs to account for this.

2) Because the Epic Spellcasting Score (ESS hereafter) is based on Spellcraft ranks (not total score), Skill Focus (Spellcraft) and Epic Skill Focus (Spellcraft) become irrelevant. I would suggest replacing them with a stackable Epic Feat which increases the ESS.

3) Restructure the Seed DCs. Simply make them equal to the level of the spell representative of the Seed.

4) All seeds become either 'Instantaneous' or '20 rounds' in duration. If the final spell contains a seed with the 'Instantaneous' duration, then it is instantaneous. Otherwise it is 20 rounds - factors may be used to increase this.

5) All seeds should have a base range of 'personal.' Changing to target, area, effect etc. can be done by using factors which increase the DC. Seeds represent potentiality - it is therefore not inconsistent to have the slay seed with a base range of 'personal.'

6) Combining two identical seeds - eg. energy (cold) + (energy) fire: second and subsequent applications of the same seed should only increase the DC by 50%.

7) Let arcane spellcasters use the life and heal seeds as if they were 9th-level spells. Wish can replicate the effects of resurrection and heal, after all. Maybe an additional XP cost is in order.

I'll think of more later. I have to go to work.
 

8) Have a flexible formula for development. More time = less money. Less time = more money. XP cost should be constant (although lower than presently).

9) Development costs should be figured before mitigating factors are considered.
 

As my high-level group is just now reaching Epic levels- three of about eight pcs are now 21st level- the Epic Spellcasting system is becoming a big concern to me. I haven't tinkered with it much but need to start.

There are a few things I've noticed:

-Backlash damage shouldn't last the duration of the spell!! Or at least you should be able to apply mods to the DC to make it only a one-time thing, or maybe for each round of the casting time.

-As Sep points out above, making all casters use Intelligence for their Epic spellcasting ability is lame, sub in the character's prime spellcasting stat.

-We're missing seeds! I need to create a 'prismatic' seed in order to make a reasonable Prismatic Armor spell. There isn't much dealing with time- I mean, there's Transport, but it barely touches the subject. Etc. We could do with a list of 'missing' seed types, methinks.

Anyway, I'll chime in more later....
 

Remove ads

Top