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Epic Spellcasting
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<blockquote data-quote="ichabod" data-source="post: 1276927" data-attributes="member: 1257"><p>As for wizard/clerics and caster level, I see that as the price you pay for splitting between divine and arcane. By why not have some feats that allow them to catch up, so they're not irrevocably shafted? So ESS would be highest caster level, plus relevant ability modifier. Then you could have Improved Epic Spellcasting which could be taken multiple times, and would allow you to add X levels from another spell casting class to your ESS.</p><p></p><p>As for the factors, I'm not opposed to all spells having a 1 minute casting time, but if so the seeds need to take that into account. That is, if the DC for the seed is based on a one round spell, it should cost less than the caster level for that spell level.</p><p></p><p>I was thinking more:</p><p>Free action from 1 action: +4</p><p>1 action from 1 round: +2</p><p>1 round from 1 minute: +4</p><p></p><p>But that's in terms of spell levels, shouldn't they all be doubled? That is, it takes two caster levels to get to the next highest spell level. So still would +2 caster levels.</p><p></p><p>So say you based the fire seed on fireball. That would be a 15 (10 for d20 roll and 5 for caster level for a 3rd level spell). Make it 60 ft. radius would be 27 (+6+6 for double widen), increase damage cap to 30 dice makes it a 52 (4 per five as per DMG p.6). A 30th level caster with a key ability mod of +10 needs a 12 to cast it.</p></blockquote><p></p>
[QUOTE="ichabod, post: 1276927, member: 1257"] As for wizard/clerics and caster level, I see that as the price you pay for splitting between divine and arcane. By why not have some feats that allow them to catch up, so they're not irrevocably shafted? So ESS would be highest caster level, plus relevant ability modifier. Then you could have Improved Epic Spellcasting which could be taken multiple times, and would allow you to add X levels from another spell casting class to your ESS. As for the factors, I'm not opposed to all spells having a 1 minute casting time, but if so the seeds need to take that into account. That is, if the DC for the seed is based on a one round spell, it should cost less than the caster level for that spell level. I was thinking more: Free action from 1 action: +4 1 action from 1 round: +2 1 round from 1 minute: +4 But that's in terms of spell levels, shouldn't they all be doubled? That is, it takes two caster levels to get to the next highest spell level. So still would +2 caster levels. So say you based the fire seed on fireball. That would be a 15 (10 for d20 roll and 5 for caster level for a 3rd level spell). Make it 60 ft. radius would be 27 (+6+6 for double widen), increase damage cap to 30 dice makes it a 52 (4 per five as per DMG p.6). A 30th level caster with a key ability mod of +10 needs a 12 to cast it. [/QUOTE]
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