I love epic spells from earlier editions, and so I've tried to create a model that would allow high level (17th-20th level) characters to brew spells in 5th edition. I've translated a lot of the rules from 3.5e and tried to scale them to 5e. Clearly this presents some inherent problems:
That said, I've lowered all the Spellcraft DCs for the epic seeds to account for lower spellcasting checks, rebalanced the gp & time costs to account for differences in gameplay, and reimagined the factors and mitigating factors to account for differences in the magical landscape and the lack of XP as a burnable resource. I know I've reimagined some things from 3.5e, and I'm ok with that. I want these spells to be feasibly playable in a 5e Tier 4 game.
I've brewed a bunch of spells with this system and I think it works pretty well. However, there are only so many options I can think of. If anyone is game, I'd love playtesting help with this. What sorts of game-breaky spells can be created under this system? (assuming an average 20th-level caster with +5 ability modifier and +6 proficiency). To be clear, I still want the spells to feel epic in scope, but I don't want to create a system that totally destroys a Tier 4 game. I have yet to introduce this into my own games due to that lack of playtesting. And, of course, if you enjoy epic spells feel free to use this system or modify it as best suits your game.
- XP is not a resource in 5e like it was in previous editions
- We don't get the crazy +50 bonuses to spell checks
- The overall balance of combat has changed with mechanics like advantage. Attack rolls also generally cap far lower than they used to
- I've found that we often get a lot less gold than we used to, even at super high levels. 10,000gp is a lot, and 100,000gp is absolutely astronomical. Maybe that's just the games I've been playing but I balanced the gp costs to that trend
- "Permanency" is no longer a spell, and the functionality of "dispel magic" is changed drastically
That said, I've lowered all the Spellcraft DCs for the epic seeds to account for lower spellcasting checks, rebalanced the gp & time costs to account for differences in gameplay, and reimagined the factors and mitigating factors to account for differences in the magical landscape and the lack of XP as a burnable resource. I know I've reimagined some things from 3.5e, and I'm ok with that. I want these spells to be feasibly playable in a 5e Tier 4 game.
I've brewed a bunch of spells with this system and I think it works pretty well. However, there are only so many options I can think of. If anyone is game, I'd love playtesting help with this. What sorts of game-breaky spells can be created under this system? (assuming an average 20th-level caster with +5 ability modifier and +6 proficiency). To be clear, I still want the spells to feel epic in scope, but I don't want to create a system that totally destroys a Tier 4 game. I have yet to introduce this into my own games due to that lack of playtesting. And, of course, if you enjoy epic spells feel free to use this system or modify it as best suits your game.