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Epic Spells....huhwhat????
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<blockquote data-quote="Endur" data-source="post: 1023595" data-attributes="member: 3346"><p>One other suggestion for how to handle epic spells from a GM's perspective.</p><p></p><p>I would not let the Players decide on the spell mechanics.</p><p></p><p>Instead, I would treat the spells as if I was running a 1e/2e game and the spellcaster wanted to create a new, unknown so far, spell. </p><p></p><p>The player of the spellcaster would tell the GM what spell effect he wants: i.e. nuke the moon, etc.</p><p></p><p>The player's character would then research other similar spells that have been used in history: possibly talking to other spellcasters, visiting sages, legendary libraries, possibly planar questing.</p><p></p><p>Then, after the character invests a certain amount of research and time, I would come up with a formula based on the criteria in the epic Handbook for the player's spell. At that point the player would then spend the gold and exp to develop the spell. (Probably apply the cost of the earlier research against the cost to develop the spell).</p><p></p><p>The idea is that an epic spell should be as significant an investment as any magic item the character possesses. Imagine a quest for a Paladin's Holy Sword. Well, finding/creating an epic spell should be of similar "epic" scope.</p><p></p><p>Tom</p></blockquote><p></p>
[QUOTE="Endur, post: 1023595, member: 3346"] One other suggestion for how to handle epic spells from a GM's perspective. I would not let the Players decide on the spell mechanics. Instead, I would treat the spells as if I was running a 1e/2e game and the spellcaster wanted to create a new, unknown so far, spell. The player of the spellcaster would tell the GM what spell effect he wants: i.e. nuke the moon, etc. The player's character would then research other similar spells that have been used in history: possibly talking to other spellcasters, visiting sages, legendary libraries, possibly planar questing. Then, after the character invests a certain amount of research and time, I would come up with a formula based on the criteria in the epic Handbook for the player's spell. At that point the player would then spend the gold and exp to develop the spell. (Probably apply the cost of the earlier research against the cost to develop the spell). The idea is that an epic spell should be as significant an investment as any magic item the character possesses. Imagine a quest for a Paladin's Holy Sword. Well, finding/creating an epic spell should be of similar "epic" scope. Tom [/QUOTE]
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