Epic Spells

Shariell said:
Please read my precedent posts, and don't be sarcastic, there is no need to be. ;)

I wasn't being sarcastic.

Edit - After having gone back over your previous posts, you don't mention that you are aware that mitigating factors exist. You make mention of rituals, but that's about it. I was pointing out something that you didn't appear to be aware of. I'm not sure where you saw sarcasm in my post, but regardless, it wasn't intended.
 
Last edited:

log in or register to remove this ad

Yig said:
In theory, you can do pretty much whaever you want.

But you'll need to research it, spend a truckload of XP and money.

All of this for having a chance of casting a spell.

Not worth it. I prefer Trainz's variant.
I'd prefer something else. No offence, Trainz.

[RANT] I'd rather, frankly, have a system that meshes seamlessly with the 1 - 20 level spell casting, and .....I know this is a stretch to some developers :confused: .... allows my PC to cast 10th level spells, 11th level spells, etc.

The "spell seed" idea is an entirely different magic system! Just the requirement of using a previously only marginally useful skill (Spellcraft) urks the heck out of me. If I wanted a different magic system, a skill ranks-based system, I'd invent one starting at level 1, thank-you-very-much. "Core Epic" rules should look an aweful lot like "Core" rules, dagnabit!!!

Grrrr!!!! [/RANT]

Whew. Much better. ;)
 
Last edited:

IcyCool said:
I wasn't being sarcastic.

Edit - After having gone back over your previous posts, you don't mention that you are aware that mitigating factors exist. You make mention of rituals, but that's about it. I was pointing out something that you didn't appear to be aware of. I'm not sure where you saw sarcasm in my post, but regardless, it wasn't intended.

Sorry, maybe I'm wrong about sarcasm, excuse me (really).
BTW, you too are wrong about my take on mitigating factors:

there are many ways to cast a powerfull spell without a *very* high spellcraft BASE modifier.

First of all: add mitigating factors to the spells (seems obvious I know )

This is a quote of my first post, and it's my FIRST advice to the original question of the thread, so no need to complain about that.
Check it out ;)

Shariell
 

Epic Spellcasting (actually anything epic) is completely broken. I don't even know where to begin to salvage it. Epic Spellcasting is craptastic for everything except 1 thing and that one thing makes Epic Spellcasting broken. Sure sign of poor playtesting.
 

Shariell said:
Like I said, it's only my point of view. Of course I use the "variant rule" proposed, and even the variant rule proposed in the ELH on the spellcraft check modified by your primary caster stat (to me is the ONLY way to make the entire epic spellcasting sistem work for every class and not only the wizard).

It's still broken because this means that clerics and druids are better epic spellcasters than wizards because they have access to all epic spells whilst wizards and sorcerers are restricted. Scratch that clerics and druids are better spellcasters than wiz/sorcs anyway so I guess it doesn't matter.
 

The best solution I've come up with for the problem of epic spells being 'overcosted' is to make a magical substance that substitutes for a lot of the gp and/or xp cost; kinda like Terry Goodkind's magical sand stuff in the Sword of Truth books.

Interestingly, someone once posted a very acute analysis of Epic Spellcasting and made a good argument that it's intended, not for 21st level characters, but for 30th and above.
 

Remove ads

Top