irdeggman said:Per the ELH it takes 1 day per 50,000gp in resources (rounded up). So it takes a minimum of 1 day to research a new Epic level spell regardless of its DC.
A 0gp spell, with a research time of 1 day/50k gp, rounded up, is still 0 days.
Kerrick said:You can know up to 1 spell per 10 ranks of Knowledge (religion) or (arcana).
I thought that was the limit you could cast per day; the number you can know is theoretically unbounded, just like the number a wizard can have in his spellbooks. In practicallity, it's limited by reseach time and cost.
While Dan provides a good argument, I think that no epic spell should have a DC below 30 - otherwise it's considered a 0-9 level spell. In any case, even 0-level spells have to be researched (which requires time and gold) - even a powerful caster shouldn't be able to just whip off the equivalent of a 10th-level spell off the top of his head.
Yeah, see, I would agree with you, but I want to err on the side of providing capabilities for the PCs. This isn't going to be a gamebreaking thing; they still have to research the spell seeds at epic level costs, before they can use them to create DC 0 spells. The drawbacks required to get a spell DC down to 0 are not at all insignificant; you pay in either casting time (which makes it impossible to cast the spell in combat), XP cost (XP is the most valuable resource spellcasters have), or in backlash, damage that hits the caster. I like that a caster can pour his soul into a surge of power like this, it feels very epic to me.
And also, the DC 0 epic spells that have been cast in Sepulchrave's game are so damn cool, because they make the plot go. It's a tactical nuke in the hands of the players; they can drop it, but it will cost them. The cool factor outweighs the drawbacks, in my opinion.