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(IRR) The Rokugan IR Turn 0 Thread
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<blockquote data-quote="Creamsteak" data-source="post: 290962" data-attributes="member: 552"><p><span style="font-size: 22px"><strong><u> Epic Magic </u></strong></span></p><p>Epic spells are loosely based on the Epic Level Handbook. All spells are subject to DM discretion. If you don't know how to create an epic spell using the rules, just describe something you want to do with magic and a player or the moderator should be available to help you create your spell.</p><p></p><p>Your total investment in Epic Magic is listed in the lists, and will be totaled. No other player will know what you are researching, simply that you did some research the previous turn.</p><p></p><p>Your Power can cast epic spells based on your PL. The Chance that an epic spell will succeed is based on your total PL. If a player has a PL of 200, then they have a 100% chance to cast any Epic Spells up to a DC of 200. Also, you can only cast your Epic spell 1/turn per 100 PL you control. This limits the use of epic spells, but allows a player to create spells with DCs of incredible magnitude and allows for some amazing effects. Mitigating factors are subject to DM approval (time factors are more likely to be allowed than others, subject to discretion).</p><p></p><p>How to do it: First, think about your spell as if it was a real affect, and then try and make it come out through the rules. I listed all of the Spell Seeds, and their base DC for everyone. Those are good starting points for telling the moderator what kind of spell you want to cast. Describe to the Moderator how your spell is affected by each spell seed you choose to combine. If you own an Epic Level Handbook you can do even more by adding specific affects to your spells. Some notable things that can change any spell:</p><p></p><p>Permanency: Spells become permanent, but 5 x the DC.</p><p>Engraved: This spell can be shared with others, but 2 x the DC.</p><p>Double the Range: Add 2 to the DC.</p><p>Double the Area: Add 4 to the DC.</p><p></p><p>The Moderator is just going to have to learn how to do epic spells really quick J.</p><p></p><p>Spell Seeds:</p><p></p><p>Afflict</p><p>Enchantment (Compulsion) [Feat, Mind-Affecting]</p><p>Base DC 14</p><p></p><p>Animate</p><p>Transmutation</p><p>Base DC 25</p><p></p><p>Animate Dead</p><p>Necromancy [Evil]</p><p>Base DC 23</p><p></p><p>Armor</p><p>Conjuration (Creation) [Force]</p><p>DC 14</p><p></p><p>Banish</p><p>Abjuration</p><p>Base DC 27</p><p></p><p>Compel</p><p>Enchantment (Compulsion) [Mind-Affecting]</p><p>Base DC 19</p><p></p><p>Conceal</p><p>Illusion (Glamer}</p><p>Base DC 17</p><p></p><p>Conjure</p><p>Conjuration (Creation)</p><p>Base DC 21</p><p></p><p>Contact</p><p>Divination</p><p>Base DC 23</p><p></p><p>Delude</p><p>Illusion (Figment)</p><p>Base DC 14</p><p></p><p>Destroy</p><p>Transmutation</p><p>Base DC 29</p><p></p><p>Dispel</p><p>Abjuration</p><p>Base DC 19</p><p></p><p>Energy</p><p>Evocation [Acid, Fire, Electricity, Cold, or Sonic]</p><p>Base DC 19</p><p></p><p>Foresee</p><p>Divination</p><p>Base DC 17</p><p></p><p>Fortify</p><p>Transmutation</p><p>Base DC 17</p><p></p><p>Heal</p><p>Conjuration (Healing)</p><p>Base DC 25</p><p></p><p>Life</p><p>Conjuration (Healing)</p><p>Base DC 27</p><p></p><p>Reflect</p><p>Abjuration</p><p>Base DC 27</p><p></p><p>Reveal</p><p>Divination</p><p>Base DC 19</p><p></p><p>Slay</p><p>Necromancy [Death]</p><p>Base DC 25</p><p></p><p>Summon</p><p>Conjuration (Summoning)</p><p>Base DC 14</p><p></p><p>Transform</p><p>Transmutation</p><p>Base DC 21</p><p></p><p>Transport</p><p>Transmutation [Teleportation]</p><p>Base DC 27</p><p></p><p>Ward</p><p>Abjuration</p><p>Base DC 14</p><p></p><p>These four Mitigating Factors I think are correct for the IR:</p><p>Backlash 1 PL of damage -2 to Epic DC</p><p>Burn 1 Character Level -5 to Epic DC</p><p>Increase Casting Time to 1 day -20 to Epic DC</p><p>Increase Casting Time 1 additional day -2 to Epic DC</p></blockquote><p></p>
[QUOTE="Creamsteak, post: 290962, member: 552"] [Size=6][B][U] Epic Magic [/U][/B][/Size] Epic spells are loosely based on the Epic Level Handbook. All spells are subject to DM discretion. If you don't know how to create an epic spell using the rules, just describe something you want to do with magic and a player or the moderator should be available to help you create your spell. Your total investment in Epic Magic is listed in the lists, and will be totaled. No other player will know what you are researching, simply that you did some research the previous turn. Your Power can cast epic spells based on your PL. The Chance that an epic spell will succeed is based on your total PL. If a player has a PL of 200, then they have a 100% chance to cast any Epic Spells up to a DC of 200. Also, you can only cast your Epic spell 1/turn per 100 PL you control. This limits the use of epic spells, but allows a player to create spells with DCs of incredible magnitude and allows for some amazing effects. Mitigating factors are subject to DM approval (time factors are more likely to be allowed than others, subject to discretion). How to do it: First, think about your spell as if it was a real affect, and then try and make it come out through the rules. I listed all of the Spell Seeds, and their base DC for everyone. Those are good starting points for telling the moderator what kind of spell you want to cast. Describe to the Moderator how your spell is affected by each spell seed you choose to combine. If you own an Epic Level Handbook you can do even more by adding specific affects to your spells. Some notable things that can change any spell: Permanency: Spells become permanent, but 5 x the DC. Engraved: This spell can be shared with others, but 2 x the DC. Double the Range: Add 2 to the DC. Double the Area: Add 4 to the DC. The Moderator is just going to have to learn how to do epic spells really quick J. Spell Seeds: Afflict Enchantment (Compulsion) [Feat, Mind-Affecting] Base DC 14 Animate Transmutation Base DC 25 Animate Dead Necromancy [Evil] Base DC 23 Armor Conjuration (Creation) [Force] DC 14 Banish Abjuration Base DC 27 Compel Enchantment (Compulsion) [Mind-Affecting] Base DC 19 Conceal Illusion (Glamer} Base DC 17 Conjure Conjuration (Creation) Base DC 21 Contact Divination Base DC 23 Delude Illusion (Figment) Base DC 14 Destroy Transmutation Base DC 29 Dispel Abjuration Base DC 19 Energy Evocation [Acid, Fire, Electricity, Cold, or Sonic] Base DC 19 Foresee Divination Base DC 17 Fortify Transmutation Base DC 17 Heal Conjuration (Healing) Base DC 25 Life Conjuration (Healing) Base DC 27 Reflect Abjuration Base DC 27 Reveal Divination Base DC 19 Slay Necromancy [Death] Base DC 25 Summon Conjuration (Summoning) Base DC 14 Transform Transmutation Base DC 21 Transport Transmutation [Teleportation] Base DC 27 Ward Abjuration Base DC 14 These four Mitigating Factors I think are correct for the IR: Backlash 1 PL of damage -2 to Epic DC Burn 1 Character Level -5 to Epic DC Increase Casting Time to 1 day -20 to Epic DC Increase Casting Time 1 additional day -2 to Epic DC [/QUOTE]
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