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Level-based epic spells
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<blockquote data-quote="Kerrick" data-source="post: 2948698" data-attributes="member: 4722"><p>Okay, I finally finished all the spells. It took a little longer than I thought, simply because there were so many of them. I've appended the file to the first post, and put up the guidelines I used (the effective "rules" for this system, such as they are).</p><p></p><p></p><p>And just for S&G, I'm tossing in a few epic spells from <em>Sandstorm</em> and <em>Stormwrack.</em></p><p></p><p>From <em>Sandstorm:</em></p><p></p><p><em>Beast of a thousand legs:</em> Make this one a ritual, around L19-20.</p><p></p><p><em>Dire drought:</em> L20. See the notes I posted under <em>dire winter</em> in the spell doc.</p><p></p><p><em>Global Warming:</em> Ritual spell, around L20.</p><p> </p><p><em>Volcano:</em> L14.</p><p></p><p></p><p>From <em>Stormwrack:</em></p><p></p><p><em>Part the waters:</em> This is nothing more than a super-duper <em>lower water</em> (which was L6?), so I'd lower the duration to one round and put it around L10.</p><p></p><p><em>River dragon:</em> You're transforming a large amount of water into a CR 55 (bronze) or CR 50 (black) dragon. Since it's not quite a summoning, I'd halve the CR adjustments - in this case, we'll split the difference and say CR 52, which ends up with a +8 adjustment (52/2 = 26, 26/3 = 8). Drop the casting time to 1 round, ditch the XP cost, and you have a L18 spell. If you really want, you can lower the level by applying XP - I'd recommend no more than 1,000 though.</p><p></p><p><em>Seas of Blood:</em> First, I'd make the base spell (turns water to blood) around L5; apply widen x3.5 (+2 each, for +7), add in the dire sharks (they're CR 12, so no adjustment, but add +1 each for multiple creatures, and drop it by -5 for specificity) and another +4 for the persistent summoning effect, and a final +6 for permanency (L20). This is really a badass spell, but it's too high a level, even for what it does - you could add an XP cost (around 500-1000) to drop it to L16-18, which is just about right.</p><p></p><p></p><p></p><p></p><p>Nope. By the rules in the OP, it's L15. Fireball (L3), admixture x3 (+3 each, for +9) and widen (+3) = 15. Besides, the damage cap for L15 is 40.</p><p></p><p>On a side note: if you applied admixture x3 to <em>meteor swarm</em>, you'd get 96d6 for a L18 spell. Or delayed blast fireball - 80d6 for a L16 slot (you'd be L20 well before you got L16 spells, so the 20d6 damage cap applies). It makes me think that perhaps the damage caps should be extended for 10th+ level spells (if not removed altogether) - 30 dice at L10 for arcane single-target spells, then go up by 10 dice/level, instead of 10/2 levels. Multiple target damage would be 25 dice at L10, then go up by 10 dice/level as normal (so it would still lag behind single-target spells by 5 dice).</p><p></p><p>This way, meteor swarm is just a bit over the cap - 95 dice at L18. DBF would be capped at 85d6, but considering you'd be getting the slot around 35th level, you've already reached the cap. I'll have to mull this over a bit - there's something here, I just can't figure out how to work it yet.</p></blockquote><p></p>
[QUOTE="Kerrick, post: 2948698, member: 4722"] Okay, I finally finished all the spells. It took a little longer than I thought, simply because there were so many of them. I've appended the file to the first post, and put up the guidelines I used (the effective "rules" for this system, such as they are). And just for S&G, I'm tossing in a few epic spells from [i]Sandstorm[/i] and [i]Stormwrack.[/i] From [i]Sandstorm:[/i] [i]Beast of a thousand legs:[/i] Make this one a ritual, around L19-20. [i]Dire drought:[/i] L20. See the notes I posted under [i]dire winter[/i] in the spell doc. [i]Global Warming:[/i] Ritual spell, around L20. [i]Volcano:[/i] L14. From [i]Stormwrack:[/i] [i]Part the waters:[/i] This is nothing more than a super-duper [i]lower water[/i] (which was L6?), so I'd lower the duration to one round and put it around L10. [i]River dragon:[/i] You're transforming a large amount of water into a CR 55 (bronze) or CR 50 (black) dragon. Since it's not quite a summoning, I'd halve the CR adjustments - in this case, we'll split the difference and say CR 52, which ends up with a +8 adjustment (52/2 = 26, 26/3 = 8). Drop the casting time to 1 round, ditch the XP cost, and you have a L18 spell. If you really want, you can lower the level by applying XP - I'd recommend no more than 1,000 though. [i]Seas of Blood:[/i] First, I'd make the base spell (turns water to blood) around L5; apply widen x3.5 (+2 each, for +7), add in the dire sharks (they're CR 12, so no adjustment, but add +1 each for multiple creatures, and drop it by -5 for specificity) and another +4 for the persistent summoning effect, and a final +6 for permanency (L20). This is really a badass spell, but it's too high a level, even for what it does - you could add an XP cost (around 500-1000) to drop it to L16-18, which is just about right. Nope. By the rules in the OP, it's L15. Fireball (L3), admixture x3 (+3 each, for +9) and widen (+3) = 15. Besides, the damage cap for L15 is 40. On a side note: if you applied admixture x3 to [i]meteor swarm[/i], you'd get 96d6 for a L18 spell. Or delayed blast fireball - 80d6 for a L16 slot (you'd be L20 well before you got L16 spells, so the 20d6 damage cap applies). It makes me think that perhaps the damage caps should be extended for 10th+ level spells (if not removed altogether) - 30 dice at L10 for arcane single-target spells, then go up by 10 dice/level, instead of 10/2 levels. Multiple target damage would be 25 dice at L10, then go up by 10 dice/level as normal (so it would still lag behind single-target spells by 5 dice). This way, meteor swarm is just a bit over the cap - 95 dice at L18. DBF would be capped at 85d6, but considering you'd be getting the slot around 35th level, you've already reached the cap. I'll have to mull this over a bit - there's something here, I just can't figure out how to work it yet. [/QUOTE]
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