Request for an Epic Spell design

Edena_of_Neith

First Post
I am looking for examples of Epic Spells that will prolong the life (in the classic Pons de Leon sense ... the Fountain of Youth with no strings attached) of the wizard casting it.
If the spell can be used on someone besides the mage, that would be nice also.

By prolong life, I mean allow the wizard to live for 1,000 years or longer in health equal to the prime of life, with no drawbacks or side effects.
If cast on someone else, the same benefits for them.
This assumes the wizard is human or halfling.
If half-elven or dwarven, make it 2,000 years or longer.
If elven, make it 3,000 years or longer.

Can it be done?
Can this spell be created?

If yes, I assume there are different approaches to doing it.
What are these approaches?
How would you create this spell?

NOTE: Do not use Vile magic for the construction of this spell. I realize Vile magic is a possibility, but I want to exclude it from this particular question.
Also, no artifact or relics in the material components, please.

Anyone know how to manufacture this Epic Spell?

Thanks.
Edena_of_Neith
 
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Why use Epic Magic? Stop the Years (from Relics and Rituals 2) stops aging cold for 1d10 years and has no material components or experience components. Just cast it once every six months to be safe and you can leave lichdom to those without the good sense to master chronomancy.
 

I could see using the Life or Fotify seeds (or both). Whatever one decides on, the Spellcraft DC adjustment would be ad hoc, since it is not spelled out anywhere. It would be pretty easy to make the spell, but leave out what the final spellcraft DC is since there would be a variety of opinions on what it should actually be....
 


Actually --

This is an application of the Fortify spell seed, more or less.
The DC is laid out, in the side bar under the Fortify spell seed. Extending a specific age category (in this case middle age) to last for a thousand years (as Edena asked) would be an astronomical DC. I can throw the spell together when I get home (don't have ELH here with me at work), but I can already tell you, this will quite possible take days to cast, probably require ritual casting, and still hit everyone and their grandmother for around 400d6 backlash to be in that nice area of Spellcraft DC 70.
 
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I always found it interesting how much easier it was to become immortal if you were evil. Why can't good guys do it as well?
 

Nasma said:
I always found it interesting how much easier it was to become immortal if you were evil. Why can't good guys do it as well?

Elves can: there are good elven liches called baelnorns.

But usually becoming one of the living dead is evil, so they do it. Other methods often involve stealing the life force of other individuals, which is even more evil.
 

Of course, a sane DM would probably suggest that extension of lifespan without drawback or sacrifice was unbalancing and thus rule that such a spell cannot be researched...
 

Malin Genie said:
Of course, a sane DM would probably suggest that extension of lifespan without drawback or sacrifice was unbalancing and thus rule that such a spell cannot be researched...


Unbalancing? How do you figure? This is one of the things that I cannot fathom in 3e, the lack of life extending magic. I've asked around on many occasions, and not one person has been able to provide a reasonable explanation for this quirk in 3e. I mean really what difference does it make? Has anyone found any game issues cropping up because of the disparity between the lifespan of say half-orcs and elves? In fact I've found that if you run a campaign over a longer period of time, it has the exact opposite effect pushing races against archtype. People play the shorter lived races as spellcasters to get the mental stat bonus, and elves as warriors to keep from loosing the physical stats.
 

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