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<blockquote data-quote="Lorehead" data-source="post: 2814453" data-attributes="member: 40086"><p><strong>Alternative Epic Spellcasting</strong></p><p></p><p>Here's a draft I’ve come up with for an extension of the spell-slot system, as a possible replacement for epic spells (although you might also permit both in the same game). It could use your constructive criticism, and lots of playtesting.</p><p></p><p>Each spell level in this system represents not an incremental improvement, but a major leap, a great breakthrough in magic which changes what every mage thinks of as possible. Scholars of magic not only know the names of the first epic mage, but revere the discoverer of each new magical secret the way a physicist in our world might speak of Galileo, Newton and Einstein. To successfully create even one epic spell would be the accomplishment of a lifetime for a great archmage. To learn and master all of these great achievements, combine them, and then surpass them to create a new form of magic superior to any the world has seen would guarantee immortality.</p><p></p><p>For clerics, these great blessings serve as proof that nothing is impossible for those with faith. It may well be that, at this stage, the relationship between the cleric and his deity has fundamentally shifted, and it is only because of the cleric’s own works that his deity or cause has such power to grant. To a druid, these secrets were always there to discover, and she is only now discerning and becoming worthy of them for the first time. A sorcerer sees his new powers as the flowering of his potential and as proof that the world is his to reshape through the force of his will (although he may, for now, need some assistance from other potent beings to get there). For a wizard, each new stage of her journey is a conceptual shift that reveals and explains not just why everything she has learned up to now works, but how what she hasn’t yet been able to do works as well. Through ceaseless experimentation in many areas of magic at once, she develops theory after theory of magic, only to reject each one as she reveals a more complete picture. For this reason, she never only learns just one application of her new discovery, nor does it apply to only one kind of magic: it is always a new framework, too comprehensive to capture by focusing single-mindedly on the quirks of just one new spell, or even a single school of magic.</p><p></p><p>At the same time, the new spells do not merely become more deadly. The most complex and powerful conventional spells already can slay a score of mighty heroes or devastate a land. The failure of this model is not that it doesn't let a mage throw enough raw energy at a problem, or that the saving throw your foes must make to survive is not high enough; metamagic feats applied to ordinary spells can fill those needs easily. Instead, epic spells do things even mages think of as “impossible.” They make merely killing a foe seem like a missed opportunity.</p><p></p><p><strong>Spells Above 9th Level</strong></p><p>Spells of 10th level and above follow most of the same rules as nonepic spells, with some exceptions as detailed below. Epic-level characters do not need to take any special feats in order to cast spells above 9th level. <strong>Therefore, the Epic Spellcasting and Improved Spell Capacity feats do not exist.</strong> (If you use the Divine Rules section of the SRD in your campaign, the Divine Spellcasting salient divine ability does not exist, either.)</p><p></p><p><em>Variant rule: mix and match:</em> Since I have tried to balance these alternative spellcasters with the other epic classes, they should, in theory, be balanced with respect to characters who use the rules in the SRD. You might therefore choose to allow paladins and rangers to continue to take Improved Spell Capacity, or even to let bards take the feat once. You also might decide to allow the Epic Spellcasting feat. If so, I recommend that each character choose at 21st level either to use these rules or the rules in the SRD (and not be able to learn spells above 9th level), but not both. This could represent different magical traditions, akin to the differences between classes. It would certainly not be balanced to allow any character using these new spell progressions to also take Improved Spell Capacity.</p><p></p><p><strong>Gaining Epic Spells</strong></p><p>Characters of some classes continue to gain new spells per day at each level above 20th. They learn and cast these spells just as they did at 20th level and below, except as specified in each class description. In general, spells above 10th level are more difficult to master and correspondingly difficult to resist. In every case, you must have a key ability score of at least 10 + spell level to cast the spell.</p><p></p><p><strong>Bonus Epic Spells</strong></p><p>The number of bonus spells you receive is exactly the same as in the SRD (see the table below). You must be able to cast spells of a given level before you can receive bonus spells of that level, even if your ability score would be high enough to receive such bonus spells. Epic-level characters also continue to receive bonus spells of 1st to 9th level, as shown in <em>Core Rulebook I</em>. In general, you gain at least one bonus spell of all levels up to and including your key ability bonus, and one additional bonus spell of each level for every four points by which your key ability bonus exceeds that level.</p><p></p><p><strong>Table: Expanded Ability Modifiers and Bonus Spells</strong></p><p>[code]</p><p>Score Modifier Bonus Spells per Day of 10th Level and Higher</p><p>[u] 10th 11th 12th 13th 14th 15th 16th 17th 18th 19th 20th 21st 22nd 23rd 24th 25th[/u]</p><p><30 <10 — — — — — — — — — — — — — — — —</p><p>30-31 +10 1 — — — — — — — — — — — — — — —</p><p>32-33 +11 1 1 — — — — — — — — — — — — — —</p><p>34-35 +12 1 1 1 — — — — — — — — — — — — —</p><p>36-37 +13 1 1 1 1 — — — — — — — — — — — —</p><p>38-39 +14 2 1 1 1 1 — — — — — — — — — — —</p><p>40-41 +15 2 2 1 1 1 1 — — — — — — — — — —</p><p>42-43 +16 2 2 2 1 1 1 1 — — — — — — — — —</p><p>44-45 +17 2 2 2 2 1 1 1 1 — — — — — — — —</p><p>46-47 +18 3 2 2 2 2 1 1 1 1 — — — — — — —</p><p>48-49 +19 3 3 2 2 2 2 1 1 1 1 — — — — — —</p><p>50-51 +20 3 3 3 2 2 2 2 1 1 1 1 — — — — —</p><p>52-53 +21 3 3 3 3 2 2 2 2 1 1 1 1 — — — —</p><p>54-55 +22 4 3 3 3 3 2 2 2 2 1 1 1 1 — — —</p><p>56-57 +23 4 4 3 3 3 3 2 2 2 2 1 1 1 1 — —</p><p>58-59 +24 4 4 4 3 3 3 3 2 2 2 2 1 1 1 1 —</p><p>60-61 +25 4 4 4 4 3 3 3 3 2 2 2 2 1 1 1 1</p><p>etc ...</p><p>[/code]</p><p></p><p><strong>Saving Throws Against Epic Spells</strong></p><p>The DC of a saving throw against a spell of 10th level or higher is 2 × spell level + ability modifier (determined by your class). Saving throw DCs against spells of 9th level or below remain the same, at 10 + spell level + ability modifier.</p><p></p><p><strong>Skill Checks Involving Epic Spells</strong></p><p>In general, whenever you would add a spell level to the DC of a skill check for spells up to 9th level, you should instead subtract 10 and add 2 × spell level for spells of 10th level and up. Continue to calculate the save DC as before for spells up to 9th level. The same notes and restrictions apply to spells 10th level and above as to spells 9th level and below, even if not reprinted here in full. Some important examples:</p><p></p><p><em>Concentration check DCs involving epic spells (by distraction):</em></p><p>2 × spell level + damage dealt (damaged during the action)</p><p>2 × spell level + half of continuous damage last dealt (taking continuous damage during the action)</p><p>2 × spell level + distracting spell’s save DC (distracted by a spell)</p><p>2 × spell level (vigorous motion)</p><p>2 × spell level + 5 (violent motion)</p><p>2 × spell level + 10 (extraordinarily violent motion)</p><p>2 × spell level + 5 (entangled)</p><p>2 × spell level + 10 (grappling or pinned)</p><p>2 × spell level - 5 (high wind with blinding rain or sleet)</p><p>2 × spell level (wind-driven hail, dust or debris)</p><p>2 × spell level + 40 (cast spell with somatic component while grappled)</p><p></p><p><em>Spellcraft check DCs involving epic spells (by task):</em></p><p>2 × spell level + 5 (identify a spell being cast)</p><p>2 × spell level + 5 (learn a spell from a spellbook or scroll; wizard only)</p><p>2 × spell level + 5 (prepare a spell from a borrowed spellbook)</p><p>2 × spell level + 5 (with <em>detect magic</em>, determine the school of magic)</p><p>2 × spell level + 10 (identify a spell in place)</p><p>2 × spell level + 10 (identify materials created or shaped by magic)</p><p>2 × spell level + 15 (after rolling a saving throw, determine the spell)</p><p></p><p><em>Use Magic Device check DCs involving epic spells (by task):</em></p><p>2 × spell level + 15 (decipher a written spell)</p><p></p><p><strong>Cost of Epic Magic Items</strong></p><p>The cost of epic magic items is the same as in the SRD. This includes scrolls of spells 10th level and higher. A character with the Scribe Epic Scroll feat can create such scrolls.</p><p></p><p><strong>Other Calculations Involving Epic Spells</strong></p><p>Because each spell level above 9th takes twice as long to master as each nonepic spell level, you should replace the spell level variable of most formulas with the expression (2 × spell level - 10) for spells of 10th level and above. The DM should determine when this is and isn’t appropriate. An example of when this is not necessary is when the cost of some item is directly proportional to both the spell level and the caster level of a spell, since the higher caster level already reflects the complexity of epic spells.</p><p></p><p><strong>Spell Duration Limits</strong></p><p>Any spell duration measured in hours, minutes, rounds or any other unit of time less than a day cannot exceed 25 hours, unless the spell is modified with the Extend Spell feat. In this case, the maximum duration cannot exceed 49 hours. It is very difficult to make a short-term spell last long enough that you will not have to replace it every day, just as it is very difficult to replenish your spells more than once per day.</p><p></p><p><strong>Spell Interactions at Epic Levels</strong></p><p>Any nonepic spell that absolutely defeats some type of effect, with no check or saving throw involved, <strong>does not work against tenth-level and higher spells</strong> unless otherwise stated. Thus, <em>mage’s disjunction</em> only automatically disjoins spells up to 9th level, but has a chance to destroy epic level items, and <em>protection from evil</em>, a first-level spell, does not protect against epic-level enchantments. <em>Greater dispel magic</em>, on the other hand, has a chance to dispel even epic spells if the caster succeeds at the caster level check.</p><p></p><p>The ongoing effects of epic curses are often difficult for anyone less powerful than the original caster to remove. (Frequently, the real purpose of the curse is epic extortion.) A typical epic spell can only be overcome by a specific type of effect of a high enough caster level, although sometimes a caster level check or minimum spell level substitutes for the caster level requirement. There is no such thing as an impregnable defense or an irresistable attack at epic level.</p><p></p><p><strong>Epic Spellcasting Classes</strong></p><p>These epic versions of the cleric, druid, sorcerer and wizard classes replace those in the SRD.</p><p></p><p><strong>The Epic Cleric</strong></p><p>The epic cleric <strong>does not receive domain spells of 10th level or above</strong>. The granted powers of his domains, as well as his ability to turn and rebuke undead, continue to improve as he gains levels. He remains able to spontaneously cast certain spells, including metamagic versions of <em>cure</em> or <em>inflict</em> spells, and some new spells of 10th level or higher. Each new spell a cleric can spontaneously cast is noted as such in the spell description.</p><p></p><p>A cleric gains a bonus feat at level 30 and every 10 levels thereafter. The cleric may choose these feats from the following list: Armor Skin, Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Bonus Domain, Enhance Spell, Epic Spell Focus, Epic Spell Penetration, Ignore Material Components, Improved Alignment-Based Casting, Improved Combat Casting, Improved Heighten Spell, Improved Metamagic, Intensify Spell, Multispell, Negative Energy Burst, Permanent Emanation, Planar Turning, Positive Energy Aura, Spectral Strike, Spell Stowaway, Spell Opportunity, Spontaneous Domain Access, Spontaneous Spell, Tenacious Magic, Undead Mastery, Zone of Animation.</p><p></p><p>The following table shows the cleric's spell progression above 20th level. The pattern continues indefinitely.</p><p></p><p><strong>The Epic Cleric: Spells per Day and Bonus Feats</strong></p><p>[code]</p><p>Level Spells Per Day Bonus Feats</p><p>[u] 6th 7th 8th 9th 10th 11th 12th 13th 14th [/u]</p><p>21 5+1 4+1 4+1 4+1 1 — — — —</p><p>22 5+1 5+1 4+1 4+1 2 — — — —</p><p>23 5+1 5+1 5+1 4+1 2 — — — —</p><p>24 5+1 5+1 5+1 5+1 3 — — — —</p><p>25 5+1 5+1 5+1 5+1 3 1 — — —</p><p>26 5+1 5+1 5+1 5+1 3 2 — — —</p><p>27 5+1 5+1 5+1 5+1 4 2 — — —</p><p>28 5+1 5+1 5+1 5+1 4 3 — — —</p><p>29 5+1 5+1 5+1 5+1 4 3 1 — —</p><p>30 5+1 5+1 5+1 5+1 4 3 2 — — Bonus Feat</p><p>31 5+1 5+1 5+1 5+1 5 4 2 — —</p><p>32 5+1 5+1 5+1 5+1 5 4 3 — —</p><p>33 5+1 5+1 5+1 5+1 5 4 3 1 —</p><p>34 5+1 5+1 5+1 5+1 5 4 3 2 —</p><p>35 5+1 5+1 5+1 5+1 5 5 4 2 —</p><p>46 5+1 5+1 5+1 5+1 5 5 4 3 —</p><p>37 5+1 5+1 5+1 5+1 5 5 4 3 1</p><p>38 5+1 5+1 5+1 5+1 5 5 4 3 2</p><p>39 5+1 5+1 5+1 5+1 5 5 5 4 2</p><p>40 5+1 5+1 5+1 5+1 5 5 5 4 3 Bonus Feat</p><p>etc ...</p><p>[/code]</p><p></p><p><strong>The Epic Druid</strong></p><p>The epic druid’s animal companion continues to increase in power. At every three levels higher than 18th (21st, 24th, 27th, and so on), the companion gains +2 bonus Hit Dice, its natural armor increases by 2, its Strength and Dexterity modifiers increase by 1, and it learns one additional bonus trick. The epic druid can use her wild shape ability to take the form of an animal one additional time per day every four levels higher than 18th. The druid’s ability to wild shape into an elemental does not improve.</p><p></p><p>A druid gains a bonus feat at level 32 and every 12 levels thereafter. The druid may choose these feats from the following list: Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Colossal Wild Shape, Diminutive Wild Shape, Dragon Wild Shape, Energy Resistance, Enhance Spell, Epic Spell Focus, Epic Spell Penetration, Fast Healing, Fine Wild Shape, Gargantuan Wild Shape, Ignore Material Components, Improved Combat Casting, Improved Elemental Wild Shape, Improved Heighten Spell, Improved Metamagic, Intensify Spell, Magical Beast Companion, Magical Beast Wild Shape, Multispell, Perfect Health, Permanent Emanation, Plant Wild Shape, Spell Stowaway, Spell Opportunity, Spontaneous Spell, Tenacious Magic, Vermin Wild Shape.</p><p></p><p><strong>The Epic Druid: Spells per Day and Bonus Feats</strong></p><p>[code]</p><p>Level Spells Per Day Bonus Feats</p><p>[u] 6th 7th 8th 9th 10th 11th 12th 13th 14th [/u]</p><p>21 5 4 4 4 1 — — — —</p><p>22 5 5 4 4 2 — — — —</p><p>23 5 5 5 4 2 — — — —</p><p>24 5 5 5 5 3 — — — —</p><p>25 5 5 5 5 3 1 — — —</p><p>26 5 5 5 5 3 2 — — —</p><p>27 5 5 5 5 4 2 — — —</p><p>28 5 5 5 5 4 3 — — —</p><p>29 5 5 5 5 4 3 1 — —</p><p>30 5 5 5 5 4 3 2 — —</p><p>31 5 5 5 5 5 4 2 — —</p><p>32 5 5 5 5 5 4 3 — — Bonus Feat</p><p>33 5 5 5 5 5 4 3 1 —</p><p>34 5 5 5 5 5 4 3 2 —</p><p>35 5 5 5 5 5 5 4 2 —</p><p>46 5 5 5 5 5 5 4 3 —</p><p>37 5 5 5 5 5 5 4 3 1</p><p>38 5 5 5 5 5 5 4 3 2</p><p>39 5 5 5 5 5 5 5 4 2</p><p>40 5 5 5 5 5 5 5 4 3</p><p>etc ...</p><p>[/code]</p><p></p><p><strong>The Epic Sorcerer</strong></p><p>The epic sorcerer’s ability to learn new spells in place of old ones improves at epic levels. At levels 22 and 24, he may swap any sorcerer spell of 8th level or less with another of the same level, as normal. Starting at level 26, the spell he replaces need only be at least <strong>one</strong> level lower than the highest-level sorcerer spell the sorcerer can cast. The epic sorcerer’s familiar continues to advance, as in the SRD.</p><p></p><p>Starting at level 21, the sorcerer gains a spell slot of each new level before learning any spells of that level. He can use these slots to cast lower-level spells modified by metamagic feats.</p><p></p><p>A sorcerer gains a bonus feat at level 30 and every 10 levels thereafter. The sorcerer may choose these feats from the following list: Augmented Alchemy, Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Energy Resistance, Enhance Spell, Epic Spell Focus, Epic Spell Penetration, Familiar Spell, Ignore Material Components, Improved Combat Casting, Improved Heighten Spell, Improved Metamagic, Intensify Spell, Master Staff, Master Wand, Multispell, Permanent Emanation, Spell Knowledge, Spell Stowaway, Spell Opportunity.</p><p></p><p><strong>The Epic Sorcerer: Spells per Day and Bonus Feats</strong></p><p>[code]</p><p>Level Spells Per Day Bonus Feats</p><p>[u] 10th 11th 12th 13th 14th [/u]</p><p>21 1* — — — —</p><p>22 3 — — — —</p><p>23 4 — — — —</p><p>24 5 — — — —</p><p>25 6 1* — — —</p><p>26 6 3 — — —</p><p>27 6 4 — — —</p><p>28 6 5 — — —</p><p>29 6 6 1* — —</p><p>30 6 6 3 — — Bonus Feat</p><p>31 6 6 4 — —</p><p>32 6 6 5 — —</p><p>33 6 6 6 1* —</p><p>34 6 6 6 3 —</p><p>35 6 6 6 4 —</p><p>46 6 6 6 5 —</p><p>37 6 6 6 6 1*</p><p>38 6 6 6 6 3</p><p>39 6 6 6 6 4</p><p>40 6 6 6 6 5 Bonus Feat</p><p>etc ...</p><p>* The sorcerer knows no spells of this level.</p><p>[/code]</p><p></p><p><strong>The Epic Sorcerer: Spells Known</strong></p><p>[code]</p><p>Level Spells Known</p><p>[u] 10th 11th 12th 13th 14th[/u]</p><p>21 0 — — — —</p><p>22 1 — — — —</p><p>23 2 — — — —</p><p>24 2 — — — —</p><p>25 3 0 — — —</p><p>26 3 1 — — —</p><p>27 3 2 — — —</p><p>28 3 2 — — —</p><p>29 3 3 0 — —</p><p>30 3 3 1 — —</p><p>31 3 3 2 — —</p><p>32 3 3 2 — —</p><p>33 3 3 3 0 —</p><p>34 3 3 3 1 —</p><p>35 3 3 3 2 —</p><p>46 3 3 3 2 —</p><p>37 3 3 3 3 0</p><p>38 3 3 3 3 1</p><p>39 3 3 3 3 2</p><p>40 3 3 3 3 2</p><p>etc...</p><p>[/code]</p><p></p><p><strong>The Epic Wizard</strong></p><p>An epic specialist wizard <strong>does not receive extra spell slots of 10th level and higher</strong>. (It does become easier for her to duplicate spells from her prohibited schools, however.) She continues to learn two spells for free at each new class level, and these new spells are not restricted by school. Her familiar continues to advance, as in the SRD.</p><p></p><p>A wizard gains a bonus feat at level 30 and every 10 levels thereafter. The wizard may choose these feats from the following list: Augmented Alchemy, Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Combat Casting, Craft Epic Magic Arms and Armor, Craft Epic Rod, Craft Epic Staff, Craft Epic Wondrous Item, Efficient Item Creation, Enhance Spell, Epic Spell Focus, Epic Spell Penetration, Familiar Spell, Forge Epic Ring, Ignore Material Components, Improved Combat Casting, Improved Heighten Spell, Improved Metamagic, Intensify Spell, Multispell, Permanent Emanation, Scribe Epic Scroll, Spell Focus, Spell Knowledge, Spell Mastery, Spell Penetration, Spell Stowaway, Spell Opportunity, Spontaneous Spell, Tenacious Magic. In addition to the feats on this list, the wizard may select any item creation feat or metamagic feat not listed here.</p><p></p><p><strong>The Epic Wizard: Spells per Day and Bonus Feats</strong></p><p>[code]</p><p>Level Spells Per Day Bonus Feats</p><p>[u] 10th 11th 12th 13th 14th [/u]</p><p>21 1 — — — —</p><p>22 2 — — — —</p><p>23 2 — — — —</p><p>24 3 — — — —</p><p>25 3 1 — — —</p><p>26 3 2 — — —</p><p>27 4 2 — — —</p><p>28 4 3 — — —</p><p>29 4 3 1 — —</p><p>30 4 3 2 — — Bonus Feat</p><p>31 4 4 2 — —</p><p>32 4 4 3 — —</p><p>33 4 4 3 1 —</p><p>34 4 4 3 2 —</p><p>35 4 4 4 2 —</p><p>46 4 4 4 3 —</p><p>37 4 4 4 3 1</p><p>38 4 4 4 3 2</p><p>39 4 4 4 4 2</p><p>40 4 4 4 4 3 Bonus Feat</p><p>etc ...</p><p>[/code]</p></blockquote><p></p>
[QUOTE="Lorehead, post: 2814453, member: 40086"] [b]Alternative Epic Spellcasting[/b] Here's a draft I’ve come up with for an extension of the spell-slot system, as a possible replacement for epic spells (although you might also permit both in the same game). It could use your constructive criticism, and lots of playtesting. Each spell level in this system represents not an incremental improvement, but a major leap, a great breakthrough in magic which changes what every mage thinks of as possible. Scholars of magic not only know the names of the first epic mage, but revere the discoverer of each new magical secret the way a physicist in our world might speak of Galileo, Newton and Einstein. To successfully create even one epic spell would be the accomplishment of a lifetime for a great archmage. To learn and master all of these great achievements, combine them, and then surpass them to create a new form of magic superior to any the world has seen would guarantee immortality. For clerics, these great blessings serve as proof that nothing is impossible for those with faith. It may well be that, at this stage, the relationship between the cleric and his deity has fundamentally shifted, and it is only because of the cleric’s own works that his deity or cause has such power to grant. To a druid, these secrets were always there to discover, and she is only now discerning and becoming worthy of them for the first time. A sorcerer sees his new powers as the flowering of his potential and as proof that the world is his to reshape through the force of his will (although he may, for now, need some assistance from other potent beings to get there). For a wizard, each new stage of her journey is a conceptual shift that reveals and explains not just why everything she has learned up to now works, but how what she hasn’t yet been able to do works as well. Through ceaseless experimentation in many areas of magic at once, she develops theory after theory of magic, only to reject each one as she reveals a more complete picture. For this reason, she never only learns just one application of her new discovery, nor does it apply to only one kind of magic: it is always a new framework, too comprehensive to capture by focusing single-mindedly on the quirks of just one new spell, or even a single school of magic. At the same time, the new spells do not merely become more deadly. The most complex and powerful conventional spells already can slay a score of mighty heroes or devastate a land. The failure of this model is not that it doesn't let a mage throw enough raw energy at a problem, or that the saving throw your foes must make to survive is not high enough; metamagic feats applied to ordinary spells can fill those needs easily. Instead, epic spells do things even mages think of as “impossible.” They make merely killing a foe seem like a missed opportunity. [b]Spells Above 9th Level[/b] Spells of 10th level and above follow most of the same rules as nonepic spells, with some exceptions as detailed below. Epic-level characters do not need to take any special feats in order to cast spells above 9th level. [b]Therefore, the Epic Spellcasting and Improved Spell Capacity feats do not exist.[/b] (If you use the Divine Rules section of the SRD in your campaign, the Divine Spellcasting salient divine ability does not exist, either.) [i]Variant rule: mix and match:[/i] Since I have tried to balance these alternative spellcasters with the other epic classes, they should, in theory, be balanced with respect to characters who use the rules in the SRD. You might therefore choose to allow paladins and rangers to continue to take Improved Spell Capacity, or even to let bards take the feat once. You also might decide to allow the Epic Spellcasting feat. If so, I recommend that each character choose at 21st level either to use these rules or the rules in the SRD (and not be able to learn spells above 9th level), but not both. This could represent different magical traditions, akin to the differences between classes. It would certainly not be balanced to allow any character using these new spell progressions to also take Improved Spell Capacity. [b]Gaining Epic Spells[/b] Characters of some classes continue to gain new spells per day at each level above 20th. They learn and cast these spells just as they did at 20th level and below, except as specified in each class description. In general, spells above 10th level are more difficult to master and correspondingly difficult to resist. In every case, you must have a key ability score of at least 10 + spell level to cast the spell. [b]Bonus Epic Spells[/b] The number of bonus spells you receive is exactly the same as in the SRD (see the table below). You must be able to cast spells of a given level before you can receive bonus spells of that level, even if your ability score would be high enough to receive such bonus spells. Epic-level characters also continue to receive bonus spells of 1st to 9th level, as shown in [i]Core Rulebook I[/i]. In general, you gain at least one bonus spell of all levels up to and including your key ability bonus, and one additional bonus spell of each level for every four points by which your key ability bonus exceeds that level. [b]Table: Expanded Ability Modifiers and Bonus Spells[/b] [code] Score Modifier Bonus Spells per Day of 10th Level and Higher [u] 10th 11th 12th 13th 14th 15th 16th 17th 18th 19th 20th 21st 22nd 23rd 24th 25th[/u] <30 <10 — — — — — — — — — — — — — — — — 30-31 +10 1 — — — — — — — — — — — — — — — 32-33 +11 1 1 — — — — — — — — — — — — — — 34-35 +12 1 1 1 — — — — — — — — — — — — — 36-37 +13 1 1 1 1 — — — — — — — — — — — — 38-39 +14 2 1 1 1 1 — — — — — — — — — — — 40-41 +15 2 2 1 1 1 1 — — — — — — — — — — 42-43 +16 2 2 2 1 1 1 1 — — — — — — — — — 44-45 +17 2 2 2 2 1 1 1 1 — — — — — — — — 46-47 +18 3 2 2 2 2 1 1 1 1 — — — — — — — 48-49 +19 3 3 2 2 2 2 1 1 1 1 — — — — — — 50-51 +20 3 3 3 2 2 2 2 1 1 1 1 — — — — — 52-53 +21 3 3 3 3 2 2 2 2 1 1 1 1 — — — — 54-55 +22 4 3 3 3 3 2 2 2 2 1 1 1 1 — — — 56-57 +23 4 4 3 3 3 3 2 2 2 2 1 1 1 1 — — 58-59 +24 4 4 4 3 3 3 3 2 2 2 2 1 1 1 1 — 60-61 +25 4 4 4 4 3 3 3 3 2 2 2 2 1 1 1 1 etc ... [/code] [b]Saving Throws Against Epic Spells[/b] The DC of a saving throw against a spell of 10th level or higher is 2 × spell level + ability modifier (determined by your class). Saving throw DCs against spells of 9th level or below remain the same, at 10 + spell level + ability modifier. [b]Skill Checks Involving Epic Spells[/b] In general, whenever you would add a spell level to the DC of a skill check for spells up to 9th level, you should instead subtract 10 and add 2 × spell level for spells of 10th level and up. Continue to calculate the save DC as before for spells up to 9th level. The same notes and restrictions apply to spells 10th level and above as to spells 9th level and below, even if not reprinted here in full. Some important examples: [i]Concentration check DCs involving epic spells (by distraction):[/i] 2 × spell level + damage dealt (damaged during the action) 2 × spell level + half of continuous damage last dealt (taking continuous damage during the action) 2 × spell level + distracting spell’s save DC (distracted by a spell) 2 × spell level (vigorous motion) 2 × spell level + 5 (violent motion) 2 × spell level + 10 (extraordinarily violent motion) 2 × spell level + 5 (entangled) 2 × spell level + 10 (grappling or pinned) 2 × spell level - 5 (high wind with blinding rain or sleet) 2 × spell level (wind-driven hail, dust or debris) 2 × spell level + 40 (cast spell with somatic component while grappled) [i]Spellcraft check DCs involving epic spells (by task):[/i] 2 × spell level + 5 (identify a spell being cast) 2 × spell level + 5 (learn a spell from a spellbook or scroll; wizard only) 2 × spell level + 5 (prepare a spell from a borrowed spellbook) 2 × spell level + 5 (with [i]detect magic[/i], determine the school of magic) 2 × spell level + 10 (identify a spell in place) 2 × spell level + 10 (identify materials created or shaped by magic) 2 × spell level + 15 (after rolling a saving throw, determine the spell) [i]Use Magic Device check DCs involving epic spells (by task):[/i] 2 × spell level + 15 (decipher a written spell) [b]Cost of Epic Magic Items[/b] The cost of epic magic items is the same as in the SRD. This includes scrolls of spells 10th level and higher. A character with the Scribe Epic Scroll feat can create such scrolls. [b]Other Calculations Involving Epic Spells[/b] Because each spell level above 9th takes twice as long to master as each nonepic spell level, you should replace the spell level variable of most formulas with the expression (2 × spell level - 10) for spells of 10th level and above. The DM should determine when this is and isn’t appropriate. An example of when this is not necessary is when the cost of some item is directly proportional to both the spell level and the caster level of a spell, since the higher caster level already reflects the complexity of epic spells. [b]Spell Duration Limits[/b] Any spell duration measured in hours, minutes, rounds or any other unit of time less than a day cannot exceed 25 hours, unless the spell is modified with the Extend Spell feat. In this case, the maximum duration cannot exceed 49 hours. It is very difficult to make a short-term spell last long enough that you will not have to replace it every day, just as it is very difficult to replenish your spells more than once per day. [b]Spell Interactions at Epic Levels[/b] Any nonepic spell that absolutely defeats some type of effect, with no check or saving throw involved, [b]does not work against tenth-level and higher spells[/b] unless otherwise stated. Thus, [i]mage’s disjunction[/i] only automatically disjoins spells up to 9th level, but has a chance to destroy epic level items, and [i]protection from evil[/i], a first-level spell, does not protect against epic-level enchantments. [i]Greater dispel magic[/i], on the other hand, has a chance to dispel even epic spells if the caster succeeds at the caster level check. The ongoing effects of epic curses are often difficult for anyone less powerful than the original caster to remove. (Frequently, the real purpose of the curse is epic extortion.) A typical epic spell can only be overcome by a specific type of effect of a high enough caster level, although sometimes a caster level check or minimum spell level substitutes for the caster level requirement. There is no such thing as an impregnable defense or an irresistable attack at epic level. [b]Epic Spellcasting Classes[/b] These epic versions of the cleric, druid, sorcerer and wizard classes replace those in the SRD. [b]The Epic Cleric[/b] The epic cleric [b]does not receive domain spells of 10th level or above[/b]. The granted powers of his domains, as well as his ability to turn and rebuke undead, continue to improve as he gains levels. He remains able to spontaneously cast certain spells, including metamagic versions of [i]cure[/i] or [i]inflict[/i] spells, and some new spells of 10th level or higher. Each new spell a cleric can spontaneously cast is noted as such in the spell description. A cleric gains a bonus feat at level 30 and every 10 levels thereafter. The cleric may choose these feats from the following list: Armor Skin, Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Bonus Domain, Enhance Spell, Epic Spell Focus, Epic Spell Penetration, Ignore Material Components, Improved Alignment-Based Casting, Improved Combat Casting, Improved Heighten Spell, Improved Metamagic, Intensify Spell, Multispell, Negative Energy Burst, Permanent Emanation, Planar Turning, Positive Energy Aura, Spectral Strike, Spell Stowaway, Spell Opportunity, Spontaneous Domain Access, Spontaneous Spell, Tenacious Magic, Undead Mastery, Zone of Animation. The following table shows the cleric's spell progression above 20th level. The pattern continues indefinitely. [b]The Epic Cleric: Spells per Day and Bonus Feats[/b] [code] Level Spells Per Day Bonus Feats [u] 6th 7th 8th 9th 10th 11th 12th 13th 14th [/u] 21 5+1 4+1 4+1 4+1 1 — — — — 22 5+1 5+1 4+1 4+1 2 — — — — 23 5+1 5+1 5+1 4+1 2 — — — — 24 5+1 5+1 5+1 5+1 3 — — — — 25 5+1 5+1 5+1 5+1 3 1 — — — 26 5+1 5+1 5+1 5+1 3 2 — — — 27 5+1 5+1 5+1 5+1 4 2 — — — 28 5+1 5+1 5+1 5+1 4 3 — — — 29 5+1 5+1 5+1 5+1 4 3 1 — — 30 5+1 5+1 5+1 5+1 4 3 2 — — Bonus Feat 31 5+1 5+1 5+1 5+1 5 4 2 — — 32 5+1 5+1 5+1 5+1 5 4 3 — — 33 5+1 5+1 5+1 5+1 5 4 3 1 — 34 5+1 5+1 5+1 5+1 5 4 3 2 — 35 5+1 5+1 5+1 5+1 5 5 4 2 — 46 5+1 5+1 5+1 5+1 5 5 4 3 — 37 5+1 5+1 5+1 5+1 5 5 4 3 1 38 5+1 5+1 5+1 5+1 5 5 4 3 2 39 5+1 5+1 5+1 5+1 5 5 5 4 2 40 5+1 5+1 5+1 5+1 5 5 5 4 3 Bonus Feat etc ... [/code] [b]The Epic Druid[/b] The epic druid’s animal companion continues to increase in power. At every three levels higher than 18th (21st, 24th, 27th, and so on), the companion gains +2 bonus Hit Dice, its natural armor increases by 2, its Strength and Dexterity modifiers increase by 1, and it learns one additional bonus trick. The epic druid can use her wild shape ability to take the form of an animal one additional time per day every four levels higher than 18th. The druid’s ability to wild shape into an elemental does not improve. A druid gains a bonus feat at level 32 and every 12 levels thereafter. The druid may choose these feats from the following list: Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Colossal Wild Shape, Diminutive Wild Shape, Dragon Wild Shape, Energy Resistance, Enhance Spell, Epic Spell Focus, Epic Spell Penetration, Fast Healing, Fine Wild Shape, Gargantuan Wild Shape, Ignore Material Components, Improved Combat Casting, Improved Elemental Wild Shape, Improved Heighten Spell, Improved Metamagic, Intensify Spell, Magical Beast Companion, Magical Beast Wild Shape, Multispell, Perfect Health, Permanent Emanation, Plant Wild Shape, Spell Stowaway, Spell Opportunity, Spontaneous Spell, Tenacious Magic, Vermin Wild Shape. [b]The Epic Druid: Spells per Day and Bonus Feats[/b] [code] Level Spells Per Day Bonus Feats [u] 6th 7th 8th 9th 10th 11th 12th 13th 14th [/u] 21 5 4 4 4 1 — — — — 22 5 5 4 4 2 — — — — 23 5 5 5 4 2 — — — — 24 5 5 5 5 3 — — — — 25 5 5 5 5 3 1 — — — 26 5 5 5 5 3 2 — — — 27 5 5 5 5 4 2 — — — 28 5 5 5 5 4 3 — — — 29 5 5 5 5 4 3 1 — — 30 5 5 5 5 4 3 2 — — 31 5 5 5 5 5 4 2 — — 32 5 5 5 5 5 4 3 — — Bonus Feat 33 5 5 5 5 5 4 3 1 — 34 5 5 5 5 5 4 3 2 — 35 5 5 5 5 5 5 4 2 — 46 5 5 5 5 5 5 4 3 — 37 5 5 5 5 5 5 4 3 1 38 5 5 5 5 5 5 4 3 2 39 5 5 5 5 5 5 5 4 2 40 5 5 5 5 5 5 5 4 3 etc ... [/code] [b]The Epic Sorcerer[/b] The epic sorcerer’s ability to learn new spells in place of old ones improves at epic levels. At levels 22 and 24, he may swap any sorcerer spell of 8th level or less with another of the same level, as normal. Starting at level 26, the spell he replaces need only be at least [b]one[/b] level lower than the highest-level sorcerer spell the sorcerer can cast. The epic sorcerer’s familiar continues to advance, as in the SRD. Starting at level 21, the sorcerer gains a spell slot of each new level before learning any spells of that level. He can use these slots to cast lower-level spells modified by metamagic feats. A sorcerer gains a bonus feat at level 30 and every 10 levels thereafter. The sorcerer may choose these feats from the following list: Augmented Alchemy, Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Energy Resistance, Enhance Spell, Epic Spell Focus, Epic Spell Penetration, Familiar Spell, Ignore Material Components, Improved Combat Casting, Improved Heighten Spell, Improved Metamagic, Intensify Spell, Master Staff, Master Wand, Multispell, Permanent Emanation, Spell Knowledge, Spell Stowaway, Spell Opportunity. [b]The Epic Sorcerer: Spells per Day and Bonus Feats[/b] [code] Level Spells Per Day Bonus Feats [u] 10th 11th 12th 13th 14th [/u] 21 1* — — — — 22 3 — — — — 23 4 — — — — 24 5 — — — — 25 6 1* — — — 26 6 3 — — — 27 6 4 — — — 28 6 5 — — — 29 6 6 1* — — 30 6 6 3 — — Bonus Feat 31 6 6 4 — — 32 6 6 5 — — 33 6 6 6 1* — 34 6 6 6 3 — 35 6 6 6 4 — 46 6 6 6 5 — 37 6 6 6 6 1* 38 6 6 6 6 3 39 6 6 6 6 4 40 6 6 6 6 5 Bonus Feat etc ... * The sorcerer knows no spells of this level. [/code] [b]The Epic Sorcerer: Spells Known[/b] [code] Level Spells Known [u] 10th 11th 12th 13th 14th[/u] 21 0 — — — — 22 1 — — — — 23 2 — — — — 24 2 — — — — 25 3 0 — — — 26 3 1 — — — 27 3 2 — — — 28 3 2 — — — 29 3 3 0 — — 30 3 3 1 — — 31 3 3 2 — — 32 3 3 2 — — 33 3 3 3 0 — 34 3 3 3 1 — 35 3 3 3 2 — 46 3 3 3 2 — 37 3 3 3 3 0 38 3 3 3 3 1 39 3 3 3 3 2 40 3 3 3 3 2 etc... [/code] [b]The Epic Wizard[/b] An epic specialist wizard [b]does not receive extra spell slots of 10th level and higher[/b]. (It does become easier for her to duplicate spells from her prohibited schools, however.) She continues to learn two spells for free at each new class level, and these new spells are not restricted by school. Her familiar continues to advance, as in the SRD. A wizard gains a bonus feat at level 30 and every 10 levels thereafter. The wizard may choose these feats from the following list: Augmented Alchemy, Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Combat Casting, Craft Epic Magic Arms and Armor, Craft Epic Rod, Craft Epic Staff, Craft Epic Wondrous Item, Efficient Item Creation, Enhance Spell, Epic Spell Focus, Epic Spell Penetration, Familiar Spell, Forge Epic Ring, Ignore Material Components, Improved Combat Casting, Improved Heighten Spell, Improved Metamagic, Intensify Spell, Multispell, Permanent Emanation, Scribe Epic Scroll, Spell Focus, Spell Knowledge, Spell Mastery, Spell Penetration, Spell Stowaway, Spell Opportunity, Spontaneous Spell, Tenacious Magic. In addition to the feats on this list, the wizard may select any item creation feat or metamagic feat not listed here. [b]The Epic Wizard: Spells per Day and Bonus Feats[/b] [code] Level Spells Per Day Bonus Feats [u] 10th 11th 12th 13th 14th [/u] 21 1 — — — — 22 2 — — — — 23 2 — — — — 24 3 — — — — 25 3 1 — — — 26 3 2 — — — 27 4 2 — — — 28 4 3 — — — 29 4 3 1 — — 30 4 3 2 — — Bonus Feat 31 4 4 2 — — 32 4 4 3 — — 33 4 4 3 1 — 34 4 4 3 2 — 35 4 4 4 2 — 46 4 4 4 3 — 37 4 4 4 3 1 38 4 4 4 3 2 39 4 4 4 4 2 40 4 4 4 4 3 Bonus Feat etc ... [/code] [/QUOTE]
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