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Serious inquiries only please - 100th level adventure hook and module in development
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<blockquote data-quote="Ozmar" data-source="post: 2487559" data-attributes="member: 8021"><p>Ozmar says: On the contrary, the ward seed can be used to create an epic spell that creates an "immobile... magical sphere (with radius 10 feet) that surrounds you and excludes all spell effects... The area or effect of any [affected] spells does not include the area of the ward."</p><p></p><p>So the solution is to start with this basic seed and modify it. Make it mobile, increase its potentency and specificity to handle Mord's and voila! You can mix and match the particulars to suit your tastes.</p><p></p><p>One way around this, (at least, in my understanding of the rules) is simply to Heighten Mord's to 10th level or higher. Since the epic warding is keyed to a specific spell at a specific spell level, it would be my ruling that it only affected that spell at that level (or lower, if a lower level version existed). Of course, you could design the spell to protect against higher and higher spells, and in fact in my home game, I have modified epic spell development rules to enable spell casters to research epic spells that have variable casting costs and DCs based on the desired level of effect. So for example, a cautious mage could develop this epic warding spell to scale upwards (level 10, level 11, etc...) based on how much XP he spent when it is cast.</p><p></p><p>Just some epic spell thoughts... They need a strong and consistent DM to adjudicate properly.</p><p></p><p>Ozmar the Fair(ly) (Un)balanced</p></blockquote><p></p>
[QUOTE="Ozmar, post: 2487559, member: 8021"] Ozmar says: On the contrary, the ward seed can be used to create an epic spell that creates an "immobile... magical sphere (with radius 10 feet) that surrounds you and excludes all spell effects... The area or effect of any [affected] spells does not include the area of the ward." So the solution is to start with this basic seed and modify it. Make it mobile, increase its potentency and specificity to handle Mord's and voila! You can mix and match the particulars to suit your tastes. One way around this, (at least, in my understanding of the rules) is simply to Heighten Mord's to 10th level or higher. Since the epic warding is keyed to a specific spell at a specific spell level, it would be my ruling that it only affected that spell at that level (or lower, if a lower level version existed). Of course, you could design the spell to protect against higher and higher spells, and in fact in my home game, I have modified epic spell development rules to enable spell casters to research epic spells that have variable casting costs and DCs based on the desired level of effect. So for example, a cautious mage could develop this epic warding spell to scale upwards (level 10, level 11, etc...) based on how much XP he spent when it is cast. Just some epic spell thoughts... They need a strong and consistent DM to adjudicate properly. Ozmar the Fair(ly) (Un)balanced [/QUOTE]
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