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General Tabletop Discussion
*Pathfinder & Starfinder
Sorcerers and Epic Levels
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<blockquote data-quote="zimbel42" data-source="post: 382158" data-attributes="member: 7746"><p>For the second part of your question:</p><p></p><p>First, particuarly for sorcerers, Epic spells are nigh useless in combat. Improved Metamagic with multiple Empower spells stacked on a lower level spell can be very nice, even before you get Improved Spell Capacity (Ex: 45d6 4x empowered Cone of Cold costs only a LV 9 slot). Sure, it consumes extra time, but at LV 21+, you're always Hasted, aren't you? After a few Improved spell capacities, your Meteor Swarms can start doing nice damage again, and then you're in buisness.</p><p></p><p>If you want to use Epic spells, here's my suggestion (if your DM lets you get away with it): Go for a DC in the range of 48. Then make it perminant (DC 240), add in another caster casting a 9th level spell, and extend the casting time to 100 days, 10 min (DC 3). Over the space of a little over a year, cast it on each party member. This way, you get an easy to make, cheap spell that's pretty useful. Example things that can be done for DC 3 or less:</p><p>Armor +21</p><p>Energy Resistance (any 1): 16</p><p>Inherint bonus +5 to any 1 stat</p><p>SR 30</p><p>DR 17/+6</p><p>Reflect Spells LV 1-2 (The version in the book is mis-calculated)</p><p></p><p>In the campaign I'm helping run, I'm considering suggesting minning out the Epic spell DCs at 10 or so <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":-)" title="Smile :-)" data-smilie="1"data-shortname=":-)" /></p></blockquote><p></p>
[QUOTE="zimbel42, post: 382158, member: 7746"] For the second part of your question: First, particuarly for sorcerers, Epic spells are nigh useless in combat. Improved Metamagic with multiple Empower spells stacked on a lower level spell can be very nice, even before you get Improved Spell Capacity (Ex: 45d6 4x empowered Cone of Cold costs only a LV 9 slot). Sure, it consumes extra time, but at LV 21+, you're always Hasted, aren't you? After a few Improved spell capacities, your Meteor Swarms can start doing nice damage again, and then you're in buisness. If you want to use Epic spells, here's my suggestion (if your DM lets you get away with it): Go for a DC in the range of 48. Then make it perminant (DC 240), add in another caster casting a 9th level spell, and extend the casting time to 100 days, 10 min (DC 3). Over the space of a little over a year, cast it on each party member. This way, you get an easy to make, cheap spell that's pretty useful. Example things that can be done for DC 3 or less: Armor +21 Energy Resistance (any 1): 16 Inherint bonus +5 to any 1 stat SR 30 DR 17/+6 Reflect Spells LV 1-2 (The version in the book is mis-calculated) In the campaign I'm helping run, I'm considering suggesting minning out the Epic spell DCs at 10 or so :-) [/QUOTE]
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