Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
Spells versus Rituals
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="tetrasodium" data-source="post: 9387191" data-attributes="member: 93670"><p>I don't agree with Yaarel very often, but in this case I think there is agreement with his OP. This doesn't look to be quite what he's talking about though, especially after some of his later clarifying points. If you go back to the 3.x epic level handbook there is about 30 pages devoted to a multipart ritual subsystem for accomplishing just about anything</p><p>[spoiler="Developing your own epic spell"]</p><p>DEVELOPING YOUR OWNEPIC SPELL</p><p>An epic spell is developed from smaller pieces called</p><p>seeds and connecting pieces called factors. Every epic</p><p>seed has a base Spellcraft DC, and every factor has a Spell-</p><p>craft DC adjustment. When a desired spell is developed,</p><p>the spellcaster spends resources and time to assemble the</p><p>pieces that make up the epic spell. The base Spellcraft</p><p>DCs of each seed are added together; then the DC adjust-</p><p>ments of the factors are added to that total. The sum</p><p>equals the final Spellcraft DC for the epic spell.</p><p>The final Spellcraft DC is the most significant gauge of</p><p>the epic spell’s power. A spellcaster attempts to cast an</p><p>epic spell by making a Spellcraft check against the epic</p><p>spell’s Spellcraft DC. Thus, a spellcaster knows immedi-</p><p>ately, based on her own Spellcraft bonus, what epic spells</p><p>are within her capability to cast, which are risky, and</p><p>which are beyond her. Epic casters don’t commit time</p><p>and money to develop epic spells until they are powerful</p><p>enough to cast them.</p><p>An epic spell developed by an arcane spellcaster is</p><p>arcane, and an epic spell developed by a divine spellcaster</p><p>is divine. A character who can cast both divine and</p><p>arcane epic spells chooses whether a particular spell he</p><p>develops will be arcane or divine. If that same caster uses</p><p>the heal or life seed in an epic spell, that spell is always</p><p>considered divine.</p><p>All the epic spells described earlier in this chapter can</p><p>be developed independently by a character who spends</p><p>the necessary time, money, and experience points. Alter-</p><p>natively, you can use those spells as a starting point when</p><p>you create customized versions of the spells. For exam-</p><p>pile, if you want a version of vengeful gaze of god that deals</p><p>less backlash damage, you are free to develop it.</p><p>[/spoiler]</p><p>Unfortunately it's a few editions out of date & was pretty much designed for folks like Eleminster at the time. While that might put some of it on the level with low level 2014 5e power scaling it had the downside of never really getting any lower level seeds & factors making it hard to use without a <em>lot</em> of back & forth tuning a seesaw between intended goal & within power budget but still possible to cast (spellcraft checks well over 100<strong>☆</strong> were not uncommon) within the time resource & sacrifice limits that were still possible to swing before really even getting into it</p><p></p><p><strong>☆</strong>That one hundred is not a typo</p></blockquote><p></p>
[QUOTE="tetrasodium, post: 9387191, member: 93670"] I don't agree with Yaarel very often, but in this case I think there is agreement with his OP. This doesn't look to be quite what he's talking about though, especially after some of his later clarifying points. If you go back to the 3.x epic level handbook there is about 30 pages devoted to a multipart ritual subsystem for accomplishing just about anything [spoiler="Developing your own epic spell"] DEVELOPING YOUR OWNEPIC SPELL An epic spell is developed from smaller pieces called seeds and connecting pieces called factors. Every epic seed has a base Spellcraft DC, and every factor has a Spell- craft DC adjustment. When a desired spell is developed, the spellcaster spends resources and time to assemble the pieces that make up the epic spell. The base Spellcraft DCs of each seed are added together; then the DC adjust- ments of the factors are added to that total. The sum equals the final Spellcraft DC for the epic spell. The final Spellcraft DC is the most significant gauge of the epic spell’s power. A spellcaster attempts to cast an epic spell by making a Spellcraft check against the epic spell’s Spellcraft DC. Thus, a spellcaster knows immedi- ately, based on her own Spellcraft bonus, what epic spells are within her capability to cast, which are risky, and which are beyond her. Epic casters don’t commit time and money to develop epic spells until they are powerful enough to cast them. An epic spell developed by an arcane spellcaster is arcane, and an epic spell developed by a divine spellcaster is divine. A character who can cast both divine and arcane epic spells chooses whether a particular spell he develops will be arcane or divine. If that same caster uses the heal or life seed in an epic spell, that spell is always considered divine. All the epic spells described earlier in this chapter can be developed independently by a character who spends the necessary time, money, and experience points. Alter- natively, you can use those spells as a starting point when you create customized versions of the spells. For exam- pile, if you want a version of vengeful gaze of god that deals less backlash damage, you are free to develop it. [/spoiler] Unfortunately it's a few editions out of date & was pretty much designed for folks like Eleminster at the time. While that might put some of it on the level with low level 2014 5e power scaling it had the downside of never really getting any lower level seeds & factors making it hard to use without a [I]lot[/I] of back & forth tuning a seesaw between intended goal & within power budget but still possible to cast (spellcraft checks well over 100[B]☆[/B] were not uncommon) within the time resource & sacrifice limits that were still possible to swing before really even getting into it [B]☆[/B]That one hundred is not a typo [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Spells versus Rituals
Top