To anyone who bought the EPIC LEVEL HANDBOOK

Re: Re: Epic Spells

WildWeasel said:


No, the development has the mitigating factor of it takes 10 other people with 9th level slots to cast, which reduces the Spellcarft DC of the spell, which is 1) the number used to figure the development cost, and 2) the Spellcraft DC to cast the spell. There's no difference between the values for 1 and 2.

Do you have the book? It's right there on page 77.

I posted the spell once... was it wrong? Here, I'll do it again, is my copy incorrect?
Dragon Strike
Conjuration (Summoning) [Fire]
Spellcraft DC: 68
Components: V, S
Casting Time: 1 action
Range: 75 ft.
Effect: 10 summoned adult red dragons
Duration: 20 rounds (D)
Saving Throw: None (see text)
Spell Resistance: No
Development: 4,500,000 gp; 90 days; 180,000 XP. Seed: Summon (DC 14), summon creature CR 2 other than outsiders +10
DC, summon CR 14 creature +24 DC, summon 10 such creatures x10 DC; factor: 1 action casting time +20 DC.
As dragon knight, except spell summons ten adult red dragons. On the first round, they all prefer to simultaneously breath fire
on an enemy, if possible.

The only mitigating factor is...
factor: 1 action casting time +20 DC

The only spell I see with a multiple helper Mitigating factor is...
Eternal Freedom
Abjuration
Spellcraft DC: 150
Components: V, S, Ritual, XP Cost: 10,000
Casting Time: 1 minute
Range: Touch
Target: Creature or object of 2000 lbs. or less touched
Duration: Permanent
Saving Throw: Will negates
Spell Resistance: Yes
Development: 1,350,000 gp; 27 days; 54,000 XP. Seed: Ward (DC 14), specific protections entangle +0 DC, hold monster +8
DC, hold person +4 DC, imprisonment +16 DC, paralysis ad hoc +6 DC, petrification ad hoc +6 DC, sleep +0 DC, slow +4
DC, stunning ad hoc +6 DC, temporal stasis +16 DC, and web +4 DC; factor: permanent x10; mitigating factor: 10
additional casters contributing a 9th level spell slot –170 DC; mitigating factor: burn 10,000 XP –100 DC.
The subject goes boldly where others fear to tread. This is a ritual spell, requiring 10 other spellcasters, each of which must
contribute an unused 9th level spell or spell slot to the casting. The primary caster must also burn 10,000 XP.
When successfully cast, the subject is permanently immune to the following specific spells, effects, and spell-like abilities
and effects: entangle, hold, imprisonment, paralysis, petrification, sleep, slow, stunning, temporal stasis, and web.
Someone please tell me if my copy isn't correct...
 

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Sir Osis of Liver said:
and two feats(haven't picked them yet).
It seems to me that as promissed the power curve stays rather constant.

Although i've yet to look through the magic info.


So far i'd say this is definatly NOT the munchin level handbook.

It's the feats and the magic items... both of which you haven't picked yet.
 

Re: Re: Re: Epic Spells

mikebr99 said:


I posted the spell once... was it wrong? Here, I'll do it again, is my copy incorrect?


The only mitigating factor is...

The only spell I see with a multiple helper Mitigating factor is...
Someone please tell me if my copy isn't correct...

Your copy is definitely incorrect.
 

Crothian said:
So as long as you keep control of what magical items the players have, I think power levels will not be so bad.

That won't be too difficult, what with a par of Gauntlets of Strength +8 costing you a whopping 640,000gp.
 

kreynolds said:


That won't be too difficult, what with a par of Gauntlets of Strength +8 costing you a whopping 640,000gp.

Right. I'm in the middle of redefining my highest level character. He was made in second edition, but we got up to very high lefels 40+. So, when 3rd edition came around I translated him, but it didn't work out so well. I was unhappy with the results. Then I heard Epic Level was coming so I throw away the first translation and waited for the book. Now, with the help of ELH and many other expansions I can finally make this the character that he tried to be in second edition. He's never going to be played again, I might use him for NPC if I ever run in that world. But so far he really isn't that powerful even with a total of 40 character levels and a template with an ecl +5.
 

Re: Re: Re: Epic Spells

mikebr99 said:


I posted the spell once... was it wrong? Here, I'll do it again, is my copy incorrect?


The only mitigating factor is...

The only spell I see with a multiple helper Mitigating factor is...
Someone please tell me if my copy isn't correct...

All of the stuff that you are posting, word for word, is from the Epic Level Playtest document that was freely available on the net.
 

Vecna said:


You mean:
everything don't listed in the ELH-PM :D
1. psions 20+ are far much more powerful than sorcerers!!!

Though I already heard from a psionic fan that they feel psionics got the shaft. I'd like to see you two talk about. :)

From the Wizards board

I got the Epic Level Handbook and here's ALL it has on psionics:

---Epic Advancement for 20th-level Psions and Pyschic Warriors (sucky part, the Psychic Warriors don't receive extra PP after 20th like the Psions do, which is 34).

---All Psionic feats are simply the Epic Metamagic feats (and other feats dealing with spells) that is converted into psionic feats by switching the words around. In other words, there are no UNIQUE psionic feats.

---Epic Psionics are really Epic Spells (with a few minor differences).

---It mentions Craft Epic Crystal Capacitator feat, but only says that it will be included in another product. Other than that, I've seen only ONE epic psionic item and no Epic Psionic Item Creation feats or at least a handful of unique Epic Psionic Items. (Again, though, just substitute Craft Epic Arms&Armor to Craft Epic Psionic Arms&Armor)

---Epic advancment for the psychic skills like Autohypnosis and Stabilization. (I'm surprised they even remembered to do this)

---Some really cool illustrations of Epic Ialdabode.

And that's just about it. Do you know what I propose? A huge, thick D&D accessory ALL on more Psionic material. That's what I propose.

So to have psionic blossom after 20th would seem to balance out how limited psionics is before that.

But it seems that our audience can't agree on what what is balanced for psionics.

Personaly, I wanted them equal or better than spell casters simply because I see them replacements. The PHB classes cover a wide range of roles, it would be difficult to create a new role, especaly for spell casters, that would provide an equal spot light.
 
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It's the feats and the magic items... both of which you haven't picked yet.


I didn't settle on them yet but out of all the ones avialable to me, none will cause a significant rise in power. I already have magic items that i got through play, i can't just pick out some cool epic ones, so for my character it won't be a factor. Although i can see it becomeing one if our DM starts handing them out.
 

Sir Osis of Liver said:
I just leveled my "epic Character" and he's not overwhelmingly more powerful than before. He was a fighter14/sorcerer6 i had earned enough xp to make him 23 so now he's Fighter 16/ sorcerer 7 all he got was 10 hp's, one ability increase, +1 to saves, +2 att bonus, and two feats(haven't picked them yet.
It seems to me that as promissed the power curve stays rather constant.

Although i've yet to look through the magic info.


So far i'd say this is definatly NOT the munchin level handbook.

I agree that the power levels appears fairly steady.

One thing does bug me, though. I should always be able to tell things like Base Saves and BAB by looking at the character classes. AS I read it, that is not true for epic levels.

For example, A F16/S7 could have a BAB ranging from +16 to +18 (with a +2 epic bonus either way). Because you told us he was a F14/S6 I know he has a BAB of +17. But if he had been a F16/S4 he would have a BAB of +18. Or if he had been an F13/S7 it would only be +16.

Obviously, this can be compared to different total skill points based on which class you took at first level, but this seems a lot more substantial to me.
 

So far i'd say this is definatly NOT the munchin level handbook.

BAHHHHH Regdar says play with it for a while and you will find out all of the "power ups," that are there.

There is no steady power progression, it gets absurd. If you like that in your game, fine Regdar cares not, but don't say it isn't something to justify it for yourself and others.
 

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