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Tome of Shadow (Shadow Magic Revitalization)
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<blockquote data-quote="Realms of Chaos" data-source="post: 3732478" data-attributes="member: 54946"><p><strong><u><span style="font-size: 22px">Developing Epic Mysteries</span></u></strong></p><p>An epic mystery, much like an epic spell, is developed from smaller pieces called seeds and augmentations called factors. Every epic seed has a base Spellcraft DC, and every factor has a Spell-craft DC adjustment. When a desired mystery is developed, the mystery-user spends resources and time to subtly shift the plane of shadows in a way that will allow for the desired epic mystery. The base Spellcraft DCs of each seed are added together; then the DC adjustments of the factors are added to that total. The sum equals the final Spellcraft DC for the epic mystery. </p><p>The final Spellcraft DC is the most significant gauge of the epic mystery’s power. A mystery-user attempts to cast an epic mystery by making a Spellcraft check against the epic mystery’s Spellcraft DC. Thus, the mystery-user knows immediately, based on his or her own Spellcraft bonus, what epic mysteries are within his or her capability to cast, which are perilous, and which are simply suicidal to attempt to learn. Epic mystery-users don’t commit time and money to develop epic mysteries until they are powerful enough to cast them. </p><p>An epic mystery, being an extraordinary ability, is neither arcane nor divine. All the epic mysteries described above can be developed independently by a character who spends the necessary time and money and who is willing to take the risk. Alternatively, a character can use those epic mysteries as a starting point when creating customized versions of the mysteries. </p><p><strong>Resource Cost</strong></p><p>The development of an epic mystery uses up raw materials costing a number of gold pieces equal to 100 x the final Spellcraft DC of the epic mystery being developed.</p><p><strong>Development Time</strong></p><p>Developing an epic mystery takes a number of weeks equal to its final Spellcraft DC divided by 5 (rounded up).</p><p><strong>Adding Seed DCs</strong></p><p>When two or more epic seeds are combined in an epic mystery, their base Spellcraft DCs are added together. Both contribute toward the spell’s final Spellcraft DC. </p><p><strong>Determining School</strong></p><p>When combining two or more seeds to develop an epic mystery, the school of the finished spell is decided by the caster from among the seeds that make up the epic spell. </p><p><strong>Combining Descriptors</strong></p><p>When two or more epic seeds are combined in an epic mystery, all the descriptors from each seed apply to the finished mystery.</p><p><strong>Casting Times</strong></p><p>All epic mysteries take a full-round action to (attempt to) cast.</p><p><strong>Combining Range, Targets, Area, and Effect</strong></p><p>One seed might have a range of 12,000 feet, another seed might have a range of 400 feet, and a third seed might not have a range at all. Likewise, some seeds have targets, while others have an effect or an area. To determine which seed takes precedence in the finished epic mystery, the character must decide which seed is the base seed. The seed most important to the mystery’s overall purpose is the base seed, and it determines the casting time, range, target, and so on. The other seeds apply only their specific effects to the finished spell. It is occasionally difficult to determine a base seed by examining the mystery’s effects. If no one seed is most important, simply pick one seed for the purposes of making this determination. </p><p><strong>Combining Durations</strong></p><p>When combining two or more seeds to develop an epic mystery, the seed with the shortest duration determines the duration of the finished epic mystery. If any seed of an epic mystery is dismissible by the caster, the epic mystery is dismissible.</p><p><strong>Saving Throws</strong></p><p>An epic mystery inherits whatever saving throws its component seeds allows, but it gains no more than one saving throw of each type (fortitude, reflex, and will).</p><p><strong>Factors</strong></p><p>Factors are not part of epic seeds, but they are the tools used to modify specific parameters of any given seed. Applying factors to the seeds of an epic mystery increases the final Spellcraft DC but it can increase the duration, change the area of a spell, and affect many other aspects of the spell. </p><p>There are two kinds of factors: </p><p>1. Those that can affect a number of seeds. </p><p>2. Those that can only be used with specific seeds. </p><p><strong>Ad hoc modifiers</strong></p><p>Many new epic mysteries have additions or components not covered in the seeds and factors given here. In these situations, assess an “ad hoc” Spellcraft DC adjustment for such components of the mystery—the example mysteries use ad hoc factors frequently. In all cases, the DM determines the actual Spellcraft DC of the new mystery </p><p></p><p>[Code]Factor Spellcraft DC Modifier</p><p>[B]Casting Time[/B]</p><p>Cast as standard action +6</p><p>Cast as swift action +10</p><p>Contingent on specific trigger +15</p><p>[B]Duration[/B]</p><p>Increase Duration by 100% +1</p><p>Permanent Duration (apply after all other factors) x2</p><p>Dismissible by caster (if not already) +1</p><p>[B]Range[/B]</p><p>Increase range by 100% +1</p><p>[B]Target[/B]</p><p>Add extra target within 300 feet +6</p><p>Change from target to area (pick area option below) +6</p><p>Change from personal to area (pick area option below) +12</p><p>Change from target to touch or ray (300 feet range) +2</p><p>Change from touch or ranged touch attack to target +2</p><p>[B]Area[/B]</p><p>Change area to line (5 ft. x300 ft. or 10 ft.x150ft.) +1</p><p>Change area to cylinder (10-ft. radius, 30 ft. high) +1</p><p>Change area to 40-ft. cone +1</p><p>Change area to four 10-ft. cubes +1</p><p>Change area to 20-ft. radius +1</p><p>Change area to target +2</p><p>Change area to touch or ray (close range) +2</p><p>Increase area by 100% +2</p><p>[B]Saving throws[/B]</p><p>Add +1 to the mystery’s save DC +1</p><p>Exchange one saving throw with another +6</p><p>Deny any saving throw x2</p><p>[B]Other[/B]</p><p>Increase damage die by one step (d20 maximum) +6[/Code]</p></blockquote><p></p>
[QUOTE="Realms of Chaos, post: 3732478, member: 54946"] [B][U][SIZE="6"]Developing Epic Mysteries[/SIZE][/U][/B] An epic mystery, much like an epic spell, is developed from smaller pieces called seeds and augmentations called factors. Every epic seed has a base Spellcraft DC, and every factor has a Spell-craft DC adjustment. When a desired mystery is developed, the mystery-user spends resources and time to subtly shift the plane of shadows in a way that will allow for the desired epic mystery. The base Spellcraft DCs of each seed are added together; then the DC adjustments of the factors are added to that total. The sum equals the final Spellcraft DC for the epic mystery. The final Spellcraft DC is the most significant gauge of the epic mystery’s power. A mystery-user attempts to cast an epic mystery by making a Spellcraft check against the epic mystery’s Spellcraft DC. Thus, the mystery-user knows immediately, based on his or her own Spellcraft bonus, what epic mysteries are within his or her capability to cast, which are perilous, and which are simply suicidal to attempt to learn. Epic mystery-users don’t commit time and money to develop epic mysteries until they are powerful enough to cast them. An epic mystery, being an extraordinary ability, is neither arcane nor divine. All the epic mysteries described above can be developed independently by a character who spends the necessary time and money and who is willing to take the risk. Alternatively, a character can use those epic mysteries as a starting point when creating customized versions of the mysteries. [B]Resource Cost[/B] The development of an epic mystery uses up raw materials costing a number of gold pieces equal to 100 x the final Spellcraft DC of the epic mystery being developed. [B]Development Time[/B] Developing an epic mystery takes a number of weeks equal to its final Spellcraft DC divided by 5 (rounded up). [B]Adding Seed DCs[/B] When two or more epic seeds are combined in an epic mystery, their base Spellcraft DCs are added together. Both contribute toward the spell’s final Spellcraft DC. [B]Determining School[/B] When combining two or more seeds to develop an epic mystery, the school of the finished spell is decided by the caster from among the seeds that make up the epic spell. [B]Combining Descriptors[/B] When two or more epic seeds are combined in an epic mystery, all the descriptors from each seed apply to the finished mystery. [B]Casting Times[/B] All epic mysteries take a full-round action to (attempt to) cast. [B]Combining Range, Targets, Area, and Effect[/B] One seed might have a range of 12,000 feet, another seed might have a range of 400 feet, and a third seed might not have a range at all. Likewise, some seeds have targets, while others have an effect or an area. To determine which seed takes precedence in the finished epic mystery, the character must decide which seed is the base seed. The seed most important to the mystery’s overall purpose is the base seed, and it determines the casting time, range, target, and so on. The other seeds apply only their specific effects to the finished spell. It is occasionally difficult to determine a base seed by examining the mystery’s effects. If no one seed is most important, simply pick one seed for the purposes of making this determination. [B]Combining Durations[/B] When combining two or more seeds to develop an epic mystery, the seed with the shortest duration determines the duration of the finished epic mystery. If any seed of an epic mystery is dismissible by the caster, the epic mystery is dismissible. [B]Saving Throws[/B] An epic mystery inherits whatever saving throws its component seeds allows, but it gains no more than one saving throw of each type (fortitude, reflex, and will). [B]Factors[/B] Factors are not part of epic seeds, but they are the tools used to modify specific parameters of any given seed. Applying factors to the seeds of an epic mystery increases the final Spellcraft DC but it can increase the duration, change the area of a spell, and affect many other aspects of the spell. There are two kinds of factors: 1. Those that can affect a number of seeds. 2. Those that can only be used with specific seeds. [B]Ad hoc modifiers[/B] Many new epic mysteries have additions or components not covered in the seeds and factors given here. In these situations, assess an “ad hoc” Spellcraft DC adjustment for such components of the mystery—the example mysteries use ad hoc factors frequently. In all cases, the DM determines the actual Spellcraft DC of the new mystery [Code]Factor Spellcraft DC Modifier [B]Casting Time[/B] Cast as standard action +6 Cast as swift action +10 Contingent on specific trigger +15 [B]Duration[/B] Increase Duration by 100% +1 Permanent Duration (apply after all other factors) x2 Dismissible by caster (if not already) +1 [B]Range[/B] Increase range by 100% +1 [B]Target[/B] Add extra target within 300 feet +6 Change from target to area (pick area option below) +6 Change from personal to area (pick area option below) +12 Change from target to touch or ray (300 feet range) +2 Change from touch or ranged touch attack to target +2 [B]Area[/B] Change area to line (5 ft. x300 ft. or 10 ft.x150ft.) +1 Change area to cylinder (10-ft. radius, 30 ft. high) +1 Change area to 40-ft. cone +1 Change area to four 10-ft. cubes +1 Change area to 20-ft. radius +1 Change area to target +2 Change area to touch or ray (close range) +2 Increase area by 100% +2 [B]Saving throws[/B] Add +1 to the mystery’s save DC +1 Exchange one saving throw with another +6 Deny any saving throw x2 [B]Other[/B] Increase damage die by one step (d20 maximum) +6[/Code] [/QUOTE]
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