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Trying to make an Epic Spell...
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<blockquote data-quote="James McMurray" data-source="post: 322208" data-attributes="member: 743"><p>As far as I've seen there isn't a single force effect available in the seeds. However, the energy seed is most likely what you are wanting. How does this sound:</p><p></p><p>Shayuri's Insurmountable Barrier</p><p>Evocation [Force]</p><p></p><p>Spellcraft DC: 228</p><p>Components: V,S</p><p>Casting Time: 1 Minute</p><p>Range: Personal</p><p>Area: 20' Spherical Emanation</p><p>Duration: 20 Hours</p><p>To Develope: 2,520,000gp, 41 days, 82,080XP. <em>Seed</em>: Energy (DC19) and Wrd (DC14). Factors: Change energy type to force (ad hoc +15 DC), Block Epic and Lower level spells (+180 DC)</p><p></p><p>This spell creates a hemispherical wall of force with a radius of 19' centered on the caster. In addition, it creates an area of 20' radius around the caster wherein no magic can function. Artifact and deity magic is not suppressed.</p><p></p><p></p><p>Obviously the DC is a bit high, but no mitigating factors have been added. Also, as written the area will be mobile, allowing the person to walk around with this up (the Energy and Ward seeds bot allow their emanations to move). Depending on the DM you could either get a DC decrease to make it immobile or would need a DC increase to make it mobile. I personally would go for the latter.</p></blockquote><p></p>
[QUOTE="James McMurray, post: 322208, member: 743"] As far as I've seen there isn't a single force effect available in the seeds. However, the energy seed is most likely what you are wanting. How does this sound: Shayuri's Insurmountable Barrier Evocation [Force] Spellcraft DC: 228 Components: V,S Casting Time: 1 Minute Range: Personal Area: 20' Spherical Emanation Duration: 20 Hours To Develope: 2,520,000gp, 41 days, 82,080XP. [i]Seed[/i]: Energy (DC19) and Wrd (DC14). Factors: Change energy type to force (ad hoc +15 DC), Block Epic and Lower level spells (+180 DC) This spell creates a hemispherical wall of force with a radius of 19' centered on the caster. In addition, it creates an area of 20' radius around the caster wherein no magic can function. Artifact and deity magic is not suppressed. Obviously the DC is a bit high, but no mitigating factors have been added. Also, as written the area will be mobile, allowing the person to walk around with this up (the Energy and Ward seeds bot allow their emanations to move). Depending on the DM you could either get a DC decrease to make it immobile or would need a DC increase to make it mobile. I personally would go for the latter. [/QUOTE]
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