Well folks, it's been a long time since I've made any posts here, but I'm back and under a new account. Who I am isn't really important, but what I am wondering will require some input from some DMs and players who have experience working with the Epic Spell System and people who have different ideas of dealing with magic at levels beyond 20th in general. I'll start with what I know and what I have personally found to be pros and cons of three different systems for dealing with epic magic.
The first system is of course the basic epic spell system presented in the Epic Level Handbook. You know the one. Take a bunch of seeds and factors and mitigating factors, throw them all into a pot, shake it up and throw out some epic magic. It's a simple enough system and it works well enough, but here are some of the issues I have with it. When using this kind of magic, you will spend ridiculous amount of exp and gold researching each epic spell. Also, the main problem I have with it is really the way spell slots are calculated. They have nothing at all to do with a casters' given key ability score modifier. A mind flayer wizard with 40 HD and a base 18 intelligence (+racial +stat points invested + potential inherit of +5, etc.) with a headband of epic intellect +12 can still only cast 4 epic spells per day.
This brings me to my second system, the one I personally use and have the most experience playing with, but still find lacking in a few ways.
Not only does this system keep what was good about the base epic spell system, but it adds to it by allowing mundane spells to be used as seeds and requires epic level casters to actually use some of those bonus feats they acquire post 20th level. I always found it a bit annoying that once a given caster had gotten to 20th level in a caster class, they were better off branching off into prestige classes or multiclassing rather than continuing their progression. Let's face it, once you have acquired the basics of what's printed in the available feats for the ELH, you don't want to spend 40-60 levels of just being a plain ole wizard when there is so much better available to you. By being forced to invest some epic feats to cast higher level epic spells the epic progression for casters actually has a purpose. Also, I always had a problem with the spells being stuck at 10th level with the basic system, regardless of their final spellcraft DC. Feanmerc fixes that too. The most beautiful thing about this system is that it also allows you to use your many meta-magic feats to make use of your lower level spells, which after about 40th level become less and less useful using only the base system. However, the actual lower level spell-slots themselves are usually unused so even though your able to use your mundane spells with epic power behind them, the actual 0-9 spell slots themselves rarely get used at all, particularly on the lower end of that spectrum at high levels, which brings me to our next system. This system is at least to some degree, at odds with Feanmerc because it does render Improved Spell capacity redundant in it's published form which I believe was only intended to be used to meta-magicking mundane spells into effective levels above 9th, but was never considered by the author as a foundational replacement for the feat Epic Spellcasting.
Automatic Metamagic Capacity [Epic, Metamagic]
You can cast spells that exceed the normal limits of spellcasting.
Prerequisites: Ability to cast spells at the normal maximum spell level in at least one spellcasting class, four metamagic feats.
Benefit: When you select this feat you gain one free level of metamagic per round, which you may spontaneously apply to any spell (or spell-like ability) you can cast. This feat replaces the following epic feats: Automatic Quicken Spell; Automatic Silent Spell; Automatic Still Spell and Improved Spell Capacity.
Example: A wizard with Automatic Metamagic Capacity could spontaneously apply the Enlarge Spell feat (or any other metamagic that increases the level of the spell slot required by one) once per round to any spell he casts, without increasing the level of the spell slots required.
Special: A character can gain this feat multiple times. Each time they gain the feat they gain one free level of metamagic per round. This feat stacks, each time it is taken you gain an additional +1 free spell level of metamagic.
Example: A wizard with 3 Automatic Metamagic Capacity feats could spontaneously apply the Maximize Spell feat to a previously prepared empowered delayed blast fireball in a 9th-level spell slot.
This feat, taken a few times and coupled with another feat:
Metamagic Freedom [Epic, Metamagic]
You can stack the same metamagic feat multiple times.
Prerequisties: Four metamagic feats, Spellcraft 24 ranks.
Benefit: You can apply the same metamagic feat any number of times to the same spell, provided you have enough spell slots.
eg. With this feat you could use a 9th-level spell slot to triple empower a fireball spell (for +150% damage).
Normal: Without this feat you can only apply the same metamagic feat once to a single spell.
In the wake of this feat the following feats become redundant:
• Improved Heighten Spell
• Intensify Spell
• Multispell
Improved Heighten Spell should be unnecessary if you already have Heighten Spell. Intensify Spell is simply a combination of two applications of empower spell and one application of maximise spell. Multispell is simply two (or more) applications of quicken spell.
The first of the above feats should be replaced with Metamagic Freedom and any others by Automatic Metamagic Capacity.
eg. A 30th-level Wizard has Improved Heighten Spell, Intensify Spell and Multispell. These should be replaced by Metamagic Freedom and Automatic Metamagic Capacity (x2).
It is also suggested that the following epic feat be removed altogether:
• Improved Metamagic.
this basically makes a new way of using mundane spells and their associated spell slots to be useful in epic level combat. However, this system too has it's flaws. For example, the fact that the spell level isn't adjusted means that the spell save DC isn't going to be as high as it would be if you were using Improved Spell Capacity/FeanMerc, but I guess that's sort of a trade off. I whole-heartedly understand why Improved Metamagic should be removed because if you take it 3 times then each additional time you take AMMC (Automatic Meta-magic Capacity) you get an extra spell per round via quicken spell which gets really broken, really fast.
This brings me to my final concern regarding magic in epic level play. The little dilemma of exactly how many spells a high level caster should be able to cast in combat and how that is determined. Now, my issue with using AMMC and MM freedom in conjunction with quicken spell to cast extra spells is this; every character still only gets one swift action per round(unless they have some ability or effect which grants them more actions), and it seems to imply that you can cast multiple different spells within the limites of your AMMC quota all as part of the same swift action, and to me that just doesn't make sense. Now, don't get me wrong, I certainly don't think that a 10th level wizard, a 40th level wizard and Boccob himself should all be able to cast the same number of spells in a given round of combat, but where I have been having trouble is deciding on how to limit the number of spells a caster can dish out in a round. My first thought was to do it similiar to the way a fighter-type does a full attack action. You could take a feat (basically the same as multispell) but you can only use it as part of a "full attack casting action" but you would be limited to your BAB divided by 5 worth of spells, regardless of how many times you took the feat.
One way I have found to mitigate the XP and Gold burn I was griping about earlier is that each time you want to prepare an epic spell using FeanMerc is to change the ruling so that once your character has researched a given epic spell once with a given final spellcraft DC, they don't have to spend the gold to research it a second time, but they do have to stiill spend the experience. Another way to mitigate the burn factor of developing epic spells is to allow them to take an epic feat which allows them to prepare an epic spell they've prepared before once per day without losing any XP. It also uses up some of those epic feat slots in a rather worthwhile way, I think.
Anyone else have any input on this? I really hope this is just the beginning of a long discussion about peoples' experiences at tweaking the system and experimenting with meta-magic epic spells playing nicely together side-by-side.
I also feel I should add that I really like FeanMerc as a whole and I also really like AMMC as a whole and I allow characters in my campaign to take feats from both rulesets, but ultimately what I want is a system which takes the best of both worlds and simplifies them without making them overpowered, and thus far, I have failed to do so.
The first system is of course the basic epic spell system presented in the Epic Level Handbook. You know the one. Take a bunch of seeds and factors and mitigating factors, throw them all into a pot, shake it up and throw out some epic magic. It's a simple enough system and it works well enough, but here are some of the issues I have with it. When using this kind of magic, you will spend ridiculous amount of exp and gold researching each epic spell. Also, the main problem I have with it is really the way spell slots are calculated. They have nothing at all to do with a casters' given key ability score modifier. A mind flayer wizard with 40 HD and a base 18 intelligence (+racial +stat points invested + potential inherit of +5, etc.) with a headband of epic intellect +12 can still only cast 4 epic spells per day.
This brings me to my second system, the one I personally use and have the most experience playing with, but still find lacking in a few ways.
This system was developed by J.Karpan “Fëanáro” and A. Silva-Miramon “Mercucio” over at Dicefreaks. I have added a stipulation to their original rules so it could be more balanced. Hopefully this will work well.
DESIGNING EPIC SPELLS USING THE IMPROVED SPELL CAPACITY SYSTEM
First and Foremost
the Improved Spell Capacity epic spellcasting system does not require a caster to possess the Epic Spellcasting feat. Any character capable of casting 10th level or higher spells using Improved Spell Capacity can develop epic spells using this system.
0. Design Concept
Sketch out a rough idea of what you want your spell to do.
1. Choose a Base Spell Seed
Now that you know what kind of spell effect you want, choose an existing spell(s) as the base seed. A spell seed’s base DC is equal to the minimum caster level for the developer’s class to cast that spell + 13.
Adding Seed DCs: When two or more spell seeds are combined in an epic spell, their base Spellcraft DCs are added together. Both contribute toward the spell’s final Spellcraft DC.
Determining School: When combining two or more spell seeds to develop an epic spell, the school of the finished spell is decided by the caster from among the seeds that make up the epic spell.
Combining Descriptors: When two or more spell seeds are combined in an epic spell, all the descriptors from each seed apply to the finished spell.
Combining Components and Casting Times: Almost every epic spell has verbal and somatic components and a 1 action time, regardless of the number of epic seeds combined.
Combining Range, Targets, Area, and Effect: One spell seed might have a range of Long, another seed might have a range of touch feet, and a third seed might not have a range at all. Likewise, some spell seeds have targets, while others have an effect or an area. To determine which spell seed takes precedence in the finished epic spell, the caster must decide which spell seed is the base seed. The seed most important to the spell’s overall purpose is the base seed, and it determines the casting time, range, target, and so on. The other spell seeds apply only their specific effects to the finished spell. It is occasionally difficult to determine a base seed by examining the spell’s effects. If no one seed is most important, simply pick one seed for the purposes of making this determination.
Combining Durations: When using two or more seeds to develop an epic spell, the seed with the shortest duration determines the duration of the finished epic spell. If any spell seed of an epic spell is dismissible by the caster, the epic spell is dismissible.
Saving Throws: Even if more than one seed has an associated saving throw, the final spell will have only a single saving throw. If two or more seeds have the same kind of saving throw (Fortitude, Reflex, or Will), then obviously that will be used for the spell’s saving throw. If the spell seeds have different kinds of saving throws, simply choose the saving throw that seems most appropriate for the final spell.
Spell Resistance: When combining two or more spell seeds to develop an epic spell, if even one seed is subject to spell resistance, the finished epic spell is subject to it as well.
Combining Spells Seeds and Epic Seeds: Although this new epic spellcasting system now uses spells to form the basis of its spell seeds it does not completely ignore the existing epic spellcasting seeds. Many of the pre-existing epic seeds grant effects not found in published spells and in such cases it is permissible to use the epic seed as one of your spell seeds. These epic seeds use the revised general Spellcraft DC modifiers that follow rather the pre-existing ones, but the DC modifiers inherent to each seed, remain unchanged.
2. Factors
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 spell can increase or decrease the final Spellcraft DC, increase the duration, change the area of a spell, and affect many other aspects of the spell.
There are three kinds of factors:
1. Those that can affect a number of spell seeds.
2. Those that can only be used with specific spell seeds.
3. Those that reduce the Spellcraft DC rather than increasing it. These are referred to as mitigating factors. To calculate the final Spellcraft DC of an epic spell correctly, it’s important to determine the mitigating factors last, after all the factors that increase the DC have been accounted for.
Development Is an Art: Many times developing a completely new epic spell requires some guesswork and rule stretching. As with making and pricing magic items, a sort of balancing act is required. Often the description of a spell will need to be stretched for a particular spell. If necessary, assess an “ad hoc” Spellcraft DC adjustment for any effect that cannot be extrapolated from the seeds and factors presented here—the example spells use ad hoc factors frequently. In all cases, the GM determines the actual Spellcraft DC of the new spell
Table: Epic Spell Factors
[TABLE="class: cms_table"] [TR] [TD="class: cms_table_th"]Casting Time[/TD] [TD="class: cms_table_th"]Spellcraft DC Modifier[/TD] [/TR] [TR] [TD]Reduce casting time by 1 minute (min. 1 minute)[/TD] [TD]+2[/TD] [/TR] [TR] [TD]Reduce casting time by 1 round (minimum 1 round)[/TD] [TD]+2[/TD] [/TR] [TR] [TD]Change full round to standard action casting time[/TD] [TD]+2[/TD] [/TR] [TR] [TD]Swift action (limit one swift action/round)[/TD] [TD]+28[/TD] [/TR] [TR] [TD]Contingent on specific trigger (as contingency) 1[/TD] [TD]+26[/TD] [/TR] [/TABLE] [TABLE="class: cms_table"] [TR] [TD="class: cms_table_th"]Components[/TD] [TD="class: cms_table_th"]Spellcraft DC Modifier[/TD] [/TR] [TR] [TD]No verbal component[/TD] [TD]+5[/TD] [/TR] [TR] [TD]No somatic component[/TD] [TD]+5[/TD] [/TR] [/TABLE] [TABLE="class: cms_table"] [TR] [TD="class: cms_table_th"]Duration2[/TD] [TD="class: cms_table_th"]Spellcraft DC Modifier[/TD] [/TR] [TR] [TD]Increase duration by 100%[/TD] [TD]+2[/TD] [/TR] [TR] [TD]Permanent duration (apply this factor after all other epic spell factors but before mitigating factors)[/TD] [TD]x5[/TD] [/TR] [TR] [TD]Dismissible by caster (if not already)[/TD] [TD]+2[/TD] [/TR] [/TABLE] [TABLE="class: cms_table"] [TR] [TD="class: cms_table_th"]Range[/TD] [TD="class: cms_table_th"]Spellcraft DC Modifier[/TD] [/TR] [TR] [TD]Range Increase range by 100% (fixed range spells)[/TD] [TD]+2[/TD] [/TR] [TR] [TD]Increase range 1 step (close to medium, ect.)[/TD] [TD]+4[/TD] [/TR] [/TABLE] [TABLE="class: cms_table"] [TR] [TD="class: cms_table_th"]Target3[/TD] [TD="class: cms_table_th"]Spellcraft DC Modifier[/TD] [/TR] [TR] [TD]Add extra target within range[/TD] [TD]+4[/TD] [/TR] [TR] [TD]Change from single target to 1 target/level (max. 20)[/TD] [TD]+40[/TD] [/TR] [TR] [TD]Change from personal to melee touch[/TD] [TD]+4[/TD] [/TR] [TR] [TD]Change from personal to ranged touch (close)[/TD] [TD]+10[/TD] [/TR] [TR] [TD]Change from melee touch to ranged touch (close)[/TD] [TD]+4[/TD] [/TR] [TR] [TD]Change from ranged touch to target[/TD] [TD]+4[/TD] [/TR] [TR] [TD]Change from target to ranged touch[/TD] [TD]+4[/TD] [/TR] [TR] [TD]Change from target to Area (pick Area option below)[/TD] [TD]+10[/TD] [/TR] [/TABLE] [TABLE="class: cms_table"] [TR] [TD="class: cms_table_th"]Area4[/TD] [TD="class: cms_table_th"]Spellcraft DC Modifier[/TD] [/TR] [TR] [TD]Change Area to bolt (5 ft. wide at medium range, or 10 ft. wide with 1/2 medium range)[/TD] [TD]+2[/TD] [/TR] [TR] [TD]Change Area to cylinder (10-ft. radius, 30 ft. high)[/TD] [TD]+2[/TD] [/TR] [TR] [TD]Change Area to 40-ft. cone[/TD] [TD]+2[/TD] [/TR] [TR] [TD]Change Area to four 10-ft. cubes[/TD] [TD]+2[/TD] [/TR] [TR] [TD]Change Area to 20-ft. radius[/TD] [TD]+2[/TD] [/TR] [TR] [TD]Increase Area by 100%[/TD] [TD]+4[/TD] [/TR] [/TABLE] [TABLE="class: cms_table"] [TR] [TD="class: cms_table_th"]Damage[/TD] [TD="class: cms_table_th"]Spellcraft DC Modifier[/TD] [/TR] [TR] [TD]Add one die of damage to a fixed damage spell[/TD] [TD]+2 per die[/TD] [/TR] [TR] [TD]Increase maximum damage dice by caster level[/TD] [TD]+1 per die[/TD] [/TR] [TR] [TD]Increase damage die by one step (d12 maximum)[/TD] [TD]+10[/TD] [/TR] [/TABLE] [TABLE="class: cms_table"] [TR] [TD="class: cms_table_th"]Other[/TD] [TD="class: cms_table_th"]Spellcraft DC Modifier[/TD] [/TR] [TR] [TD]Gain +1 bonus on caster level checks to overcome target’s spell resistance[/TD] [TD]+4[/TD] [/TR] [TR] [TD]Gain +1 caster level to resist dispel effects[/TD] [TD]+4[/TD] [/TR] [/TABLE] Unless stated otherwise, the same factor can be applied more than once.
1 Each contingent spell in use counts as a slot used from the caster’s daily Improved Spell Capacity spell slots.
2 Seeds that already have an instantaneous or permanent duration cannot be increased.
3 When changing a targeted or Area seed to a touch or ranged attack, the seed no longer requires a save if it deals damage, instead requiring a successful attack roll. Seeds with a nondamaging effect still allow the target a save. Area spells changed to touch or ranged attacks now affect only the creature successfully attacked.
4 When changing a touch or ranged attack seed to a targeted seed, the seed no longer requires an attack roll if it deals damage, instead requiring a saving throw from the target. On a failed saving throw, the target takes half damage. Area seeds changed to targeted seeds now only affect the target. The GM determines the most appropriate kind of saving throw for the epic spell.
Table: Epic Spell Mitigating Factors
[TABLE="class: cms_table"] [TR] [TD="class: cms_table_th"]Other[/TD] [TD="class: cms_table_th"]Spell DC Modifier[/TD] [/TR] [TR] [TD]Backlash 1d6 points of damage (max d6 = final spell level x2)1[/TD] [TD]–2[/TD] [/TR] [TR] [TD]Burn 100 XP during casting (max 20,000 XP)[/TD] [TD]–1[/TD] [/TR] [TR] [TD]Additional participants (ritual)[/TD] [TD]Special[/TD] [/TR] [/TABLE] [TABLE="class: cms_table"] [TR] [TD="class: cms_table_th"]Duration[/TD] [TD="class: cms_table_th"]Spell DC Modifier[/TD] [/TR] [TR] [TD]Decrease duration from 1 hour/level to 10 min./level[/TD] [TD]–10[/TD] [/TR] [TR] [TD]Decrease duration from 10 min./level to 1 minute/level[/TD] [TD]–10[/TD] [/TR] [TR] [TD]Decrease duration from 1 minute/level to 1 round/level[/TD] [TD]–10[/TD] [/TR] [/TABLE] [TABLE="class: cms_table"] [TR] [TD="class: cms_table_th"]Area[/TD] [TD="class: cms_table_th"]Spell DC Modifier[/TD] [/TR] [TR] [TD]Halve area (fixed area)[/TD] [TD]–4[/TD] [/TR] [TR] [TD]Decrease Area to single target[/TD] [TD]–10[/TD] [/TR] [/TABLE] [TABLE="class: cms_table"] [TR] [TD="class: cms_table_th"]Targets[/TD] [TD="class: cms_table_th"]Spell DC Modifier[/TD] [/TR] [TR] [TD]Change target from ranged touch to melee touch[/TD] [TD]–4[/TD] [/TR] [TR] [TD]Change target from melee touch to personal[/TD] [TD]–10[/TD] [/TR] [TR] [TD]Change target from target to ranged touch[/TD] [TD]–4[/TD] [/TR] [TR] [TD]Change target from target to melee touch[/TD] [TD]–10[/TD] [/TR] [TR] [TD]Change target from target to personal[/TD] [TD]–14[/TD] [/TR] [/TABLE] [TABLE="class: cms_table"] [TR] [TD="class: cms_table_th"]Range[/TD] [TD="class: cms_table_th"]Spell DC Modifier[/TD] [/TR] [TR] [TD]Halve fixed range[/TD] [TD]–4[/TD] [/TR] [TR] [TD]Decrease range one step (long to medium, ect)[/TD] [TD]–4[/TD] [/TR] [/TABLE] [TABLE="class: cms_table"] [TR] [TD="class: cms_table_th"]Casting Time[/TD] [TD="class: cms_table_th"]Spell DC Modifier[/TD] [/TR] [TR] [TD]Increase casting time from standard to full-round action[/TD] [TD]–1[/TD] [/TR] [TR] [TD]Increase casting time by 1 round (max 1 minute)2[/TD] [TD]–1[/TD] [/TR] [TR] [TD]Increase casting time by 1 minute (max 10 minutes)2[/TD] [TD]–2[/TD] [/TR] [TR] [TD]Increase casting time by 1 day (max 100 days)2[/TD] [TD]–2[/TD] [/TR] [/TABLE] [TABLE="class: cms_table"] [TR] [TD="class: cms_table_th"]Damage[/TD] [TD="class: cms_table_th"]Spell DC Modifier[/TD] [/TR] [TR] [TD]Decrease damage die by one step (d4 minimum)[/TD] [TD]–5[/TD] [/TR] [/TABLE] Note: Mitigating factors are always applied last all other spell factors (see above) are accounted for. Mitigating factors cannot be used to reduce the Spell DC bellow half of what it was before the mitigating factors.
1 A caster cannot avoid or make himself immune to backlash damage. Backlash damage is always considered lethal for creatures with regeneration and only heals naturally, magic and psionics are incapable of healing backlash. Creatures with fast healing heal backlash damage at value listed for their fast healing score every hour, not every round. Spells with durations longer than instantaneous, the backlash damage is only applied once. You cannot use backlash to mitigate the cost any spell with a permanent duration. If backlash damage kills a caster, no spell or method exists that will return the caster’s to life without costing the caster a level—not even wish, true resurrection, miracle, or epic spells that return life to the deceased. Spells that normally penalize the recipient one level when they return him or her to life penalize a caster killed by backlash two levels.
2 When increasing the casting time of a spell in order to reduce the Spellcraft DC, a caster must first “use up” the maximum of 1 minute, then 10 minutes (for a total DC modifier of –28). After that, a caster can continue to add days to the casting time, with a further modifier of –2 per day, up to the maximum of 100 days.
Additional Participants: Epic spells can be developed that specifically require additional participants. These spells are called rituals. An epic spell developed as a ritual requires a specific number of additional participants, who each must use up one spell slot of a specified level for the day. During an epic spell’s development, the spell’s creator determines the number of additional participants and the level of the spell slots to be contributed. If the exact number of spellcasters does not partake in the casting, or if the casters do not each contribute the proper spell slot, the epic spell automatically fails. To participate, each participant readies an action to contribute his or her raw spell energy when the primary caster begins the epic spell. Additional participants in a ritual spell reduce the Spellcraft DC, as shown on Table: Additional Participants in Rituals. Each additional participant may only contribute one spell slot. It doesn’t matter whether the additional participants are arcane or divine spellcasters; only the level of the spell slot contributed matters. A contributed spell slot is treated as if normally cast. A wizard may contribute either a prepared, uncast spell slot, or an open, unprepared slot. The Spellcraft DC adjustments for each additional participant stack.
Special: A ritual epic spell that takes longer than 1 action to cast requires all extra participants to stand as if casting for the same amount of time. If an extra participant is attacked while contributing a spell slot, the participant must make a Concentration check as if casting a spell of the same level as the slot contributed. If the attack disrupts the participant in the ritual, the epic spell is not necessarily ruined. However, the Spellcraft DC reduction that would have been provided by that additional participant cannot be applied to the final Spellcraft DC of the epic spell. Thus the ritual epic spell will be harder for the primary spellcaster to cast.
Table: Additional Participants in Rituals
[TABLE="class: cms_table"] [TR] [TD="class: cms_table_th"]Spell Slot Level Contributed[/TD] [TD="class: cms_table_th"]Spellcraft DC Reduction[/TD] [/TR] [TR] [TD]1st[/TD] [TD]–1[/TD] [/TR] [TR] [TD]2nd[/TD] [TD]–3[/TD] [/TR] [TR] [TD]3rd[/TD] [TD]–5[/TD] [/TR] [TR] [TD]4th[/TD] [TD]–7[/TD] [/TR] [TR] [TD]5th[/TD] [TD]–9[/TD] [/TR] [TR] [TD]6th[/TD] [TD]–11[/TD] [/TR] [TR] [TD]7th[/TD] [TD]–13[/TD] [/TR] [TR] [TD]8th[/TD] [TD]–15[/TD] [/TR] [TR] [TD]9th[/TD] [TD]–17[/TD] [/TR] [/TABLE] For each additional spell level above 9th the Spellcraft DC reduction increases by 2 points.
Determine Costs: Sum all factors and mitigating factors together to determine the final Spellcraft DC. The spell’s research cost in gold pieces is equal to the final Spellcraft DC times 7000, and the spells experience point cost is equal to 1/25th the research cost.
Determine Level: Divide the final spell DC by 10, round to the nearest whole number, and add +7. This is the level of the Improved Spell Capacity spell slot needed to cast the spell. This also sets the base save DC of the spell.
Approval: This is the final step, and it’s critically important. The epic spell development work and reasoning must be shown to the GM and receive his or her approval. If the GM doesn’t approve, then the epic spell cannot be developed. However, the GM should explain why the epic spell wasn’t approved and possibly offer suggestions on how to create an epic spell that will be acceptable.
Not only does this system keep what was good about the base epic spell system, but it adds to it by allowing mundane spells to be used as seeds and requires epic level casters to actually use some of those bonus feats they acquire post 20th level. I always found it a bit annoying that once a given caster had gotten to 20th level in a caster class, they were better off branching off into prestige classes or multiclassing rather than continuing their progression. Let's face it, once you have acquired the basics of what's printed in the available feats for the ELH, you don't want to spend 40-60 levels of just being a plain ole wizard when there is so much better available to you. By being forced to invest some epic feats to cast higher level epic spells the epic progression for casters actually has a purpose. Also, I always had a problem with the spells being stuck at 10th level with the basic system, regardless of their final spellcraft DC. Feanmerc fixes that too. The most beautiful thing about this system is that it also allows you to use your many meta-magic feats to make use of your lower level spells, which after about 40th level become less and less useful using only the base system. However, the actual lower level spell-slots themselves are usually unused so even though your able to use your mundane spells with epic power behind them, the actual 0-9 spell slots themselves rarely get used at all, particularly on the lower end of that spectrum at high levels, which brings me to our next system. This system is at least to some degree, at odds with Feanmerc because it does render Improved Spell capacity redundant in it's published form which I believe was only intended to be used to meta-magicking mundane spells into effective levels above 9th, but was never considered by the author as a foundational replacement for the feat Epic Spellcasting.
Automatic Metamagic Capacity [Epic, Metamagic]
You can cast spells that exceed the normal limits of spellcasting.
Prerequisites: Ability to cast spells at the normal maximum spell level in at least one spellcasting class, four metamagic feats.
Benefit: When you select this feat you gain one free level of metamagic per round, which you may spontaneously apply to any spell (or spell-like ability) you can cast. This feat replaces the following epic feats: Automatic Quicken Spell; Automatic Silent Spell; Automatic Still Spell and Improved Spell Capacity.
Example: A wizard with Automatic Metamagic Capacity could spontaneously apply the Enlarge Spell feat (or any other metamagic that increases the level of the spell slot required by one) once per round to any spell he casts, without increasing the level of the spell slots required.
Special: A character can gain this feat multiple times. Each time they gain the feat they gain one free level of metamagic per round. This feat stacks, each time it is taken you gain an additional +1 free spell level of metamagic.
Example: A wizard with 3 Automatic Metamagic Capacity feats could spontaneously apply the Maximize Spell feat to a previously prepared empowered delayed blast fireball in a 9th-level spell slot.
This feat, taken a few times and coupled with another feat:
Metamagic Freedom [Epic, Metamagic]
You can stack the same metamagic feat multiple times.
Prerequisties: Four metamagic feats, Spellcraft 24 ranks.
Benefit: You can apply the same metamagic feat any number of times to the same spell, provided you have enough spell slots.
eg. With this feat you could use a 9th-level spell slot to triple empower a fireball spell (for +150% damage).
Normal: Without this feat you can only apply the same metamagic feat once to a single spell.
In the wake of this feat the following feats become redundant:
• Improved Heighten Spell
• Intensify Spell
• Multispell
Improved Heighten Spell should be unnecessary if you already have Heighten Spell. Intensify Spell is simply a combination of two applications of empower spell and one application of maximise spell. Multispell is simply two (or more) applications of quicken spell.
The first of the above feats should be replaced with Metamagic Freedom and any others by Automatic Metamagic Capacity.
eg. A 30th-level Wizard has Improved Heighten Spell, Intensify Spell and Multispell. These should be replaced by Metamagic Freedom and Automatic Metamagic Capacity (x2).
It is also suggested that the following epic feat be removed altogether:
• Improved Metamagic.
this basically makes a new way of using mundane spells and their associated spell slots to be useful in epic level combat. However, this system too has it's flaws. For example, the fact that the spell level isn't adjusted means that the spell save DC isn't going to be as high as it would be if you were using Improved Spell Capacity/FeanMerc, but I guess that's sort of a trade off. I whole-heartedly understand why Improved Metamagic should be removed because if you take it 3 times then each additional time you take AMMC (Automatic Meta-magic Capacity) you get an extra spell per round via quicken spell which gets really broken, really fast.
This brings me to my final concern regarding magic in epic level play. The little dilemma of exactly how many spells a high level caster should be able to cast in combat and how that is determined. Now, my issue with using AMMC and MM freedom in conjunction with quicken spell to cast extra spells is this; every character still only gets one swift action per round(unless they have some ability or effect which grants them more actions), and it seems to imply that you can cast multiple different spells within the limites of your AMMC quota all as part of the same swift action, and to me that just doesn't make sense. Now, don't get me wrong, I certainly don't think that a 10th level wizard, a 40th level wizard and Boccob himself should all be able to cast the same number of spells in a given round of combat, but where I have been having trouble is deciding on how to limit the number of spells a caster can dish out in a round. My first thought was to do it similiar to the way a fighter-type does a full attack action. You could take a feat (basically the same as multispell) but you can only use it as part of a "full attack casting action" but you would be limited to your BAB divided by 5 worth of spells, regardless of how many times you took the feat.
One way I have found to mitigate the XP and Gold burn I was griping about earlier is that each time you want to prepare an epic spell using FeanMerc is to change the ruling so that once your character has researched a given epic spell once with a given final spellcraft DC, they don't have to spend the gold to research it a second time, but they do have to stiill spend the experience. Another way to mitigate the burn factor of developing epic spells is to allow them to take an epic feat which allows them to prepare an epic spell they've prepared before once per day without losing any XP. It also uses up some of those epic feat slots in a rather worthwhile way, I think.
Anyone else have any input on this? I really hope this is just the beginning of a long discussion about peoples' experiences at tweaking the system and experimenting with meta-magic epic spells playing nicely together side-by-side.
I also feel I should add that I really like FeanMerc as a whole and I also really like AMMC as a whole and I allow characters in my campaign to take feats from both rulesets, but ultimately what I want is a system which takes the best of both worlds and simplifies them without making them overpowered, and thus far, I have failed to do so.
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