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Two Epic Spells I'd like help with (I'm clueless, what can I say).

Arravis

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Two Epic Spells I'd like help with (I'm clueless, what can I say).

The first Epic Spell I'd like to develop is a weather type spell, one that creates a fog that is anywhere from a 1 mile radius up to maybe 2 mile radius that destroys magical writing that it comes in contact with.

The next one would be a spell that creates a sort of "movable" gate to the center of the Outlands (Concordonant Opposition for you old timers like me :)), this will be a disc that basicly tries to mow down the target. The effect is similar to casting a Gate on someone, it cuts them in half. Since it's a sort of gate to the center of the Outlands, it ignores magical protections, including those of divine beings. The Manual of the Planes has more information on this, at the center of the plane, even divine magics do not work.

Nasty spell for some mad wizard that wishes to threaten the gods.

Anyway, I don't really know what "seeds" fits these spells... summoning for the disc? But it lists no damage, etc... are there any seeds to weather effects? Well, any help would be greatly appreciated! Thanks guys!
 

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1) Your first one uses Energy(Weather) and Dispel (possibly Destroy) as seeds. You've probably got an ad-hoc adjustment "only attacks magical writings".

2) The other is the Transport seed. Also, the conditions at the other end of the Gate don't necessarily affect the gate itself. For your purposes, you need a high DC save (probably reflex), and a high DC SR check. There's probably an ad-hoc adjustment "moving effect".

Note that if you just want them to be sliced and diced by planar energy, you should probably use Destroy instead of transport.

All depends on where you want the bodies to end up. Destroy will leave them local, Transport will send 'em to Concordant Opp.
 

Well, the main idea is that the spell will be a threat to the gods, so it's got to be something that will penetrate their protections. The only thing I know that does so is other gods and the central area of the Outlands. That's why that point is critical.
 

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