Sepulchrave II
Legend
[Ward]. A pretty big one.
I'm pricing the locus (static/mobile) as 0; you default to one which you specify in the development process, or pay +4 flexibility. I'm using exponential area factors which successively double, not quadruple, for area: i.e. 10-ft.r -> 20-ft.r -> 40-ft.r -> 80-ft.r. It kind of makes more sense to me, if ranges quadruple exponentially - don't know if you agree. Effects all (D).
I'll start with antimagic shell. I've priced 2 epic benefits - the first, to counter prismatic sphere, wall of force etc,; the second to counter all epic spells. I felt it was deserving of a double application. Epic [dispel] still works against it.
Antimagic field (+36) + Heighten to 10th (+4) + Epic Benefit (prismatic sphere) (+4) + Epic Benefit (all magic) (+4) + Exp Widen x3 (+9) + Exp Extend (+2) = 59.
*
The only difference between globe of invulnerability and minor globe of invulnerability are two heightenings and the ability to extend to 4th-level spells. This would cost it +10SP per spell level warded. This seems really high, but I'm going to run with it - I'm assuming a 30-factor feat will be available. This makes a [ward] against 1st-9th level effects available to a 30th-level wizard if he pares back the area.
I'm also assuming that spells Heightened above 9th will penetrate the [ward]; Matt is screwed otherwise. You could extend the ward to 10th-level, 11th-level effects etc. Another feat (at level 40 or so) might push Jake ahead of the game again for a little while.
Lesser Globe of invulnerability (+24) + Heighten (+6) + Exp Widen x3 (+9) + Exp Extend x4 (+8) + 4th level spells (+8) + Epic benefit (immunity to nonepic dispel) (+4) = 59.
*
I'm costing additional categories of creature at +4 each, folding outsiders and elementals in, and leaving only constructs and undead beyond the remit of the spell:
Antilife shell (+36) + Heighten (+4) + Reduced Casting Time (+2) + Exp Extend (+2) + Exp Widen x3 (+9) + Extra Creature Types (+8) = 61.
*
Dimensional Anchor (+48) + Heightened (+2) + Reduced Range (-2) + Reduced Duration (-2) + Exp Widen x2 (+6) + Epic Benefit (block extradimensional perception and attacks, automatically defeats [transport]) (+4) = 56. A little light, but it's OK. Generous buyback for duration available.
*
Prismatic Sphere (+54) + Heightened (+1) + Exp Widen x3 (+9) + Exp Extend (+2) = 66.
*
I'm assuming most targeted effects can be subsumed in [augment] at present. I also propose that we deconstruct [force] (which I was never happy about), and move mage armor to [augment].
Forbiddance might be a good esoteric seed.
*
[Ward]
Abjuration
Root Spell: Dimensional anchor, antimagic field, antilife shell, globe of invulnerability, prismatic sphere
Preferred Mitigation: Any
Casting Time: 1 standard action
Range: 80 ft.
Area: 80-ft. radius emanation centered on you or a point in space; see text
Duration: 20 hours
Saving Throw: See text
Spell Resistance: Yes; see text
The [ward] seed allows the generation of a spherical emanation which protects you and your allies against hostile creatures and effects.
Locus
A spell developed with the [ward] seed may specify a static locus (the emanation persists if you leave it), or a mobile locus (the spell moves with you). You determine the nature of the locus during spell development; to devise a spell which allows you to decide this parameter upon casting, increase the Spellcraft Prererequisite by +4. If you apply a factor which changes the range of the spell to touch or greater, you can specify an object or willing creature within range as the locus of the ward when you cast the spell.
The various effects available with [ward] are detailed below.
Antimagic Zone
You create a zone in which all magic and supernatural effects are automatically nullified, including effects such as a prismatic sphere, a wall of force or any epic spell. The abilities of artifacts are suppressed in an epic antimagic zone. Only a targeted spell using the [dispel] seed is effective against this ward.
Dimensional Ward
You create a shimmering emerald barrier that completely blocks extradimensional travel. Forms of movement barred include astral projection, blink, dimension door, ethereal jaunt, etherealness, gate, maze, plane shift, shadow walk, teleport, and similar spell-like or psionic abilities. Epic spells making use of the [transport] seed cannot penetrate this ward. A dimensional lock generated by the [ward] seed also blocks extradimensional perception and attack forms.
Spell Invulnerability
An immobile, faintly shimmering magical sphere surrounds you and excludes all spell effects of 4th level or lower. The area or effect of any such spells does not include the area of the ward: such spells fail to affect any target located within the area. Excluded effects include spell-like abilities and spells or spell-like effects from items. However, any type of spell can be cast through or out of the emanation. Spells of 5th level and higher are not affected by the ward, nor are spells already in effect when the globe is cast. The globe can be brought down only by a targeted spell using either the [destroy] or [dispel] seed.
Spell effects are not disrupted unless their effects enter the globe, and even then they are merely suppressed, not dispelled.
If a given spell has more than one level depending on which character class is casting it, use the level appropriate to the caster to determine whether lesser globe of invulnerability stops it.
Antilife Effect
You bring into being an energy field that prevents the entrance of most types of living creatures. The effect hedges out animals, aberrations, dragons, elementals, fey, giants, humanoids, magical beasts, monstrous humanoids, outsiders, oozes, plants, and vermin, but not constructs or undead.
This spell may be used only defensively, not aggressively. Forcing an abjuration barrier against creatures that the spell keeps at bay collapses the barrier.
Prismatic Ward (+6SP)
You conjure up an immobile, opaque globe of shimmering, multicolored light that surrounds you and protects you from all forms of attack. The sphere flashes in all colors of the visible spectrum. You can pass through and remain near the ward without harm. However, any other creature with less than 8 HD that is within 20 feet of the ward is blinded for 2d4x10 minutes by the colors if it looks at the wall. When you’re inside it, the sphere blocks any attempt to project something through the sphere (including spells). Other creatures that attempt to attack you or pass through suffer the effects of each color, one at a time.
Typically, only the upper hemisphere of the globe will exist, since you are at the center of the sphere, so the lower half is usually excluded by the floor surface you are standing on.
The wall can be destroyed, color by color, in consecutive order, by various magical effects; however, the first color must be brought down before the second can be affected, and so on. A rod of cancellation or a mage’s disjunction spell destroys a prismatic effect, but an antimagic field fails to penetrate it. Targeted epic spells developed with [dispel] or [destroy] can dispel the ward: an opposed caster level check is required in each case. Spell resistance is effective against a prismatic ward, but the caster level check must be repeated for each color present.
Universal Factors
The following factor may be applied to any application of the [ward] seed:
**
Dunno. It's a start. Knowing where to peg invulnerability and susceptibility to epic [dispel] or [destroy] is tricky; I've assumed that generally, the defensive spell has the advantage in most situations where another spell threatens.
How should an epic prismatic effect and an epic antimagic effect interact? Two epic antimagic effects?
I've also assumed that as an epic benefit [transport] can penetrate a nonepic forbiddance or dimensional lock with an opposed caster level check.
I'm not convinced that a spell with a mobile locus offers anything of an advantage, btw. Each has its own benefits. Lastly, what do you think of this line:
It's from the text of antilife shell. Should it apply to a mobile prismatic sphere as well?
I'm pricing the locus (static/mobile) as 0; you default to one which you specify in the development process, or pay +4 flexibility. I'm using exponential area factors which successively double, not quadruple, for area: i.e. 10-ft.r -> 20-ft.r -> 40-ft.r -> 80-ft.r. It kind of makes more sense to me, if ranges quadruple exponentially - don't know if you agree. Effects all (D).
I'll start with antimagic shell. I've priced 2 epic benefits - the first, to counter prismatic sphere, wall of force etc,; the second to counter all epic spells. I felt it was deserving of a double application. Epic [dispel] still works against it.
Antimagic field (+36) + Heighten to 10th (+4) + Epic Benefit (prismatic sphere) (+4) + Epic Benefit (all magic) (+4) + Exp Widen x3 (+9) + Exp Extend (+2) = 59.
*
The only difference between globe of invulnerability and minor globe of invulnerability are two heightenings and the ability to extend to 4th-level spells. This would cost it +10SP per spell level warded. This seems really high, but I'm going to run with it - I'm assuming a 30-factor feat will be available. This makes a [ward] against 1st-9th level effects available to a 30th-level wizard if he pares back the area.
I'm also assuming that spells Heightened above 9th will penetrate the [ward]; Matt is screwed otherwise. You could extend the ward to 10th-level, 11th-level effects etc. Another feat (at level 40 or so) might push Jake ahead of the game again for a little while.
Lesser Globe of invulnerability (+24) + Heighten (+6) + Exp Widen x3 (+9) + Exp Extend x4 (+8) + 4th level spells (+8) + Epic benefit (immunity to nonepic dispel) (+4) = 59.
*
I'm costing additional categories of creature at +4 each, folding outsiders and elementals in, and leaving only constructs and undead beyond the remit of the spell:
Antilife shell (+36) + Heighten (+4) + Reduced Casting Time (+2) + Exp Extend (+2) + Exp Widen x3 (+9) + Extra Creature Types (+8) = 61.
*
Dimensional Anchor (+48) + Heightened (+2) + Reduced Range (-2) + Reduced Duration (-2) + Exp Widen x2 (+6) + Epic Benefit (block extradimensional perception and attacks, automatically defeats [transport]) (+4) = 56. A little light, but it's OK. Generous buyback for duration available.
*
Prismatic Sphere (+54) + Heightened (+1) + Exp Widen x3 (+9) + Exp Extend (+2) = 66.
*
I'm assuming most targeted effects can be subsumed in [augment] at present. I also propose that we deconstruct [force] (which I was never happy about), and move mage armor to [augment].
Forbiddance might be a good esoteric seed.
*
[Ward]
Abjuration
Root Spell: Dimensional anchor, antimagic field, antilife shell, globe of invulnerability, prismatic sphere
Preferred Mitigation: Any
Casting Time: 1 standard action
Range: 80 ft.
Area: 80-ft. radius emanation centered on you or a point in space; see text
Duration: 20 hours
Saving Throw: See text
Spell Resistance: Yes; see text
The [ward] seed allows the generation of a spherical emanation which protects you and your allies against hostile creatures and effects.
Locus
A spell developed with the [ward] seed may specify a static locus (the emanation persists if you leave it), or a mobile locus (the spell moves with you). You determine the nature of the locus during spell development; to devise a spell which allows you to decide this parameter upon casting, increase the Spellcraft Prererequisite by +4. If you apply a factor which changes the range of the spell to touch or greater, you can specify an object or willing creature within range as the locus of the ward when you cast the spell.
The various effects available with [ward] are detailed below.
Antimagic Zone
You create a zone in which all magic and supernatural effects are automatically nullified, including effects such as a prismatic sphere, a wall of force or any epic spell. The abilities of artifacts are suppressed in an epic antimagic zone. Only a targeted spell using the [dispel] seed is effective against this ward.
- Mitigating Factor (-4SP): Apply this factor for a more limited antimagic zone (which has the same qualities as the nonepic antimagic field).
Dimensional Ward
You create a shimmering emerald barrier that completely blocks extradimensional travel. Forms of movement barred include astral projection, blink, dimension door, ethereal jaunt, etherealness, gate, maze, plane shift, shadow walk, teleport, and similar spell-like or psionic abilities. Epic spells making use of the [transport] seed cannot penetrate this ward. A dimensional lock generated by the [ward] seed also blocks extradimensional perception and attack forms.
- Mitigating Factor (-4SP): Apply this factor to create a less rigorous [ward]: extradimensional perception and attacks work within the ward, and epic spells making use of the [transport] seed are entitled to an opposed caster level check to penetrate the [ward].
Spell Invulnerability
An immobile, faintly shimmering magical sphere surrounds you and excludes all spell effects of 4th level or lower. The area or effect of any such spells does not include the area of the ward: such spells fail to affect any target located within the area. Excluded effects include spell-like abilities and spells or spell-like effects from items. However, any type of spell can be cast through or out of the emanation. Spells of 5th level and higher are not affected by the ward, nor are spells already in effect when the globe is cast. The globe can be brought down only by a targeted spell using either the [destroy] or [dispel] seed.
Spell effects are not disrupted unless their effects enter the globe, and even then they are merely suppressed, not dispelled.
If a given spell has more than one level depending on which character class is casting it, use the level appropriate to the caster to determine whether lesser globe of invulnerability stops it.
- Factor: For each additional level of spell effects to be excluded, add +8 to the Spellcraft Prerequisite.
Antilife Effect
You bring into being an energy field that prevents the entrance of most types of living creatures. The effect hedges out animals, aberrations, dragons, elementals, fey, giants, humanoids, magical beasts, monstrous humanoids, outsiders, oozes, plants, and vermin, but not constructs or undead.
- Factor (+4SP): Extend the remit of the spell to exclude an additonal creature type.
This spell may be used only defensively, not aggressively. Forcing an abjuration barrier against creatures that the spell keeps at bay collapses the barrier.
- Condition: This restriction is lifted if [ward] combines with another seed.
Prismatic Ward (+6SP)
You conjure up an immobile, opaque globe of shimmering, multicolored light that surrounds you and protects you from all forms of attack. The sphere flashes in all colors of the visible spectrum. You can pass through and remain near the ward without harm. However, any other creature with less than 8 HD that is within 20 feet of the ward is blinded for 2d4x10 minutes by the colors if it looks at the wall. When you’re inside it, the sphere blocks any attempt to project something through the sphere (including spells). Other creatures that attempt to attack you or pass through suffer the effects of each color, one at a time.
Typically, only the upper hemisphere of the globe will exist, since you are at the center of the sphere, so the lower half is usually excluded by the floor surface you are standing on.
The wall can be destroyed, color by color, in consecutive order, by various magical effects; however, the first color must be brought down before the second can be affected, and so on. A rod of cancellation or a mage’s disjunction spell destroys a prismatic effect, but an antimagic field fails to penetrate it. Targeted epic spells developed with [dispel] or [destroy] can dispel the ward: an opposed caster level check is required in each case. Spell resistance is effective against a prismatic ward, but the caster level check must be repeated for each color present.
- Factor (+4SP): Create a prismatic [ward] against which only an epic spell incorporating [dispel] or [destroy] is effective.
- Allied Immunity (+4SP): Designate up to 20 additional creatures who can pass through the ward unharmed; by increasing this factor to +10, you can designate any number of creatures whom you specify immune to the ward's effect.
Universal Factors
The following factor may be applied to any application of the [ward] seed:
- Extended Duration (+2SP): Applying this factor increases the base duration of the spell to 20 days; use this figure as the base duration when calculating further extensions.
**
Dunno. It's a start. Knowing where to peg invulnerability and susceptibility to epic [dispel] or [destroy] is tricky; I've assumed that generally, the defensive spell has the advantage in most situations where another spell threatens.
How should an epic prismatic effect and an epic antimagic effect interact? Two epic antimagic effects?
I've also assumed that as an epic benefit [transport] can penetrate a nonepic forbiddance or dimensional lock with an opposed caster level check.
I'm not convinced that a spell with a mobile locus offers anything of an advantage, btw. Each has its own benefits. Lastly, what do you think of this line:
Forcing an abjuration barrier against creatures that the spell keeps at bay collapses the barrier.
It's from the text of antilife shell. Should it apply to a mobile prismatic sphere as well?
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