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T O P I C    R E V I E W
George Krashos Posted - 11 Feb 2005 : 08:14:27
I've been throwing a few ideas around in that echoing, cavernous skull of mine and have decided to buy the Epic Level Handbook. Epic spells and spellcasting (not feats - ick!) are what interest me. I have one question however: does Complete Arcane showcase any new epic spell seeds or essential information on epic spellcasting. If I can avoid buying that as well, it'll save me forking out useless $$$.

Oh, and if someone could post a list of the epic spellcasting seeds just out of interest's sake, I'd be much obliged.

-- George Krashos
7   L A T E S T    R E P L I E S    (Newest First)
Brother Ezra Posted - 13 Feb 2005 : 17:56:03
I feel your pain. While I do consider the concept of spell seeds to be a good one, the execution of them in the ELH was less than successful IMO. Your example is particularly illustrative of the weaknesses in the way that spell seeds work. Although I haven't used the epic rules in a campaign yet, I already envision extensive house rules in order to make them function properly.

For the reflect seed, your DC's for the spell are correct. In order to keep the spell from being dispelled after a 1st level bard casts an Acid Splash on you, I'd give the spell the ability to reflect 55 spell levels before it is expended (or in other words, 10+9+8+7+6+5+4+3+2+1, since you paid the cost to have the spell be effective against all level spells, including epic spells). Once the 55 spell level limit is met or exceeded, the spell is expended and no longer able to reflect spells.

For mitigating factors, having the spell only function against a specific school of magic might reduce the DC by a quarter of the original DC. So, if it only functions against evocation spells, the DC for the spell would be 57, a much more manageable number for lower-level epic casters. SPecialist wizards might be able to further lower the DC if it only functions against their school of specialty (but would probably raise the DC if they tried to make it work against one or more of their forbidden schools.

You can use the rules as written to make the spell only effective against lower level spells, or only higher level spells, or against prime-number level spells, whatever you wish. You can also tie in an XP cost to the spell to further lower the DC.

Just some ideas off the top of my head. I hope they help.
George Krashos Posted - 13 Feb 2005 : 00:33:31
quote:
Originally posted by Eremite

The SRD contains practically all of the ELH chapter on Epic spells and spell seeds. This may save you the cost of what is, after all, a pretty ordinary book.



Thanks Eremite. Grane Thal already pointed me in the right direction - good guy that he is.

I have a question re the Reflect seed.

Firstly, can I create a single epic spell from the Reflect seed to ward away BOTH spell and physical damage?

Second, if I'm reading this seed description correctly, if I want to create an epic spell called "George's Dweomerbane" which reflects back to their source all spells (1-9 + Epic) and I want it to include AoE spells, then the spellcraft DC (without mitigating factors) would be:

27 - Seed
20 - AoE
160 - Spells 1-9
20 - Epic Spells

227!

For a one shot spell reflection? That sounds awfully high if a 'magic missile' can strip away your protection after all that effort ... Basically, how can I play with this seed to give it some versatility? What if I want it to only reflect a spell of a certain school, or certain levels, or have more than one 'use'. I suppose it's all about adding and subtracting DC modifiers, but as game mechanics aren't my strongpoint, I'd like to hear what you all have to say. Thanks in advance.

-- George Krashos
Wooly Rupert Posted - 12 Feb 2005 : 14:26:30
quote:
Originally posted by Eremite

The SRD contains practically all of the ELH chapter on Epic spells and spell seeds. This may save you the cost of what is, after all, a pretty ordinary book.



Sacrilege! Everyone knows that all WotC books are worth their weight in belly button lint gold!
Eremite Posted - 12 Feb 2005 : 07:18:29
The SRD contains practically all of the ELH chapter on Epic spells and spell seeds. This may save you the cost of what is, after all, a pretty ordinary book.
George Krashos Posted - 11 Feb 2005 : 22:55:01
Thanks guys, that saves me a lot of hassle.

-- George Krashos
Kuje Posted - 11 Feb 2005 : 17:26:02
Don't see any new seeds listed, just new feats and a few epic prestige/core classes.
Brother Ezra Posted - 11 Feb 2005 : 13:24:18
Here you go George:

EPIC SPELL SEEDS: (From the Epic Level Handbook, page 88)

Afflict DC 14
Animate DC 25
Animate dead DC 23
Armor DC 14
Banish DC 27
Compel DC 19
Conceal DC 17
Conjure: DC 21
Contact DC 23
Delude DC 14
Destroy DC 29
Dispel DC 19
Energy DC 19
Foresee DC 17
Fortify DC 17
Heal DC 25 *
Life DC 27 *
Reflect DC 27
Reveal DC 19
Slay DC 25
Summon DC 14
Transform DC 21
Transport DC 27
Ward DC 14

* Casters without at least 24 ranks in Knowledge (Religion) or Knowledge (Nature) may not normally use Heal or Life spell seeds.

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