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 [Pathfinder] Epic Spells
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LordofBones
Master of Realmslore

1527 Posts

Posted - 15 Feb 2016 :  10:13:16  Show Profile Send LordofBones a Private Message  Reply with Quote  Delete Topic
According to Pathfinder's Advancing Beyond 20th Level as described in the d20 PFSRD, spellcasters that advance beyond 20th level continue gaining spell levels and spell slots at every odd level, and at every even level he gains a number of spell slots equal to the highest spell level he can cast (so an additional 10th level spell, or 2 5th level spells, or 1 1st level spell and 1 9th level spell at level 22 and so on).

While this works as far as dealing with Faerun's movers and shakers, like Szass Tam and Elminster with their arcane class level of 29, and Larloch's 46th level arcane classes, this kind of leads to simply slapping metamagic feats on spells instead of actual progression.

My idea is to convert D&D 3.5e's epic spells to a spell level based system, where arcane and divine casters are encouraged to seek out these new spells via quests and rumors and the tombs of ancient archmagi and heirophants. They can't select 10th level and over spells at level up, due to Mystra's ban, but the Lady of Magic or her servitor gods may see fit to point worthy wizards, clerics and druids to possible new 'epic' spells. Implementing the mythic system might work as far as spell augmentation goes; the animus blast spell may require uses of mythic power to be upgraded to animus blizzard, for example.

It'd require a lot of guesswork, though.

LordofBones
Master of Realmslore

1527 Posts

Posted - 15 Feb 2016 :  11:08:34  Show Profile Send LordofBones a Private Message  Reply with Quote
So here are some examples, from Stormwrack.

PART THE WATERS

School abjuration [water]; Level cleric/oracle 11, druid 11, sorcerer/wizard 11

Casting

Casting Time 10 minutes
Components V, S, M (water from the Elemental Plane of Water held in a diamond sphere)

Effect

Range Personal
Effect 10 ft./level by 30 ft. cylinder
Duration 1 hour (D)
Saving Throw see text, Reflex half; Spell Resistance no

Description

You cause a large body of water or a river to move away from the area you designate, leaving a relatively dry path. The water is held away from the sides of the area like a wall. You can make as narrow or as wide a path as you desire within the spell’s capacity. You can deform the area into a long, narrow path through shallow water or a high but small cylinder in deep water. The area of dry land moves with you and can be shaped as often as you please during its duration.

Mythic: If you cast this as a mythic spell, you can selectively reshape and reattach the parted water by rejoining any part of the divided waters, whether to create water bridges, barriers or walls. If you rejoin the parted water while there are creatures in the way, they suffer 8d6 bludgeoning damage from the force of the water unless they succeed at a Reflex save and are treated as being underwater.



RIVER DRAGON

School transmutation [water]; Level cleric/oracle 12, druid 12, sorcerer/wizard 12

Casting

Casting Time 1 minute
Components V, S, M (a flawless scale from the type of dragon you intend to create)

Effect

Range close (25 ft. + 5 ft./2 levels)
Duration 1 round/level
Saving Throw no; Spell Resistance no

Description

You transform part of a stream or river into a wyrm dragon with the water subtype, either a black dragon (an evil spell) or a bronze dragon (a good spell). The dragon appears where you designate within the river or stream and acts immediately on your turn.

It attacks your opponents to the best of its abilities (preferring to use its breath weapon on the first round). You can direct the dragon not to attack, to attack particular enemies, or to perform other actions. When the spell’s duration elapses, or when you dismiss the dragon, it immediately transforms into an equal volume of water. Treat this as a tsunami spell.

Mythic: If you cast this as a mythic spell, the dragon you create is a great wyrm and the duration increases to 1 minute per level.

Augmented (9th): If you expend two uses of mythic power, you instead create a mythic dragon of the appropriate type.



SEAS OF BLOOD

School conjuration [evil]; Level cleric/oracle 12, druid 11, sorcerer/wizard 11, witch 12

Casting

Casting Time 1 standard action
Components V, S

Effect

Area 200 ft. radius emanation
Range long (400 ft. + 40 ft./level)
Duration Permanent
Saving Throw Fort negates; Spell Resistance yes

You transform an area of water into a viscous, bloody soup. Non-evil, waterbreathing creatures within the spell’s area must succeed on a Fortitude save or take 2d6 points of bleed damage per round they remain with in the seas of blood. A creature who suffers 10d6 points of bleed damage begins drown. Creatures who fail this save also become nauseated while they remain in the bloody water and for 1d6 rounds after leaving. Those who make the save are instead sickened while they remain in the bloody water and for 1d6 rounds after leaving. Other non-evil living creatures in the spell’s area (whether or not they are in the water) are sickened while they remain and for 1d6 rounds after leaving. The bloody water does not diffuse into its surroundings.

When you finish casting the spell, 1d3 + 1 fiendish dire sharks appear where you designate within the spell’s area and act immediately on your turn. The sharks depart after 20 rounds, but thenceforth whenever a good-aligned creature enters the bloody area, another group of fiendish dire sharks appear and attack.

The bloody water provides concealment (20% miss chance) to creatures up to 10 feet away and total concealment (50% miss chance) beyond that distance.

Mythic: If you cast this as a mythic spell, the the sharks you summon gain the advanced simple template.

Augmented (6th): If you expend two uses of mythic power, you instead summon advanced fiendish cetuses.

Edited by - LordofBones on 15 Feb 2016 11:09:16
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LordofBones
Master of Realmslore

1527 Posts

Posted - 25 Feb 2016 :  10:49:51  Show Profile Send LordofBones a Private Message  Reply with Quote
AUMVOR'S SOULSHATTER

School necromancy [death]; Level sorcerer/wizard 13, witch 13

Casting

Casting Time 1 standard action
Components V, S

Effect

Range Long (400 ft. + 40 ft./level)
Target One living creature
Duration Instantaneous
Saving Throw Fort partial, Will negates; Spell Resistance yes

Description

You attempt to separate a soul from its body by forcing it to make Fortitude save. If the target fails, then its soul and body are parted. The soul is treated as the slain victim with the ghost template, and is immediately hurled away from the body in a random direction at a range of 10 miles per caster level. At your discretion, you may instead force the newly created ghost to make a Will save or fall under your control. This does not count against your limit for creating or controlling undead.

You may then possess (as per magic jar) or dominate (as dominate monster) the body, without any resistance. The body is still alive, merely soulless.


EPIC MAGE ARMOR

School conjuration (creation) [force]; Level sorcerer/wizard 10

Casting

Casting Time 1 standard action
Components V, S

Effect

Range touch
Target creature touched
Duration 1 hour (D)
Saving Throw none; Spell Resistance no

Description

You gain a +1 armor bonus to AC per two caster levels. Additionally, you are treated as though under heavy fortification.


EPIC SPELL TURNING

School abjuration; Level sorcerer/wizard 12

Casting

Casting Time 1 standard action
Components V, S

Effect

Range Personal
Duration 10 minutes per level
Saving Throw none; Spell Resistance no

Description

You reflect 1d6 spell levels per two caster levels back on their source. You can only reflect spells that target yourself.

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