Spell Creation:
The player starts by choosing what they want the spell to do, they then choose a spell that matches it as close as possible. If no spell comes close the Wish/Miracle spell can be used as default. The PC must be able to cast it, with exception of the Warlock.
For example: Terry the 21st Level Mage wants to move a mountain, the best spell to use would be Move earth (or some other derivative)
This spell is called the Seed and will be basis of the spell. It is possible to have multiple seeds, modify each seed separately and add all DC modifiers together to get the final DC of the spell.
Now apply any affects desired: (all modifiers are cumulative unless noted)
DC 20+
Spell School |
DC |
Specialist School |
-5 |
Domain Related |
-5 |
Spell Focus (school in relation to spell) |
-1 |
Focused Specialist |
-5 |
Banned School |
+10 |
Casting Time |
DC |
Full round |
+0 |
Standard |
+10 |
Swift (Requires Standard) |
+10 |
Contingent (requires Swift, uses up slot) |
+10 |
Components |
DC |
No Verbal component |
+2 |
No Somatic Component |
+2 |
No Focus |
+2 |
No Material |
+1/1,000gp |
Every Epic Spell has a Verbal, Somatic and Focus component, if the Seed spell has material components then multiply the amount by the final spellcraft DC/10. If modifying the Material amount, you modify the initial amount and NOT the multiplied.
For example the Seed has 10,000 gp worth component you +9 to the spellcraft DC reducing it by 9,000gp leaving it with a 1,000gp component. You then take the final DC and divide by 10 multiplying the result by the remaining 1,000gp. If you remove it completely you need not do this calculation as there will be nothing to multiply by.
Target |
DC |
Single |
+0 |
+1/Level within 30 ft |
+5/additional target |
Cone (30 ft) |
+10 |
Line (60 ft) |
+10 |
Increase area |
+5/per 50% |
Cylinder 10ft x 30ft |
+5 |
10ft square (shapeable) |
+5/square |
Area (non damaging spells) 40 ft burst |
+5 |
Spread |
+5 |
Transdimensional (affects Ethereal) |
+10 |
This is the key to making powerful custom spells and is solely up to DM discretion, try to come to a compromise between player and DM but final judgment should be the DM’s call. Think about how much the affect of the SEED needs to be amplified and add ten for each factor.
For Example, Move Earth can move 750x750 sq ft by itself, to move a mountain it would have to be 3 or 4 times its original power, adding +40 to the DC. This is of course subjective and if the final DC is seemingly to low then some adjustment would be needed.
Damage |
DC |
Increase Die Size |
+10/per increase |
Change energy (fire, electricity, Cold, Acid, Sonic, Force) |
+5 |
Add Energy type (split damage equally) |
+10 |
Increase Damage Cap +5CL (Max Double CL) |
+5/per Increase |
Untyped Damage |
+15 |
Duration (start at original and +/- DC for each level increased/decreased) |
DC |
Instantaneous |
+40 |
1 round/level |
+/-5 |
1 min/level |
+/-5 |
1 hour/level |
+/-10 |
1 day/level |
+/-15 |
Dismissable |
+5 |
Permanent* |
+40 |
*Material Component (unavoidable) 100,000gp x CL
Range (start at original and +/- DC for each level increased/decreased) |
DC |
Touch |
+10 |
Short |
+/-5 |
Medium |
+/-5 |
Long |
+/-5 |
+50% |
+5/per |
Misc |
DC |
+1 DC |
+2/per |
+1 spell Pen |
+5/per |
No Save |
+60 |
Auto hit |
+20 |
No SR |
+20 |
*Works in antimagic/deadzone |
+20 |
**Written on stone tablet |
+15 |
*All Epic Spells have a chance to work in Antimagic/deadzones, the chance of working is 5% per Spellcraft DC/20.
For example a DC60 Epic Spell would have a 15% chance of working.
(60/20=3, 3*5=15)
**Stone tablets are the only way a spell caster can learn an Epic spell, much like a scroll, it takes 1 day/10,000gp spent on the spell to research it to learn. Once learned the caster can use it indefinitely (as long as they have the book with it in).
Modifiers
Ceremony Spell (the spell can be fueled by additional persons) The maximum level spell determines the modifier for the spellcraft DC to cast the spell. If an Epic spell uses this method it is required to have a minimum of 2 spellcasters to complete unless you choose the non Restricted modifier. Upon completing the spell any participants lose the highest spell that they can cast or a slot in case of spontaneous casters.
Level |
Modifier |
9th |
-9 |
Epic |
-10 |
Not Restricted by Circle |
+10 |
Misc |
DC |
1 Hp burn |
-1/per 2 HP's |
1 Con burn |
-5/per con |
Material Comp (Diamond Dust, ruby dust etc) |
-1/1,000gp |
Alignment Restriction (cannot be added to a seed with one already) |
-5/per alignment |
Stunned for 1 round after casting* |
-1/per round |
Death (cannot combine with hp/con burn) |
+5/HD |
1 hour casting time |
-10 |
16 hours (uninterruptable) |
-15 |
24 hours (uninterruptable) |
-20 |
*This cannot be removed by any magic.
Once all modifiers have been accounted for the gp paid and time spent the PC must make a spellcraft check to see if he/she has mastered the Epic Spell, if successful the PC can use the spell as one of their allotted Epic spells. If failed they must continue to research for one week. An amount of gp must also be spent equal to 10,000gp per week.
Once a PC has made an Epic Spell they must store the spell in an entire spellbook, if this spellbook is ever vandalized or destroyed they must start over (if they wish too) with a -20 DC to recreate the same spell. This is the same for spontaneous casters and even divine spellcasters. The PC must study the Epic Spell when choosing their spells for the morning or they cannot choose or cast it for that day. Another pc scanning the book is not able to learn the spell from it.
A PC can only learn a certain amount of Epic Spells, the maximum amount of Epic Spells a PC can have at one time is their main spellcasting modifier/5. Once a PC has learned their maximum they cannot learn any more unless they destroy a current Epic spell. It's part of the law of Magic in the universe set down by the primordeals upon the precipice of creation.
If a PC wants to create a tablet after the fact they can by spending an amount of gp equal to 10,000gp and 1 day per spellcraft DC/5. Finally they must make a spellcraft check with a +10DC. If failed they must continue as per the Epic Spell crafting rules.
Minimum DC, an Epic spell can never be reduced in spellcraft DC lower than 20 + CL/2 (round down)
Spell Resistance
Per usual rules any spell that requires a roll to hit is not affected by Spell resistance, similarly any spell that doesn’t need a roll to hit is affected by spell resistance. (or course if the Seed has SR or doesn't then the Epic spell is the same, in cases of multiple Seeds if one has SR then the Epic spell has it.)
Saves
Anything that deals damage in an area of any form allows for a Reflex save. Any spell that deals mass damage to one target allows for a Fortitude save and any spell that targets the faculty’s allow for a Will save.
As per usual the DM is the final judge.
Examples:
Holy Forceball
Spoiler
Show
Holy Forceball
1D8 per level (max 45d8) which deals Force damage, it also destroys any force affect within its area of affect, only affects Evil creatures, standard action, and deals 20 damage and 2 con to the caster.
Seed[Fireball]
Base |
20 |
+30 die cap |
+30 |
D6 upgrade to d8 |
+10 |
Special affect (destroy force affects) |
+20 |
Standard Action |
+10 |
40HP burn |
-20 |
-2 Con |
-10 |
Evil |
-5 |
DC |
60 |
700,000gp and 30 days
REF Save for half damage DC 26 + spellcasting Modifier
15% of working in antimagic
Mass Area Charm Monster
Spoiler
Show
Mass Area Charm Monster
Charm monster, Mass Area
Range of 800ft, no HD cap, 24 hour casting time, caster takes 100hp damage
Seed[Charm Monster, Mass]
Base |
20 |
Special affect (no HD limit) |
+20 |
+2000% |
+200 |
100 rounds of stun |
-100 |
24 hours |
-20 |
DC |
120 |
2,200,000gp and 60 days
Will Save DC 32 + Spellcasting Modifier
30% of working in antimagic