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    Default Epic Metamagic replaces Epic Spellcasting

    It is widely known to the epic DnD community that Epic Spellcasting is a system that while flexible and allowing for flavorful spells, it also allows for easy abuse. Furthermore, it is a very complicated monster of a ruleset and is based on a single feat, precluding gradual increase of spellcasting ability with levels. I believe we're trying to fix the wrong thing instead of using tools we already have. For instance, as an epic player I've rarely, if ever, used Epic Spells to deal direct damage because intensified meteor swarms do ~400 damage each. I used epic magic because there were no high-level summoning, protection, transmutation, necromancy, dispelling and non-combat effects. The reason is lack of feats that improve these effects whereas almost any metamagic feat can improve damage spells. Here's an attempt to rectify that. Note that the metamagic feats here are a bit more complex than those normally seen. This is because each feat contains the mechanic for one part of Epic Spellcasting. Overall, this system is less customisable than the official-but far more balanced. The balancing is based upon the facts that higher level spell slots cannot be increased with a few cheap buffs or items like the Spellcraft skill can and mitigating factors are far more limited. In addition, Epic spellcasting ability is gradually gained over levels, not by taking a single feat. To take every single feat here you need 12 epic feats plus 1 ISC as perequisite-something that can't be done before level 38. To effectively use all 12 feats and have a number of high-level spell slots to cast a variety of epic spells, you'll have to be closer to level 50. On the other hand, casters that want to focus on a single aspect of Epic Spells (say, summoning) need only that feat and ISC feats for the casting.

    General rules:

    Spells above 9th level should resist antimagic/dead magic just like Epic Spells as described in the SRD. Disjunction and similar auto-dispel effects should only work automatically on spells of 9th level and lower. Versus 10th level and higher spells, they should make an uncapped dispel check instead. These two rules are to prevent a 6th level and a 9th level spell respectively from automatically defeating epic magic.


    Amplify Spell [Epic Metamagic]
    You increase the power of lower level spells.
    Prerequisites: Empower Spell, Heighten Spell, one 10th level spell slot.
    Benefits: You may use higher level spell slots to cast a low-level spell and increase its power in one of the following ways:
    If the spell affects or replicates other spells depending on spell level, you increase the maximum spell level by 1 for every 2 levels of spell slot increase.
    If the spell gives an armor, shield or natural armor bonus to armor class or resistance bonus to saving throws, you increase that bonus by 1 for every spell slot increase. You can't increase the bonus to more than the spell slot level for armor bonuses or 1/4 your caster level for resistance bonuses to saves.
    If the spell gives an enhancement bonus to an ability score, increase the bonus for that ability score by 1 for every 2 spell levels. You can't increase the bonus to more than 1/4 your character level.
    If the spell allows spell resistance, you get a +2 bonus to your spell resistance checks for every spell slot level you increase it.
    If the spell affects creatures by HD, hit points or CR, increase the maximum HD for a single creature by 2 or the maximum CR by 1 or the maximum hit points by 10% or the HD total of all creatures by 50% or the HP total by 50% for every spell level increase. In any case, you can't increase the maximum HD for a single creature beyond your HD total, the maximum CR for a single creature beyond 3/4 your own (rounded down) or the maximum HP for a single creature beyond your HDx10.
    If the spell has a duration other than instantaneous, you get a +2 bonus to its DC to dispel for every spell slot level you increase it.
    If the spell has another effect not including statistic bonuses, HD, CR, HP or SR that scales with caster level and is capped, you can raise the cap by 2 caster levels for every single spell slot increase.
    Balancing: This is for aiding in epic buffs, power word spells, polymorph spells and spells like Miracle, Wish and Shades.

    Epic Summoning [Epic Metamagic]
    You can amplify your summoning and calling spells beyond the boundaries of normal magic by casting them through higher level slots.
    Prerequisites: At least one 10th level spell slot, at least 1 summoning or calling spell of 8th level or higher.
    Benefits: You can use spell slots of higher than 9th level to cast summoning or calling spells. For every slot level above 9th, you can summon or call creatures of +1 CR above the normal for the spell in question. This CR increase results in advanced version of creatures or similar, more powerful creatures.
    Normal: You can use a higher level slot to cast a low level spell normally.
    Special: You can't summon a creature of a CR higher than 2/3 your own.
    Balancing: Even for summon monster IX amplified in this way, summoned creatures will be of a CR 2/3 that of the caster. Called creatures might be stronger but the caster has no direct control over them.

    Epic Animation [Epic Metamagic]
    You may animate more powerful creatures through necromancy, awakening magic or animating magic by using higher-level spell slots.
    Prerequisites: At least one 10th level spell slot, at least 1 create undead-, awaken- or animate- type spell of 7th level or higher.
    Benefits: You can use spell slots of higher than 9th level to cast create undead, awaken and animate objects spells. For every slot level above 9th, you can create beings of +1 CR above the normal for the spell in question. This CR increase results in advanced version of creatures or similar, more powerful creatures.
    Normal: You can use a higher level slot to cast a low level spell normally.
    Special: You may not animate, awaken or animate a creature with CR more than 2/3 your own.
    Balancing: Same as with Epic Summoning.

    Spellstorm [Epic Metamagic]
    You may use a higher level slot to cast a barrage of low-level spells over a wide area.
    Prerequisites: At least one 10th level spell slot, 30 ranks in spellcraft.
    Benefits: You may use a 10th level or higher spell slot to cast any number of lower level area, aimed or targeted spells whose total of spell levels squared are equal or less than the square of the spell slot's level. No two spells can be aimed or targeted at the same targets or affect the same areas. Casting a Spellstorm is a full-round action and all the spells take effect simultaneously. E.g. an epic spellcaster could use a 10th level slot to cast 11 fireballs at different areas or 4 cloudkill spells aimed at different areas or two cloudkills and two Phantasmal Killers or 100 magic missiles, each aimed at a different creature. You must know the spells to be added in a spellstorm.
    Normal: You can use a higher level slot to cast a sngle lower level spell.
    Special: You may not modify the entire spellstorm with metamagic feats but metamagicked spells can be included within a spellstorm.
    Balancing: A spellstorm is practically useless against standard encounters because the effects of the spells are spread too thin. It is useful in wars where a legendary wizard can kill entire armies of very low level opponents.

    Combined Spell [Epic Metamagic]
    You may use a higher level slot to cast a combination of lower-level effects.
    Prerequisites: At least one 10th level spell slot, 24 ranks in spellcraft.
    Benefits: You may use a 10th level or higher spell slot to cast a combination of lower-level spells whose spell level total adds up to the level of the slot. The combination works as if the spells have been separately cast at the same round in the order you choose but counts as a single standard action. Make any choices for the spells (targets/area, effects) at the time of the casting.
    Special: No single spell can be used more than once in a combined spell. You may not modify a combined spell with metamagic feats nor can metamagicked spells be contained within.
    Normal: You can use a higher level slot to cast a sngle lower level spell.
    Balancing: Combined spell exchanges firepower for multiple effects. Separate spells, even when all aimed at the same target, are not as powerful as a single metamagicked spell of that level-but they are more versatile.


    Lasting Spell [Epic Metamagic]
    You may make a spell permanent by sacrificing a portion of your magical powers.
    Prerequisites: At least one 10th level spell slot, extend spell, persistent spell.
    Benefits: You may modify any spell whose duration is 24 hours or more with this feat. The spell becomes permanent. Instead of a higher spell slot, you lose the spell slot used to cast the spell-its power is used to fuel the magic. If you later dismiss the lasting spell or it is dispelled, you regain the slot 24 hours later.
    Special: If the caster dies without reclaiming the slot, the spell remains until dispelled.
    Balancing: A lasting spell is a spell you could already have active all the time by simply casting it once per day. Lasting spell allows for spells to be cast and left-the end result is the same as you lose the spell slot in both cases.


    Universal Energy Substitution [Epic Metamagic]
    You may change the damage type of a spell from any type into any type.
    Prerequisites: At least one 10th level spell slot, 2 metamagic feats or abilities that change spell damage type or mastery of elements.
    Benefits: You can change the damage type of a spell to other types. If you change the damage into another standard energy type, the spell level remains unchanged. If you change the damage into less common types such as force, negative energy, positive energy, piercing, slashing or crushing then the spell level is increased by 1. If you change the damage into untyped damage, divine damage and other types where no resistance/immunity may apply, then the spell level increases by 2.
    Balancing: There are already feats that make half of a spell's damage into untyped/irresistible damage types (sacred spell, corrupt spell, piercing cold, searing flame) as nonepic feats.

    Overchannel [Epic Metamagic]
    You may use lower-level slots to cast higher level spells at the expense of your life-force.
    Prerequisites: At least one 10th level spell slot, empower spell, maximise spell.
    Benefits: You may use slots to cast higher level spells than normal for that slot. Spellcasters that prepare their spells can apply metamagic feats without increasing the spell's level on a prepared spell at the time of the casting. Spontaneous casters can both apply metamagic feats and cast a spell of a higher level. In both cases, for every spell level above normal, the caster takes 10d6 backlash damage or burns 500 experience points. You can burn a maximum of 5.000 experience points in this way and take a maximum backlash of 2d6 per hit die you have. You can't somehow evade these costs or become immune to the damage-as they fuel the casting if you don't pay them the spell fails. Backlash damage only heals through resting-no amount of healing magic, fast healing, regeneration or the heal skill can help you recover faster.
    Special: A caster can only overchanner willingly and knowingly-he cannot be tricked or compelled, magically or not, into doing so. If you die due to backlash massive damage and get raised or ressurected, you lose permanently one character level no matter the way used to bring you back. If you die due to backlash higher than your HP+9 then you can't be brought back to life in any way.
    Balancing: XP costs and dangerous, slow-healing backlash damage are costs that cannot be bypassed and always have a substantial impact on a PC. They are as balanced as Wish and Gate for a 20th level character-their balancing factor being that a PC will only resort to them in major encounters and desparate situations.


    Spell Sculptor [Epic Metamagic]
    You can alter the area of a spell to nearly anything you desire.
    Prerequisites: At least one 10th level spell slot, widen spell, chain spell, mastery of shaping or sculpt spell.
    Benefits: You can change the aiming descriptor of a spell between area, 1 target per caster level, single target, ray, touch or personal. From touch or personal to ray or target increases the spell level by +1. From ray or target to area or 1 target per caster level increases the spell level by another +2. The reverse is also possible but you can't reduce the spell level below 10th. No two targets can be further than 60 feet apart. The basic dimensions of the available areas are 120 ft line, 20-ft burst or spread, 15-ft cube, 60 ft cone or 10 ft cylinder 30 ft high.
    You may increase the area of effect of the spell. For every spell level increase, the area dimensions increase by 50%. If the basic spell has another area and that area hasn't been changed, then this increase applies to that area's dimensions. If the basic spell area already has larger or smaller dimensions and is changed from one area type into another, then the new area will be correspondingly larger or smaller.
    Special: Spell Sculptor can't be combined with any other metamagic feat that alters a spell's area or targetting.
    Balancing: The area increase is slightly more powerful than Widen Spell. Unlike Widen Spell though, it is not affected by Improved Metamagic. The targeting increase is more powerful than chain spell. Similarly, it is not affected by improved metamagic. The feat is an epic feat and has both these feats as perequisites along with sculpt spell or mastery of shaping.

    Spellforge [Epic Metamagic]
    You create a new effect from lower level spells.
    Prerequisites: At least one 10th level slot, Combined Spell.
    Benefits: You combine any number of lower level spells that you know, whose spell level total is equal to the spell slot level you are using into a single, larger effect. The new effect's range is the longest range of the original spells. Its area of effect or number of targets is the average of those of the original spells. Its duration is the shortest of the original spell durations or parts of the spell can have their own durations (caster's choice). In the spell effect you create, you may combine the original effects in any order you want and even place triggerring sequences or have the next effect in the sequence be based on the previous effect.
    Examples: In a dominate+planar binding+bull's strength forging, you could call a creature, dominate it then enhance it with bull's strength. In a Create Greater Undead+Control Undead+True Ressurection, you could raise the spectre of a dead being, command it to follow your will then True Ressurect the original dead being against its will. In a Gate+Meteor Swarm combination you could open a portal and send the four meteors in a nearby continent.
    Special: Unlike Combine Spell, Spellforge counts as a single spell of a level equal to the slot level used. It has a single saving throw and spell resistance check for all the effects in it that require one. Metamagic feats can't be used on a Spellforge as a whole though parts of the spell may be metamagicked spells.
    Balancing: Spellforge essentially allows the making of unique combination effects. The effects of the final spell already exist but it allows some combinations that simply casting the spells in a sequence could not bring about. DMs may need to disallow some combinations that are unreasonable but if the final effect is based on balanced core spells, it should be balanced as well.


    Raise Ward [Epic Metamagic]
    You create an area spell effect that applies lower-level spell effects in an area:
    Benefits: Choose an area abjuration spell that you know such as repulsion, hallow or forbiddance. You may add the effect of area or targeted spells with a duration of 1 round/level or more to the base effect. These effects are continously active within the ward. You may add the effect of instantaneous spells to the effect of the ward. These effects are applied to creatures every time they enter the ward. No spells with costly components can be added in this way.
    You may add spells available as spell-like abilities to creatures within. Such spells are available once per day. For 3 times per day increase the added spell's base level by 3. For 5 times per day increase the added spell's base level by 6 instead. The creature that uses this spell-like ability must provide any costly components at the time of the casting.
    You may key each component at specific triggers such as creature type, alignment, race or specific events. This increases the added spell's level by 1.
    The square of the spell slot level used for the Ward must equal the total of the squares of all added effects, including the base effect, with a minimum of a 10th level slot used for any ward.
    The final spell uses the area of effect of the original spell but it is immobile even if the original spell moved with the caster. Its duration is the duration of the original spell or 10 minutes/level, whichever is less. The casting time of a Ward is at least 1 minute per total spell level.
    Special: Each spell can only be applied once. Dischargable spells that are continiously active recharge 24 hours after they have been discharged. No two wards can be raised in the same place. If the areas of two or more wards overlap, only the higher-level ward functions. If the wards are the same level, make a caster level check once per round to see which ward applies that round. Wards can only be modified by metamagic effects that affect duration or area of effect.
    Balancing: Another combination effect, Raise Ward's balance is based on the fact that they can't be affected by metamagic that could increase their numeric effects and the fact that a Ward is a static spell with a very long casting time. In any case, DMs should be careful of non-core spells used in combinations.


    Epic Circle Magic [Epic Metamagic]
    You can combine powers with other spellcasters to cast a much more powerful spell than anyone could on his own.
    Prerequisites: At least one 10th level slot, 1 epic metamagic feat, 27 ranks in spellcraft.
    Benefits: You can use a lower level slot to cast a high-level spell by drawing upon the power offered by other casters. Each additional caster offers a spell slot. Add up 1/2 the squares of all spell slot levels offered to the square of your spell slot level. This total must equal or surpass the square of the slot level of the spell to be cast.
    Secondary casters must be trained in Circle Magic (the nonepic version) and participate of their own free will. Each additional caster increases the spell's casting time by 1 hour. Spell slots offered must be at least 5th level. Rituals cannot be made contingent.
    Special: Only the primary caster in a ritual can Overchannel. Ritual Magic can only be used to cast area and effect spells.
    Balancing: Unlike the broken rituals in Epic Spellcasting, this version has a number of safeguards. The first is that the addition of spell levels is not linear. The difficulty of casting a spell of higher level than normal increases geometrically. The second is that casters must be of at least average level, precluding the vast majority of NPC spellcasters. The third is that additional casters must be specifically trained in circle magic and this excludes any creatures with innate spellcasting. The fourth safeguard is that rituals have a minimum of several hours casting time and can't be made contingent-you can't cast them then go into battle and unleash an extremely powerful magic. Last but not least, as rituals can be used only in area and effect spells, they can't be used as buffs or targetted magic in general. Therefore, the caster can't get the ridiculous bonuses normal Epic Spellcasting allows.


    EDIT 1: cleared up a bit the description for the spell level of Raise Ward and added functionality to amplify spell.

    EDIT 2: put safeguards in amplify spell to prevent overbuffing by creatures with Divine Spellcasting.
    Last edited by Belial_the_Leveler; 2007-03-15 at 02:55 PM.


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    Default Re: Epic Metamagic replaces Epic Spellcasting

    Nifty. I take it these are available in lieu of traditional Epic Spellcasting in your campaign?

    A question, though: can Spells qualify for the application of Lasting Spell through first being modified by Persistant Spell?

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    Default Re: Epic Metamagic replaces Epic Spellcasting

    Yes, these are available instead of normal Epic Spellcasting-as long as the players that raised the imbalance argument in the first place agree.

    Yes, you can persist a spell then apply lasting spell-as explained in the balancing entry, Lasting Spell does not give any advantage to the caster. It is only meant for raising wards then leaving a place. In fact, it is worse than persistent spell. With persistent, you can buff then rest for 8 hours and recover the slots while having the buffs. This is not possible with Lasting Spell.


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    Default Re: Epic Metamagic replaces Epic Spellcasting

    Some of these are really, really stylish. Props.

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    Default Re: Epic Metamagic replaces Epic Spellcasting

    How do you determine the save type of a spellforged spell that consists of multiple save types within it?

    Also, what about spells which need to be targeted? If you combined an enervate +feeblemind + disintigrate, what saves would be rolled, and would you require multiple attack rolls or a single one?

    For wizards, would they need to determine the combined spells and conditions while preparing the spell?

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    Default Re: Epic Metamagic replaces Epic Spellcasting

    There is no hard and fast rule for the save of a spellforge. It depends on flavor and what the caster wants to do. If, for example, you're making a death effect, you usually use fortitude. But if you want to replicate the Wheel of Time Balefire you could use reflex.

    Enervate, Feeblemind and Disintegrate are rays. The Spellforge would also be a ray-a single ray as you're joining the effects. If you wanted separate rays you could go with Combine Magic (which is a perequisite for Spellforge anyway). Enervate doesn't have a save-so the negative levels the ray does don't have a save. Feeblemind and Disintegrate both have a save so you can use fortitude for both. In this case, feeblemind would be frying the subject's brain instead of magically making the subject dumber. The final effect of a failed save is feeblemind+big damage. Alternatively, you could condition the disintegration effect to apply if the feeblemind fails. In this case you have a dual effect with two saves just like Phantasmal Killer-only much more powerful


    Casters that prepare spells memorise the combination beforehand but make all other choices at the time of the casting-this is in the ruling for Combine Spell and it applies for Spellforge too. (should have written it again, my mistake)


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    Default Re: Epic Metamagic replaces Epic Spellcasting

    I like this. Maybe my DM will actually let us use Epic magic using this system. One question. Spellstorm states that it uses a full-round action to cast. Would this take longer for a sorcerer casting spontaneously, or not?

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    Default Re: Epic Metamagic replaces Epic Spellcasting

    Spellstorm is not a spell where its casting time is increased by metamagic. It is the feat that alters the casting time. So, sorcerors and wizards both cast this as a full-round action.


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    Default Re: Epic Metamagic replaces Epic Spellcasting

    Very Flavorful. Kyuss like.
    Avatar by niezck1! Thanks!

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    Default Re: Epic Metamagic replaces Epic Spellcasting

    Recommendations regarding Lasting Spell:
    Change it to be a metamagic feat.
    Allow it to increase durations in steps:
    From 1 round/level to 1 minute/level to 10 minutes/level to 1 hour/level to 1 day/level to permanent.
    Each duration increase increases the spell slot required by 1 (or 2 if one is too small).
    Increasing a duration to permanent requires a payment of xp equal to 50xspell levelxspell level.
    So permanent Iron Body costs 7200xp and requires a 12th level slot.

    Epic Summoning needs work...
    Advancing outsiders gives really pathetic summoned monsters that'll do nothing against epic challenges while advancing animals or elementals gives summoned monster almost as powerful as you are.

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    Default Re: Epic Metamagic replaces Epic Spellcasting

    Don't really have TOO much of a grasp on Epic levels... but it looks good as far as I can see (and as far as I have read so far)...

    One quick quibble...
    I would change the name "Overchannel" to "Overchannel Magic" so it won't get confused with the psionic class skill (Feat?) that it currently shares a name with.
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    Default Re: Epic Metamagic replaces Epic Spellcasting

    I like the ideas presented here, but I'm not sure about Epic Circle Magic.
    First it doesn't have to use a 10th level slot or higher.
    Say you're casting a Spellforged meteor storm + animate dead (to cause a nearby city's populace to spontaneously burn into skeletons). This would normally be a 12th level spell - but if you use a 9th level spell slot as does your epic cohort, while your two 9th level caster followers contribute a 5th level slot to be able to cast an epic spell without using an epic slot!

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    Target spell slot = 12 so the total must be >= 144.
    9x9 + 1/2(9x9 + 5x5 + 5x5) = 81 + 1/2(81+25+25) = 81 + 1/2(133) = 81+66 = 147

    Needs an Epic Leadership score of 43, but you'll automatically have a score of 40 (27th level, 25 Charisma, Base of operations, Special Power, and Generous). With just a little work (or a few levels) you're above the required leadership score.


    I'm not sure what the non-epic circle magic feat/ability does, but you should allow the knowledge of Cooperative Spell as well.

    Quote Originally Posted by Belial_the_Leveler View Post
    Special: Only the primary caster in a ritual can Overchannel. Ritual Magic can only be used to cast area and effect spells.
    Balancing: Unlike the broken rituals in Epic Spellcasting, this version has a number of safeguards. The first is that the addition of spell levels is not linear. The difficulty of casting a spell of higher level than normal increases geometrically. The second is that casters must be of at least average level, precluding the vast majority of NPC spellcasters. The third is that additional casters must be specifically trained in circle magic and this excludes any creatures with innate spellcasting. The fourth safeguard is that rituals have a minimum of several hours casting time and can't be made contingent-you can't cast them then go into battle and unleash an extremely powerful magic. Last but not least, as rituals can be used only in area and effect spells, they can't be used as buffs or targetted magic in general. Therefore, the caster can't get the ridiculous bonuses normal Epic Spellcasting allows.
    I also don't like that this precludes a good amount of classical uses for rituals. Lots of rituals are contingent castings, they take a long time to cast - but allow for a potent effect ready to unleash at the drop of a hat.

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    Default Re: Epic Metamagic replaces Epic Spellcasting

    When I first read this, I thought it sounded really good, and for the most part I still do... now understand I have never played at Epic levels, but some recent homebrewing I have been doing has lead me to see that there is one particular area that the Epic Spellcasting rules cover (as well as they cover anything) and this does not: Origin of Species.
    This is something that SHOULD take a while to do, especially to produce a stable breeding population. It is also something that misdone can break a game. But at the same time it is something that is so much a part of high powered fantasy that I don't think it can be neglected. Mary Shelly's original Frankenstein, the Gryphons of Mercedes Lackey(Black Gryphon, White Gryphon, Silver Gryphon), and even to an extent Pygmalion and Pinochio, and last but perhaps most important, every creature whose excuse for existing is "a wizard did it"....

    Possible solution: perhaps make it an Epic "Item" Creation feat with Craft Construct and the ability to cast Shapechange as its prerequisites?
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    Default Re: Epic Metamagic replaces Epic Spellcasting

    A spellforge containing Animate Object (to give life to an object), Shapechange (to change animated object into a creature of your choice), Wish (to allow shapechange into an imaginary creature of the same power level but different abilities), Wish (to get a ritual of vitality). Choose a duration of Instantaneous for the spellforge.

    Yes, it is a 33rd level spell that costs 10.000 XP but there are always rituals, overchannel and stuff to mitigate that. And you can create any creature you want up to 25 HD (though its power level could not exceed that of a standard 25 HD creature). If you want more HD, Amplify the Shapechange.


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    Default Re: Epic Metamagic replaces Epic Spellcasting

    Just what I was looking for. Nice.

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    Default Re: Epic Metamagic replaces Epic Spellcasting

    I'm planning on doing a game that goes into epic levels, this seems a lot more sane.
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    Default Re: Epic Metamagic replaces Epic Spellcasting

    Quote Originally Posted by DracoDei View Post
    When I first read this, I thought it sounded really good, and for the most part I still do... now understand I have never played at Epic levels, but some recent homebrewing I have been doing has lead me to see that there is one particular area that the Epic Spellcasting rules cover (as well as they cover anything) and this does not: Origin of Species.
    This is something that SHOULD take a while to do, especially to produce a stable breeding population. It is also something that misdone can break a game. But at the same time it is something that is so much a part of high powered fantasy that I don't think it can be neglected. Mary Shelly's original Frankenstein, the Gryphons of Mercedes Lackey(Black Gryphon, White Gryphon, Silver Gryphon), and even to an extent Pygmalion and Pinochio, and last but perhaps most important, every creature whose excuse for existing is "a wizard did it"....
    Try this out:

    Origin of Species
    Conjuration (Creation)
    Level: Any, 10
    Components: V, S, M, F or DF, XP
    Casting Time: (see text)
    Effect: One living creature

    This mighty spells creates life from inanimate materials. It requires a magic laboratory worth 50,000gp.

    It creates a single creature capable of reproducing with another of it's kind. Intelligent created creatures view the caster as their god and their attitude towards him is permanently Fanatic. The descendents of the initial creature are taught to worship the caster but if enough generations pass without their "god" making an appearence it is possible for them to doubt his existance and ignore commands given to their forefathers.
    Unintelligent creatures and their descendants are all unswervingly loyal to their maker.
    In either case the caster can, as a free action, emit or surpress an aura that will allow any of his creations to instantly identify him. This aura cannot be falsified or surpressed by any external means.
    The default creature is a humanoid that has the same age categories as a human but it's natural rate of population growth is half the human standard. Minor features such as hair/skin color, skin type/thickness, and other things with little ingame effect can be changed for no cost. More extensive changes and modications to age can be applied by means of Amplify Spell metamagic.
    Each application of Amplify Spell gives 2 'points' to spend on the following features:

    2 points-one extra hit die
    Type
    1 point-change type from humanoid to animal, vermin or plant
    2 points-change type to monsterous humanoid, fey, giant or magical beast
    3 points-change type to elemental, undead, construct, abberation or ooze
    4 points-change type to dragon or outsider
    1 point-give creature a subtype
    1 point-creature becomes aquatic, it's land speed changes to a swim speed, it breathes water and drowns in air
    Ability scores
    creature must have at least ability modifier-1 hit die
    2 points-increase an ability score by 2
    x points-increase x-1 seperate ability scores by 2, if this is the first time the creature has had more than one ability score increased at a time pay an extra point
    -2 points-decrease an ability score by 2, you cannot increase it againby using anything in the Ability Scores section,decreasing Int gives double the normal number of extra points
    Natural
    1 point-increase natural armor by 1
    2 point-give creature an extra natural attack or increase the damage of one of it's attacks, primary attacks start at 1d6 and secondary ones at 1d4 (these depend on size). Preq. creature must have a minimum number of hitdie equal to triple its number of additional natural attacks
    2 points-give the creature an extra bonus feat
    1 points-give the creature DR 1/magic or increase it's DR by 1. Preq. creature must have a number of HD (hit die) equal to or greater than it's DR
    5 points-change the creature DR from x/magic to x/epic. Preq. creature must have at least 20 HD
    Movement
    2 points-Increase one type of movement speed by 10ft
    6 points-creature can fly at 40ft
    4 points-creature get's 10ft burrow speed
    4 points-creature becomes amphibious and it gains a swim speed of 30ft
    Reproduction
    3 points-creature can reproduce asexually
    +50% to final cost-creature has the same fertility rate as a human
    +100% to final cost-creatures natural rate of population growth is double the human standard
    +150% to final cost-creatures natural rate of population growth is triple the human standard
    Size
    16 points-makes creature fine sized (with the +8 to AC and attack) and gives it -10 Str, +8 Dex and -2 Con
    8 points-makes creature dimumitive sized (with the +4 to AC and attack) and gives it -10 Str, +6 Dex and -2 Con
    3 points-makes creature tiny sized (with the +2 to AC and attack) and gives it -8 Str, +4 Dex and -2 Con
    1 point-makes creature small sized and gives it (with the +1 to AC and attack) -4 Str, +2 Dex and -2 Con
    4 points-makes creature large sized and gives it +8 Str, -2 Dex, +4 Con and +2 natural armor. Preq. creature must have at least 2 HD
    12 points-makes creature huge sized and gives it +16 Str, -4 Dex, +8 Con and +5 natural armor. Preq. must have at least 6 HD
    24 points-makes creature gargantuan sized and gives it +24 Str, -4 Dex, +12 Con and +9 natural armor. Preq. creature must have at least 12 HD
    40 points-makes creature colossal sized and gives it +32 Str, -4 Dex, +16 Con and +14 natural armor. Preq. creature must have at least 20 HD
    SLAs
    x points-gives creature an xth level spell as a spell-like ability usable once per day. Preq. creature must have at least 2*x-3 number of hitdice, each extra SLA of lower or equal level to the first one costs half as much (including modifications to SLAs in the SLA section) rounded up
    1 point-allows the creature to use one of it's SLAs 3 times per day, the creator decides which at the time of creation
    3 points-allows the creature to use one of it's SLAs at will, the creator decides which at the time of creation
    Maturation
    1 point-creature ages as an elf
    2 points-creature does not age
    7 points-every 50 years the creature gains one hitdie and it's natural armor and all ability scores increase by 1
    6 points-as above but only 4 ability scores increase, which ability scores increase is decided by the caster at the time the spell is cast
    5 points-as above but only 2 ability scores increase
    4 points-as above but no ability scores increase
    4 points-the creature can ignore HD requirements for above normal attributes but doesn't fully gain those attributes until it has sufficient HD to qualify for them. Preq. creature's HD must be increasable by one of the attributes in this section(Evolution)
    Increases point cost of anything in the Maturation section by 50%-The time required for a creature to gain extra HD becomes 30 years
    +80% of anything in the Maturation section-The time required for a creature to gain extra HD becomes 20 years.
    +140% cost of anything in the Maturation section-The time required for a creature to gain extra HD becomes 15 years.
    +200% cost of anything in the Maturation section-The time required for a creature to gain extra HD becomes 10 years.

    Casting time is 1 day per point spent (minimum 1).

    Creating an entirely new animal is a difficult art and it's best to ask your DM if the creature you are trying to make fits into the campaign. It is well within his rights for the DM to refuse the creation of a creature if he feels it is too powerful but should offer suggestions about how to improve it to make it acceptable.

    Material component
    Roughly 50,000gp of rare and expensive components. Extra costs could apply.

    XP cost
    4000xp+400xp per 'point' spent.


    Minion
    Conjuration (Creation)
    Level: Any, 10
    Components: V, S, M, F or DF, XP
    Casting Time: 1 day
    Effect: One living creature

    This spell functions as Origin of Species except as noted here.
    The creature created cannot reproduce but gets a number of 'points' equal to 30+3xthe number of applications of Amplify Spell.

    Material component
    Roughly 5,000gp of expensive components. Extra costs could apply.

    XP cost
    10xp per 'point' spent. Minimum 50xp.

    Is it any good? Suggestions?
    Is anything here unclear?
    Anything I should tidy up?
    Any tips on improvements I could make to the format?
    Last edited by GoC; 2009-02-25 at 06:35 AM.

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    Default Re: Epic Metamagic replaces Epic Spellcasting

    Jujst got up the energy to read this.
    Off the top of my head:
    I think Amplify Spell should give at least 2 points... or 4 for the non-reproducing version. As it is creating something weak is RELATIVELY easy, while creating something even moderately strong is all but impossible.
    Also, can you work around the size limitations by producing an infant that you then raise to a larger size over a GM approved growth time?
    Speaking of which, how much information do each of these come with in their minds?
    Last edited by DracoDei; 2007-11-14 at 05:36 PM.
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    Default Re: Epic Metamagic replaces Epic Spellcasting

    Quote Originally Posted by DracoDei View Post
    Jujst got up the energy to read this.
    Off the top of my head:
    I think Amplify Spell should give at least 2 points... or 4 for the non-reproducing version. As it is creating something weak is RELATIVELY easy, while creating something even moderately strong is all but impossible.
    Also, can you work around the size limitations by producing an infant that you then raise to a larger size over a GM approved growth time?
    Speaking of which, how much information do each of these come with in their minds?
    Yay! A response!

    Ok:
    A) The creatures created are generaly much stronger then average humanoids, if they was an even greater inbalance then what's to stop an epic wizard from taking over the world with his army of supersoldiers?
    I also have a modified version of Overchannel that allows you to apply metamagic equal to the level of the spell slot you'rer using for free. So at levels 21+ you can cast a 20th level spell from a 10th level slot if you're prepared to pay a hefty price (see below).
    Might be right about the non-reproducing version though as a spellcaster can't afford to use Overchannel enough to create more than a couple of minions...
    Maybe 30+3xnumber of applications of Amplify Spell?
    B) Hmm... good idea.
    C) That depends on their Int. They generaly know most of the things their creator does (within the limits of what their minds can contain).

    I'll update the spell in a sec.

    New Overchannel:
    Spoiler
    Show
    Overchannel [Epic Metamagic]
    You may use lower-level slots to cast higher level spells at the expense of your life-force.
    Prerequisites: At least one 10th level spell slot, empower spell, maximise spell.
    Benefits: You may use slots to cast higher level spells than normal for that slot. Spellcasters that prepare their spells can apply metamagic feats without increasing the spell's level on a prepared spell at the time of the casting. Spontaneous casters can both apply metamagic feats and cast a spell of a higher level. In both cases, for every spell level above normal, the caster gains 1 negative level or burns 1000 experience points. You can only reduce the required spell-slot level by half. You can't somehow evade these costs or become immune to the negative levels-as they fuel the casting if you don't pay them the spell fails. Negative levels only heal through resting (at a rate of one negative level per day)-no amount of healing magic, fast healing, regeneration or the heal skill can help you recover faster.
    Special: A caster can only overchannel willingly and knowingly-he cannot be tricked or compelled, magically or not, into doing so.
    Last edited by GoC; 2009-02-25 at 06:28 AM.

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    Default Re: Epic Metamagic replaces Epic Spellcasting

    Was preliminarily going through the steps in my head to produce a "Lord of Rest" using this system... realized you left out at least one thing that technically requires... Lords of Rest are constructs... that you cover... they can grow and have a wide variety of SLA's and other tricks up their sheets... that you mostly cover... they reproduce by asexual budding from a single parent... that you EXPLICITLY DON'T cover...

    In other news:
    Your version of Overchannel solves the problem I mentioned in my last post nicely.
    Last edited by DracoDei; 2007-11-14 at 10:51 PM.
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    Default Re: Epic Metamagic replaces Epic Spellcasting

    Quote Originally Posted by DracoDei View Post
    Was preliminarily going through the steps in my head to produce a "Lord of Rest" using this system... realized you left out at least one thing that technically requires... Lords of Rest are constructs... that you cover... they can grow and have a wide variety of SLA's and other tricks up their sheets... that you mostly cover... they reproduce by asexual budding from a single parent... that you EXPLICITLY DON'T cover...

    In other news:
    Your version of Overchannel solves the problem I mentioned in my last post nicely.
    Done!

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    Default Re: Epic Metamagic replaces Epic Spellcasting

    Quick Note: "Maturation" would be a better section heading than "Evolution"... something might be even BETTER than either of these two, but "Evolution" is just plain incorrect. Only semantics, but every little bit helps.
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    Default Re: Epic Metamagic replaces Epic Spellcasting

    Quote Originally Posted by DracoDei View Post
    Quick Note: "Maturation" would be a better section heading than "Evolution"... something might be even BETTER than either of these two, but "Evolution" is just plain incorrect. Only semantics, but every little bit helps.
    Done.
    Is it balanced?
    Should I include example monsters?
    Does it need more flavour/description text?

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    Default Re: Epic Metamagic replaces Epic Spellcasting

    Example monsters couldn't hurt... as for balance I think that GM discretion is ALWAYS going to come up with something like this... I mean if mere CRs are such a pain to figure out, this is going to be a nightmare to make even CLOSE to "the rules cover most stuff".... Lots of test creatures could help... this might be worth a separate thread...

    Sorry, but I am STILL suffering from ongoing tiredness and thus not able to REALLY consider this nearly as well as I would like.
    Last edited by DracoDei; 2007-11-17 at 02:38 PM.
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    Default Re: Epic Metamagic replaces Epic Spellcasting

    Quote Originally Posted by DracoDei View Post
    Example monsters couldn't hurt... as for balance I think that GM discretion is ALWAYS going to come up with something like this... I mean if mere CRs are such a pain to figure out, this is going to be a nightmare to make even CLOSE to "the rules cover most stuff".... Lots of test creatures could help... this might be worth a separate thread...
    Hmm...
    I'll include the "DM must approve creature" clause.

    Sorry, but I am STILL suffering from ongoing tiredness and thus not able to REALLY consider this nearly as well as I would like.
    Heh.
    Looks like you need to buy one of your Lords of Rest.

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    Default Re: Epic Metamagic replaces Epic Spellcasting

    Example Creature, Owlbear:
    Bob the 25th level wizard wants to create a new and wierd creature to populate the earth. He thinks a cross between owls and bears would be funny and noticable so thats what he decides to create.
    Bob knows the Origin of Species spell and his highest level spell slot is level 10 so he couldn't create anything interesting. Fortunately he has the Overchannel and Epic Circle Magic feats to help him as well as a 10th level student wizard whom he is teaching powerful spells.

    He invites a friend of his round to help. John is a 18th level Sorceror and has a level 10 apprentice of his own.
    Bob Overchannels for the maximum of 10 slot increases taking 5 negative levels and burning 5,000xp. He has a 20th level spell now and his student, friends and their apprentices contribute spell slots to help.
    The end result is a spell of level:
    sqrt(20^2+9^2+5^2+5^2)
    This when rounded down gives 23 allowing 13 applications of Amplify spell.

    Bob then applies the following:
    Magical beast (cost 2)
    5 HD (cost 10)
    +5 natural armor (cost 5)
    -8 Int (cost -16)
    +2 increase to Str, Con, Dex and Wis (cost 6)
    +8 increase to Str and Con (cost 12)
    Large size (cost 2)
    Two more natural attacks (cost 4)
    Total: 25

    13 applications of Amplify Spell gives 26 points to spend, so Bob has 1 point left over to spend on the Improved Grab special attack (an ad hoc cost).

    The newly created creature roars and claws at the bars of force that contain it, anxious to get out into the world...

    Example Creature 2, Urak-Hai:
    Bill is a 26th level Sorceror lich with dreams of conquering the world. He decides that none of the creatures currently in existance are good enough soldiers so he creates a race of his own.
    Bill has 11th level spell slots and the Overchannel feat and overchannels for the maximum of an 11 level increase burning 11,000xp in the process.
    A 22th level spell allows him to apply Amplify Spell 12 times to create the following creature:
    2 HD (cost 4)
    +4 Natural Armor (cost 4)
    +2 to Str, Dex, Con and Wis (cost 6)
    Proficient with martial weapons and light, medium and heavy armor (ad hoc cost 1)
    Population grows at double human norm (cost +100%)
    Total 24

    The newly created monster stands up slowly in the center of the runed circle that contains it.
    "WHAT IS YOUR WILL MASTER?"

    Thoughts?
    Last edited by GoC; 2008-03-21 at 02:38 PM.

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    Default Re: Epic Metamagic replaces Epic Spellcasting

    A few more ideas off the top of my head from my latest read-through...
    What about sizes smaller than Medium?

    Does increasing size give all the stat bonuses and penalties for that change (+STR, +CON, -DEX) included in the package? If not then I think the size increases are over-priced. Natural armor boost for size increase is a "maybe" on that count... maybe the upgrades that would come with the size increase are half-price?

    I don't see anything for adding burrowing or flying movement... swapping a ground speed for a swim speed should be free, but adding one should not.
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    Default Re: Epic Metamagic replaces Epic Spellcasting

    Quote Originally Posted by DracoDei View Post
    A few more ideas off the top of my head from my latest read-through...
    What about sizes smaller than Medium?

    Does increasing size give all the stat bonuses and penalties for that change (+STR, +CON, -DEX) included in the package? If not then I think the size increases are over-priced. Natural armor boost for size increase is a "maybe" on that count... maybe the upgrades that would come with the size increase are half-price?

    I don't see anything for adding burrowing or flying movement... swapping a ground speed for a swim speed should be free, but adding one should not.
    Fixed. text.

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    Default Re: Epic Metamagic replaces Epic Spellcasting

    Quote Originally Posted by Belial_the_Leveler View Post
    A spellforge containing Animate Object (to give life to an object), Shapechange (to change animated object into a creature of your choice), Wish (to allow shapechange into an imaginary creature of the same power level but different abilities), Wish (to get a ritual of vitality). Choose a duration of Instantaneous for the spellforge.

    Yes, it is a 33rd level spell that costs 10.000 XP but there are always rituals, overchannel and stuff to mitigate that. And you can create any creature you want up to 25 HD (though its power level could not exceed that of a standard 25 HD creature). If you want more HD, Amplify the Shapechange.
    uh..... dude....
    there is a much simpler way it is called the EPIC SPELLCASTING feat

    you use the following method:

    Seed:Conjure+
    Seed:Life+
    Seed:Fortify+
    (optional, Seed:Transformation)
    = one new creature

    OR

    you can take the improved metamagic and/or the improved spell capacity feat 33 times.

    33 feats, or 1 feat that can do the same d@mn thing, only better.
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    Default Re: Epic Metamagic replaces Epic Spellcasting

    Please read the first post in the thread.
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