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Xtian
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Joined: 30 Nov 2006
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Post Posted: Thu Jun 07, 2007 1:42 am    Post subject: Reply with quote
My takes on Aurora Execution.

Version one:

Quote:
Aurora Execution
Evocation(Cold)
- Spellcraft DC: 59
- Components: V,S
- Casting Time: 1 action
- Range: 300
- Area: Bolt 5ft wide
- Duration: Instantaneous
- Saving Throw: Reflex half
- Spell Resistance: Yes
- To Develop: 531,000 gp, 11 days, 21,240 xp
- Seeds: Energy(DC 19)

- Factors:
1 action casting time(+20 DC)
Saving throw DC + 10 (+20 DC)
Piercing Cold(+2 DC)
Increase damage die by 4 step(+40 DC)
Maximized (+28 ad hoc)
Add 10 damage dice +20

- Mitigating Factors: Burn 5200xp(-52 DC),
- Backlash 15d6 (-15)

- Effect: Bolt of cold energy reaching up to temperature of Absolute Zero shoots from the caster's fists, dealing 400 points of piercing cold damage unless all in the bolt's path make a successful reflex save.

DC is 30+ spellcasting modifier. Spell focus and similar feats apply in this spell.

- User: Gold Relic Knight of Ocanthus


Version 2:

Quote:
Aurora Execution
Transmutation
- Spellcraft DC: 77
- Components: V,S
- Casting Time: 1 action
- Range: 150ft
- Area: Bolt 10ft wide
- Duration: Instantaneous
- Saving Throw: Fort half
- Spell Resistance: Yes
- To Develop: 693,000 gp, 14 days, 27,720 xp
- Seeds: Destroy(DC 29)

- Factors:
1 action casting time(+20 DC)
Saving throw DC + 10 (+20 DC)
Increase damage die by 4 step(+40 DC)
Maximized (+28 ad hoc)
Add 10 damage dice +20
Change from target to bolt (+10)

- Mitigating Factors: Burn 5200xp(-52 DC),
- Backlash 15d6 (-15)

- Effect: Bolt of cold destructive energy reaching up to temperature of Absolute Zero shoots from the caster's fists, dealing 400 points of damage unless all in the bolt's path make a successful fortitude save. Creatures killed and objects destroyed by this spell are instantly transformed into ice then suddenly shatters into fine ice crystals.

DC is 30+ spellcasting modifier. Spell focus and similar feats apply in this spell.

- User: Gold Relic Knight of Ocanthus


Version 1 does 400 points of piercing cold.
Version 2 does 400 points of untyped energy, I just used cold of flavor.
Version 1 is reflex-based save.
Version 2 os fortitude-based save.
Advantage of reflex-based save: Not so many creatures have good reflex, high dexterity of both. But the ring of evasion does exist and one lucky roll the spell is wasted.
Advantage of fortitude-based save: Many creatures have good fortitude and high constitution. But creatures with mettle are rare. Even in succesful save, the spell still deals 200 points of untyped damage.

I intentionally increased the spellcraft dc. Feel free to tinker it if you want to. I recommend adding few factors for to penetrate spell resistances.
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Xtian
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Joined: 30 Nov 2006
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Location: Avernus
Post Posted: Thu Jun 07, 2007 1:50 am    Post subject: Reply with quote
gold saint wrote:
"Athena granted the legendary sword Excalibur only to a Saint who proved his worthiness on the battlefield, and his undying loyalty towards the Goddess Athena - the epitome of what a true worthy warrior should be. The sword Excalibur was endowed with an amazing cutting power, that enabled the user of the sword to cut through anything either direct or indirect strike. This attack would be the mark of the proudest warrior under a rank of Saint, an honor which belonged to the Gold Saint of Capricorn Shura."

This is where I based the spell Excalibur. Basically, Shura's arms & legs can create shockwaves(resembling bolts in DnD terms of area-of-effect) that can tear thru anything, even other relic armors. Got any suggestions to how to simulate this in DnD?

Not using epic spellcasting, I think black blade of disaster is the closest. But I will try to cook something up.
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BJ
He Who Founds Wyrmlings

Joined: 04 Dec 2006
Posts: 3997
Location: Sa sikmura ng Bakunawa
Post Posted: Fri Jun 08, 2007 9:44 pm    Post subject: Reply with quote
Isn't there a non-epic feat in frostburn that gives a cold descriptor to a spell, even though it doesn't deal cold damage?

If we could simulate that somehow, then it'd be cute. iirc, gold saint has cold focus and greater cold focus, meaning if version2 had the cold descriptor, then that's another +2 to the save DC...
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BJ
He Who Founds Wyrmlings

Joined: 04 Dec 2006
Posts: 3997
Location: Sa sikmura ng Bakunawa
Post Posted: Tue Feb 05, 2008 6:15 am    Post subject: Reply with quote
*Casts Raise Thread*

Xtian wrote:
A modification of an existing epic spell.

Esoteric Aegis
Abjuration
Spellcraft DC: 62
Components: V, S
Casting Time: 10 minute
Range: Personal
Effect: 10-ft. radius emanation
Duration: 24 hours
Saving Throw: None
Spell Resistance: No
To Develop: 558,000 gp, 12 days, 22320 XP.
Seeds: ward (DC 14), transform (DC 21).
Factors: gain +8 bonus on DC to avoid being dispelled (ad hoc +16),
make spell effect tenacious (as per the feat) (ad hoc +10),
end dispel checks that fail to dispel this spell automatically (ad hoc +4),
ward against mage’s disjunction (+16),
ward against antimagic field (+10).

Mitigating factors:
change range from touch to personal(-2),
casting time increased to ten minutes (-20),
abstinence component (-5),
caster has words of creation (-2)

The caster calls upon the very fabric of Good and Magic to fashion a ward to protect his own working of the Word from those that would tear it down. A shimmering, dusky globe surrounds the caster, intercepting any attempts to end his spells by means of dispel magic, or similar spells and epic spells, and providing a +8 bonus on the DC against which the dispel attempt must succeed. Any dispel attempt which succeeds can then proceed as normal, but esoteric aegis works as if under the effects of the Tenacious Magic feat, and thus cannot be dispelled, only suppressed for 1d4 rounds. Dispel attempts that fail are not entitled to checks against lesser spells within the area of effect (this differs from the usual procedure of area dispel magic attempts). Furthermore, mage’s disjunction and antimagic field is warded against in its entirety.

The caster is also warded from antimagic field. Antimagic field cast outside of the globe fails to enter it, leaving the caster unaffected. If the caster himself casts the antimagic field, the globe still wards the caster from the effects of antimagic field.

The caster must not be suffering from ability damage, ability drain, or energy drain at the time of casting, including the effects of sanctified or corrupt spells.

___________
I still need to reduce spellcraft dc by about 6 points. XP burn and backlash is not an option. I don't want rituals as much as possible. ^__^


I will attempt to use a version of this for the matriarch. Will try to return it to TGoH version (ie, cleansing the flowery scent of good from it), though I'm retaining the ward for AM field. Let's see...

Esoteric Aegis
Abjuration
Spellcraft DC: 97
Components: V, S
Casting Time: 10 minutes
Range: Personal
Effect: 10-ft. radius emanation
Duration: 7 days
Saving Throw: None
Spell Resistance: No
To Develop: 873000gp, 18 days, 34920 XP.
Seeds: ward (DC 14), transform (DC 21).
Factors: gain +10 bonus on DC to avoid being dispelled (ad hoc +20), make spell effect tenacious (as per the feat) (ad hoc +10), end dispel checks that fail to dispel this spell automatically (ad hoc +4), increase duration by 700% (+14), ward against mage’s disjunction (+16), Ward against Antimagic Field (+10),
Mitigating factors: Change range from touch to personal
(-2), Casting Time increased to ten minutes (-20)

The caster calls upon the very fabric of magic to fashion a ward to protect his own working of the Word from those that would tear it down. A shimmering, dusky globe surrounds the caster, intercepting any attempts to end his spells by means of dispel magic, or similar spells
and epic spells, and providing a +10 bonus on the DC against which the dispel attempt must succeed. Any dispel attempt which succeeds can then proceed as normal, but esoteric aegis works as if under the effects of the
Tenacious Magic feat, and thus cannot be dispelled, only suppressed for 1d4 rounds. Dispel attempts that fail are not entitled to checks against lesser spells within the area of effect (this differs from the usual procedure of area dispel magic attempts). Furthermore, mage’s disjunction is warded against in its entirety.

The caster is also warded from antimagic field. Antimagic field cast outside of the globe fails to enter it, leaving the caster unaffected. If the caster himself casts the antimagic field, the globe still wards the caster from the effects of antimagic field.

This version of the Esoteric Aegis, used by the Matriarch of Arcania, lasts for seven days. She never fails to renew this once a week.
**********

Notes:
*I still don't understand why they had to use the Transform Seed. I just don't see it's influence on the spell.
*The Matriarch currently has a high spellcraft modifier (it doesn't even factor in additional participants, the Moment of Prscience bonus), but I'm wondering about the wisdom of lowering the DC nonetheless. It costs less gold, to be sure. But hell, we got that much starting gold. @.@
*ADD: lol, I just noticed: Rod of the Epic Spellcaster and Moment of Prescience don't stack. They both provide an insight bonus. Oh, well.
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Last edited by BJ on Tue Feb 05, 2008 6:56 pm; edited 1 time in total
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Xtian
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Posts: 3260
Location: Avernus
Post Posted: Tue Feb 05, 2008 3:10 pm    Post subject: Reply with quote
You may remove the transform seed if you want to. I think it is more on flavor-related reasons. If you are curious you may ask that question on DF.

Limited wish for improvisation?
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solbergb on sorcerers:
"Whether it is true or not, all sorcerers seem to act as if their power is inexhaustible. It really annoys the prepared casters."
A druid on rogue:
"Foolish girl! I am a Druid, I have special abilities more powerful than your entire class!"
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BJ
He Who Founds Wyrmlings

Joined: 04 Dec 2006
Posts: 3997
Location: Sa sikmura ng Bakunawa
Post Posted: Tue Feb 05, 2008 7:19 pm    Post subject: Reply with quote
With the removal of the transform seed;

Spellcraft DC 76
To Develop: 684000gp, 14 days, 27360XP

This is better. Much better.

Moving on.

Spell: In Honor of the Mother.
Sketch:
*+20 Enhancement Bonus to STR while spell is in effect.
*Grows four more heads (For a total of five), each able to use a standard action in a round. Standard-action spells are still limited to one/round, but each head may use breath weapon. The cooldown of each breath weapon is independent from the other heads.
*Must be a chromatic Dragon to cast the spell.
Notes.
*Enhancement is definitely the Fortify Seed, but I don't know how to do the head-thing. An idea would be to transform to an avatar of Tiamat (retain memories, AD HOC +25). But that'll mean I have to do Avatar of Tiamat stats :/

Spell: Blast Spell
Ideas:
*Imbue additional damage into breath weapon (energy seed).
*Make a Version of the Destroy seed that manifests on the dragon's teeth, deliver via bite attack. (probably needs Ward Seed to protect herself from the blast spell latched onto her teeth).
*Good old blast spell. (xd20 damage, reflex half, no energy type, spam save DC by +20)

Suggestions?
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BJ
He Who Founds Wyrmlings

Joined: 04 Dec 2006
Posts: 3997
Location: Sa sikmura ng Bakunawa
Post Posted: Wed Feb 06, 2008 4:27 am    Post subject: Reply with quote
Draft 1:

In Honor of the Mother
Transmutation
DC 215
Effect: Grows an additional 4 heads
Duration: 8 hours
Seeds: Animate (DC25), Animate (DC25), Animate (DC25), Animate (DC25), Conjure (DC21)
Factors: Increase Conjured volume to 64 cubic feet (+88 ), Becomes an effective extension of the Caster's Body (ad hoc +10)
Mitigating Factors: Must be a Chromatic Dragon (-4)

This spell allows the caster to grow 4 additional heads, each of which are identical to the original one the caster possesses. Each artificial head is animated with a quasi-sentience that defers (and is also a part of) the caster's own will. As such, starting on the turn she finishes casting this spell, each head may perform a standard action each round on the caster's initiative. Allowed standard actions include:
*Make a Bite attack: Similar to the caster's normal Bite attack in all aspects.
*Release a Breath Weapon: Similar to the original head's breath weapon in all aspects. Note that while each head requires 1d4 rounds as normal in between releasing Breath Weapons, the cooldown period of each head is independent of each other.
*Concentrate on an ongoing spell: While only the original head retains the ability to cast spells, the caster can then mentally direct an artificial head's quasi-sentience to maintain it each round.

When beheaded by a vorpal effect, it has a (d%)/n chance of severing the original head, n=number of artificial heads+1. Severing the original head slays the caster as normal, but otherwise only an artificial head is rendered useless.

**********

Notes.
*This is the first draft, and is naturally not worded as well as one could hope. I hope you get the idea, though. Smile
*Please tell me if my ad hoc is too low.
*This is obviously beyond my ken to cast. I haven't put in mitigating factors yet, concentrating on having the effect work in the way I want it to 1st. Please help me find a way to lower the DC to 125 at the most.
*I am assuming that each head is huge in it's own right, and thus is at about 16 cubic feet each (erring on the side of over-estimation). The volume includes a neck to which each head is attached.
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Xtian
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Post Posted: Wed Feb 06, 2008 1:16 pm    Post subject: Reply with quote
I have something brewing in my head. I'll try to post it this night.
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solbergb on sorcerers:
"Whether it is true or not, all sorcerers seem to act as if their power is inexhaustible. It really annoys the prepared casters."
A druid on rogue:
"Foolish girl! I am a Druid, I have special abilities more powerful than your entire class!"
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Xtian
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Post Posted: Wed Feb 06, 2008 8:42 pm    Post subject: Reply with quote
It seems not this night. Darn dota.
_________________
solbergb on sorcerers:
"Whether it is true or not, all sorcerers seem to act as if their power is inexhaustible. It really annoys the prepared casters."
A druid on rogue:
"Foolish girl! I am a Druid, I have special abilities more powerful than your entire class!"
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BJ
He Who Founds Wyrmlings

Joined: 04 Dec 2006
Posts: 3997
Location: Sa sikmura ng Bakunawa
Post Posted: Sun Feb 17, 2008 11:07 am    Post subject: Reply with quote
A cute defensive spell:

Shield of Carnality
Conjuration (Creation, Force)
DC 218
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Effect: Intangible defensive shield
Duration: 24 hours
Saving Throw: Will negates (Harmless)
Spell Resistance: Yes

To Develop: 1962000gp, 40 days, 78480xp
Seed: Armor (DC14)
Factors: Increase profane bonus by +19 (+190), 1-action casting time (+20)
Mitigating Factors: Caster must have Thrall to Demon (Malcanthet) (ad hoc -2), useless VS Vow of Chastity feat (ad hoc -4)

Taught to the most powerful devotees of the Queen of the Succubi, Shield of Carnality releases the carnal tendencies of a creature and turns it into a defensive shield. Good or evil does not matter; even the smallest amount of lustful tendency inherent in almost any creature is enough to manifest this shield. Only creatures with the Vow of Chastity exalted feat will not get any benefit from this spell.

Shield of Carnality provides the touched creature with a +20 profane bonus to armor class. Opponents with the Vow of Chastity feat pierce through this defense as though it weren't there.

**********

+20 feels too low. This'll only increase Beauty's AC to 122 so far (I'm aiming for AC 169, lol). But it's a cute spell. Very Happy Will see what I can do to increase the bonus. (strangely, the DC is currently Beauty's buffed spellcraft take 10, exactly)

ADD: How will I turn this into an abjuration spell?
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BJ
He Who Founds Wyrmlings

Joined: 04 Dec 2006
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Location: Sa sikmura ng Bakunawa
Post Posted: Sun Feb 17, 2008 12:01 pm    Post subject: Contingent Mass True Ressurection Reply with quote
Xtian wrote:
... Not mine though...


Contingent Mass True Resurrection
Conjuration (Healing)
Spellcraft DC: 128
Components: V, S, D F
Casting Time: 1 Standard action
Range: Touch
Target: Up to 4 creatures touched, including the caster
Duration: Contingent until expended, then instantaneous
Saving Throw: None (see text)
Spell Resistance: Yes (harmless)
To Develop: 1,152,000gp; 24 days; 46,080XP
Seed: life (DC 27).
Factor: activates when subject is slain (+25 DC); Cast as a Standard action (+20); No level loss (ad hoc +26) Affect 3 more targets (+30)

Contingent True Resurrection returns the subjects to life if they are slain. Once cast, the spell remains quiescent and does not activate until the trigger conditions have been met (but each day it remains untriggered, it uses up an epic spell slot, even if the character cast it on another creature). Once triggered for each subject once, the spell is expended. If the subjects are killed (the trigger), they are restored to life and complete health 1 round later. A shaft of light shines down from the heavens, illuminating the subjects and everything within 20 feet. The creatures are restored to full hit points, vigor, and health, with no loss of prepared spells. Unlike it's brother, Contingent Resurrection, this spell leaves the creatures in perfect condition, with no loss of level or Constitution.


TGoH wrote:
Contingent True Resurrection
Conjuration (Healing)
Spellcraft DC: 80
Components: V, S, DF
Casting Time: 1 round
Range: Touch
Target: You or creature touched
Duration: Contingent until expended, then instantaneous
Saving Throw: None (see text)
Spell Resistance: Yes (harmless)
To Develop: 720,000 gp; 15 days; 28,800 XP. Seed: life
(DC 27). Factors: activates when subject is slain (+25
DC), no loss of level or Constitution when resurrected
(ad hoc +10), decrease casting time by 9 rounds (+1Cool.
Contingent true resurrection works as per contingent
resurrection, save that the resurrected creature does not
lose a level (or 1 point of Constitution if the subject was
first level), and the time between death and resurrection
is only 1 round.


SRD wrote:
Contingent Resurrection
Conjuration (Healing)
Spellcraft DC: 52
Components: V, S, D F
Casting Time: 1 minute
Range: Touch
Target: You or creature touched
Duration: Contingent until expended, then instantaneous
Saving Throw: None (see text)
Spell Resistance: Yes (harmless)
To Develop: 468,000 gp; 10 days; 18,720 XP. Seed: life (DC 27). Factor: activates when subject is slain (+25 DC).

Contingent resurrection returns the subject to life if he or she is slain. Once cast, the spell remains quiescent and does not activate until the trigger conditions have been met (but each day it remains untriggered, it uses up an epic spell slot, even if the character cast it on another creature). Once triggered, the spell is expended. If the subject is killed (the trigger), he or she is restored to life and complete health 1 minute later, so long as even a tiny bit of dust remains for contingent resurrection to act upon. A shaft of light shines down from the heavens, illuminating the subject and everything within 20 feet. The creature is restored to full hit points, vigor, and health, with no loss of prepared spells. However, the subject loses one level (or 1 point of Constitution if the subject was 1st level). Contingent resurrection does not work on a creature that has died of old age.


Okay, notes:
*It seems that the Resurrection cooldown (time from death to resurrection) is the same as the time it takes to cast the spell. So if I cast it as a quickened spell, I'm assuming the character spontaneously reanimates upon death (nasty effects like balor death throes still activate, though. I dunno how to fix that, yet.)
*Xtian's source ad hoc's no level loss or con drain as +26, while TGoH ad hoc's it at +10. Which one do I use?
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Xtian
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Post Posted: Sun Feb 17, 2008 1:34 pm    Post subject: Reply with quote
*TGOH version. And also remove the small piece of body requirement for true ressu to trigger. (well not written there but in the seed). Yeah, change the description "shaft of light shines down from heavens."

*Add any abjuration school seed.

*On death throes thingy... independent transform seed to remove the death throes is also a good idea. Or epic ward protecting all his items, save his artifact.
_________________
solbergb on sorcerers:
"Whether it is true or not, all sorcerers seem to act as if their power is inexhaustible. It really annoys the prepared casters."
A druid on rogue:
"Foolish girl! I am a Druid, I have special abilities more powerful than your entire class!"
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