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SYSTEM REFERENCE DOCUMENT 3.5

 
DEVELOPING EPIC SPELLS

An epic spell is developed from smaller pieces called seeds and connecting pieces called factors. Every epic seed has a base Spellcraft DC, and every factor has a Spell-craft DC adjustment. When a desired spell is developed, the spellcaster spends resources and time to assemble the pieces that make up the epic spell. The base Spellcraft DCs of each seed are added together; then the DC adjustments of the factors are added to that total. The sum equals the final Spellcraft DC for the epic spell.

The final Spellcraft DC is the most significant gauge of the epic spell’s power. A spellcaster attempts to cast an epic spell by making a Spellcraft check against the epic spell’s Spellcraft DC. Thus, a spellcaster knows immediately, based on his or her own Spellcraft bonus, what epic spells are within his or her capability to cast, which are risky, and which are beyond him or her. Epic casters don’t commit time and money to develop epic spells until they are powerful enough to cast them.

An epic spell developed by an arcane spellcaster is arcane, and an epic spell developed by a divine spellcaster is divine. A character who can cast both divine and arcane epic spells chooses whether a particular spell he or she develops will be arcane or divine. If that same caster uses the heal or life seed in an epic spell, that spell is always considered divine. All the epic spells described here can be developed independently by a character who spends the necessary time, money, and experience points. Alternatively, a character can use those spells as a starting point when creating customized versions of the spells.

Table: Epic Seeds

Seed

Base Spellcraft DC

Seed

Base Spellcraft DC

Afflict

14

Energy

19

Animate

25

Foresee

17

Animate dead

23

Fortify

17

Armor

14

Heal*

25

Banish

27

Life*

27

Compel

19

Reflect

27

Conceal

17

Reveal

19

Conjure

21

Slay

25

Contact

23

Summon

14

Delude

14

Transform

21

Destroy

29

Transport

27

Dispel

19

Ward

14

*Spellcasters without at least 24 ranks in Knowledge (religion) or Knowledge (nature) may not use heal or life spell seeds.

Resource Cost: The development of an epic spell uses up raw materials costing a number of gold pieces equal to 9,000 xthe final Spellcraft DC of the epic spell being developed.

Development Time: Developing an epic spell takes one day for each 50,000 gp in resources required to develop the spell, rounded up to whole days.

XP Cost: To develop an epic spell, a character must spend 1/25 of its resource price in experience points.

Adding Seed DCs: When two or more epic seeds are combined in an epic spell, their base Spellcraft DCs are added together. Both contribute toward the spell’s final Spellcraft DC.

Determining School: When combining two or more seeds to develop an epic spell, the school of the finished spell is decided by the caster from among the seeds that make up the epic spell.

Combining Descriptors: When two or more epic seeds are combined in an epic spell, all the descriptors from each seed apply to the finished spell.

Combining Components and Casting Times: Almost every epic spell has verbal and somatic components and a 1-minute casting time, regardless of the number of epic seeds combined. The only exceptions are epic spells with the heal and life seeds, which have divine focus components.

Combining Range, Targets, Area, and Effect: One seed might have a range of 12,000 feet, another seed might have a range of 400 feet, and a third seed might not have a range at all. Likewise, some seeds have targets, while others have an effect or an area. To determine which seed takes precedence in the finished epic spell, the character must decide which seed is the base seed. The seed most important to the spell’s overall purpose is the base seed, and it determines the casting time, range, target, and so on. The other seeds apply only their specific effects to the finished spell. It is occasionally difficult to determine a base seed by examining the spell’s effects. If no one seed is most important, simply pick one seed for the purposes of making this determination.

Combining Durations: When combining two or more seeds to develop an epic spell, the seed with the shortest duration determines the duration of the finished epic spell. If any seed of an epic spell is dismissible by the caster, the epic spell is dismissible.

Saving Throws: Even if more than one seed has an associated saving throw, the final spell will have only a single saving throw. If two or more seeds have the same kind of saving throw (Fortitude, Reflex, or Will), then obviously that will be used for the spell’s saving throw. If the seeds have different kinds of saving throws, simply choose the saving throw that seems most appropriate for the final spell.

Spell Resistance: When combining two or more seeds to develop an epic spell, if even one seed is subject to spell resistance, the finished epic spell is subject to it as well.

Factors: Factors are not part of epic seeds, but they are the tools used to modify specific parameters of any given seed. Applying factors to the seeds of an epic spell can increase or decrease the final Spellcraft DC, increase the duration, change the area of a spell, and affect many other aspects of the spell.

There are three kinds of factors:

1. Those that can affect a number of seeds.

2. Those that can only be used with specific seeds.

3. Those that reduce the Spellcraft DC rather than increasing it. These are referred to as mitigating factors. To calculate the final Spellcraft DC of an epic spell correctly, it’s important to determine the mitigating factors last, after all the factors that increase the DC have been accounted for.

Development Is an Art: Many times developing a completely new epic spell requires some guesswork and rule stretching. As with making and pricing magic items, a sort of balancing act is required. Often the description of a seed will need to be stretched for a particular spell. If necessary, assess an “ad hoc” Spellcraft DC adjustment for any effect that cannot be extrapolated from the seeds and factors presented here—the example spells use ad hoc factors frequently. In all cases, the GM determines the actual Spellcraft DC of the new spell

Approval: This is the final step, and it’s critically important. The epic spell development work and reasoning must be shown to the GM and receive his or her approval. If the GM doesn’t approve, then the epic spell cannot be developed. However, the GM should explain why the epic spell wasn’t approved and possibly offer suggestions on how to create an epic spell that will be acceptable.

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