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Additional Epic Spell Factors (3.5e Other)

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Eiji-kun (talk)
Date Created: 3-29-10
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Epic Spell Factors Edit

These epic spell factors are in addition to the epic spell factors listed in the SRD entry. To add your own epic spell factor, simply copy and paste a new row into the appropriate table (please keep them in alphabetical order).


Table: Epic Spell FactorsEdit

Spellcraft DC Modifier
Casting Time
Immediate action +35
Standard action +22


Duration2
Duration increased (1 round becomes 1 round/level, becomes 1 minute/level, becomes 10 minutes/level, becomes 1 hour/level, becomes 1 day/level) +12
20 hour duration becomes 1 hour/caster level +6
20 hour duration becomes 24 hours +2
Spread damage die over 1 round/level duration +2
Add 1 round/level to fixed duration +4
Add 1 minute/level to fixed duration +12


Range
Spell does not require line of sight or effect +20


Target3
Spell can affect incorporeal and ethereal creatures normally +10
Spell can affect one normally immune type (such as mind-effecting on undead or oozes) +15


Area4
Reshape conjured item in any shape with same cubic feet allowed +2


Saving Throw
Spell ignores evasion, mettle, and similar effects +10


Spell Resistance
Spell ignores SR +40


Other
Created creature has an additional natural attack (max 5) +2
Created creature has an additional natural attack beyond 5 +6
Created creature is an amalgamation of numerous other creatures +10
Created creature becomes more powerful as caster does (CR based in part on caster level) +50
Created creature is generated by spell (requires summon seed to be a component) +70
Duplicate 0th or 1st level spell effect (same expensive components and XP cost) +11
Duplicate 2nd level spell effect (same expensive components and XP cost) +14
Duplicate 3rd level effect (same expensive components and XP cost) +19
Duplicate 4th level effect (same expensive components and XP cost) +26
Duplicate 5th level effect (same expensive components and XP cost) +35
Duplicate 6th level effect (same expensive components and XP cost) +46
Duplicate 7th level effect (same expensive components and XP cost) +59
Duplicate 8th level effect (same expensive components and XP cost) +74
Duplicate 9th level effect (same expensive components and XP cost) +91
Giving life to a spell (requires Life Seed to be a component) ×2
Half and half energy damage (half fire, half sonic, for example) +2
Half energy, half typeless/unresistable damage (half fire, half divine, for example) +6
Lock conjured object's position in space +10
Two energy types of damage (for example, fire and sonic, counts as full for both. This is not double damage, simply immunity to one does not prevent damage from the other type.) +6


Unless stated otherwise, the same factor can be applied more than once.
  1. Each contingent spell in use counts as a slot used from the caster’s daily epic spell slots.
  2. Seeds that already have an instantaneous or permanent duration cannot be increased.
  3. When changing a targeted or area seed to a touch or ranged attack, the seed no longer requires a save if it deals damage, instead requiring a successful attack roll. Seeds with a nondamaging effect still allow the target a save. Area spells changed to touch or ranged attacks now affect only the creature successfully attacked.
  4. When changing a touch or ranged attack seed to a targeted seed, the seed no longer requires an attack roll if it deals damage, instead requiring a saving throw from the target. On a successful saving throw, the target takes half damage. Area seeds changed to targeted seeds now only affect the target. The GM determines the most appropriate kind of saving throw for the epic spell.
  5. Epic spells may only be inscribed on stone tablets or other substances of equal or greater hardness. Once a spell is so inscribed, another epic spellcaster can learn it without going through the process of development. Once an inscribed epic spell is learned by another epic spellcaster in this fashion, the tablet upon which it is inscribed is destroyed and cannot be mended.


Table: Epic Spell Mitigating FactorsEdit

Spellcraft DC Modifier
Delayed manifestation of spell effect by 1 minute –3
Delayed manifestation of spell effect by 10 minutes –6
Delayed manifestation of spell effect by 1 hour –9
Delayed manifestation of spell effect by 1 day –12
Duration shortened (hours/level become 10 minutes/level, becomes 1 minute/level, becomes 1 round/level, becomes 1 round) –8
Expensive Focus 5,000g value (max value 1,000,000g) –1
Expensive Material Component 2,500 value (max value 500,000g) –1
Limited Circumstances in which spell is applied –10
Summoned creature not under caster's control –20
Sentient Sacrificial Victim (max 1 per participant, Moves alignment 1 step towards evil) -20
Note: Mitigating factors are always applied after all epic spell factors (see above) are accounted for in the development of an epic spell.
  1. The caster cannot somehow avoid or make him or her self immune to backlash damage. For spells with durations longer than instantaneous, the backlash damage is per round. If backlash damage kills a caster, no spell or method exists that will return life to the caster’s body without costing the caster a level—not even wish, true resurrection, miracle, or Epic spells that return life to the deceased. Spells that normally penalize the recipient one level when they return him or her to life penalize a caster killed by backlash two levels.
  2. When increasing the casting time of a spell in order to reduce the Spellcraft DC, a character must first “use up” the maximum of 10 minutes (for a total DC modifier of –20). After that, a character can continue to add days to the casting time, with a further modifier of –2 per day, up to the maximum of 100 days.

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