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Alternate system for epic spells

This system uses the base Epic spell system as presented in the Epic Level Handbook except as noted. The main problem with the development of Epic Level Spells as we have so far encountered are the research costs and Spellcraft DC scaling. Each change is followed by a rational that at the time seemed important, but each campaign has its own unique quirks, so it may be that the changes should be modified for the sake of the campaign. 1) The first change is that when using the Spellcraft skill, every spellcasting class gains modifiers based on their primary spell casting ability modifier in place of Int. where applicable. Thusly wizards remain unchanged, but clerics add their Wis modifier, for example. This rule seems to make sense in that wizards gain an advantage in this area for epic spells, and it makes it difficult for all members of the party to keep pace. 2) The second change is how epic level spells are gained. In this system each epic level spell is a feat. The spell slots are still determined in the same way, and in order to cast the spell the caster must make a successful DC spellcraft check. Feat prerequisites are: 21st level, ability to cast 9th level spells, ranks in Spellcraft equal to half of the spellcraft DC to cast. The hardest part of the spell research system is the skyrocketing costs and the difference in experience levels that will result from spell research. The costs of epic spell research dont follow the treasure per level suggestions, and this way the DM doesnt have to worry that they are not giving the right amount of gold. The spell craft DCs for casting are set at a level that allows entry level epic casters to cast a spell with a high DC, if the caster uses the appropriate spells. With the entry prerequisites, the caster and DM can make sure that they are getting a spell that is within the scope of the partys experience level. Example of an Epic Level Spell Epic Natural Armor [Epic] [Metamagic]

Prerequisites: Able to cast 9th level spells, Spellcraft 23 ranks, 21st level character. Benefit: You can cast Epic Natural Armor by using your one of your epic spell slots. See below: Spellcraft DC: 46 Components: V,S Casting time: 1 minute Range: Touch Target: creature touched Duration: 24 hours Saving Throw: Will (harmless) Target receives a +20 bonus to Natural Armor. This does not stack with Natural Armor from items, but does stack with the class feature. There is no armor check penalty.

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