If you could make your own epic spell what would it be?

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WrathOG777
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Post by WrathOG777 » Fri Dec 17, 2004 3:59 pm

I am not aiming for fake spells that would never happen here.

I am aiming for in the case that
IF the teams could actualy implement CoPaP wide epic spell system...
Then spells that epic casters would actualy like and use could be implemented instead of the garbage avilable now.

Let's all face it. Bioware fucked up and the basic rule set made spells are crap. These spells were meant to be made by the casters to fit the caster's needs.

So, suggest things that can be coded and fit roughly in the reasonable DC range characters can hit, as opposed to "give me DM kill".

That is my opinion, not nessasarily anyone else's opinon, might just be, but that would be a coincodence, and damnit, sometimes the crap I write is not even my opinion either.
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Post by tygermoon » Fri Dec 17, 2004 4:05 pm

Enverex wrote:Meh, wimps, all of them. And just look at Rika, sees a man with money and jumps on him... succubi in desguise...
*wonders what Enverex would look like submerged in mass penguins, all bent on doing undescribable things to him under the cover of shadows*
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WrathOG777
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Post by WrathOG777 » Fri Dec 17, 2004 4:07 pm

tygermoon wrote:
Enverex wrote:Meh, wimps, all of them. And just look at Rika, sees a man with money and jumps on him... succubi in desguise...
*wonders what Enverex would look like submerged in mass penguins, all bent on doing undescribable things to him under the cover of shadows*
What CR is a dire penguin? I really think that would be a much sought after and used spell... for RP, not power.

That is my opinion, not nessasarily anyone else's opinon, might just be, but that would be a coincodence, and damnit, sometimes the crap I write is not even my opinion either.
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Post by Micah » Fri Dec 17, 2004 7:25 pm

I quick point on Wrath's spell - any Epic spell with a duration does feedback damage every round, so your 20 extra con would get chewed up pretty fast =D

On that note...Mine would be some sort of INT booster. Crank those DC's up baby! ;-)

Oh! And the destroy seed - change the dice to d20's, switch from target with a save to touch attack with NO save...and crank up the damage dice! Multiple targets...too.

A friend made a spell labeled "my bitch", essentially an epic dominate monster with a large ad-hoc factor to violate the protections from Mind Blank, Prot from Evil, etc. That could be fun!
voidHamlet sneaks up to Micah's skirt, minding the penguin
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Post by Manuel the White » Fri Dec 17, 2004 7:28 pm

All half orcs can cast Epic Gust of Wind.
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Post by WrathOG777 » Fri Dec 17, 2004 8:30 pm

Micah Ormane wrote:I quick point on Wrath's spell - any Epic spell with a duration does feedback damage every round, so your 20 extra con would get chewed up pretty fast =D
totaly missed that. That would make it pretty useless. I was just trying to make it so that the spell would kill weak people who tryed to use it... I did not see a way to add one shot backlash to duration spells...

That is my opinion, not nessasarily anyone else's opinon, might just be, but that would be a coincodence, and damnit, sometimes the crap I write is not even my opinion either.
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Post by KingDeath » Fri Dec 17, 2004 8:43 pm

maybe some of the Baldurs Gate 2 level 10 spells would be usefull.
Like greater Elemental swarm , for example.
Or are epic spells something totaly different then level 10 spells from BG2?
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Post by denor firefly » Fri Dec 17, 2004 9:14 pm

for the non epic spells. Give druids more spells.
for the epic druid spells. comen they exsist
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Post by Chasman » Sat Dec 18, 2004 10:49 am

If I was gonna pick a spell that Peregryne would research, it would have to be this.

A spell that cast every stat buff ( Bull strength, Cats Grace, etc..) as an area effect. Say a large area. Make it 10 min per lvl or something like that. Call it ' Peregrynes' Fury ' or some shit ! :D
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Post by Beary666 » Sat Dec 18, 2004 11:04 am

The spell that the Orc mages cast and made them all go boom :D
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Post by Gurky_Bogglewig » Sat Dec 18, 2004 11:08 am

Ok, one that can be implemented IG ?

I know of a lof ot PCs that are Epic and craft - what problems do they have, what Epic Spells will they substitute for one that can assist their crafting ?

My n00b experiences let me know that these are the most challenging in crafting:

1. Carrying capacity.
2. Finding materials that are rare.

I won't go on further if there is no reason for that, but that's my thought.
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Post by Heart of Night » Sun Dec 19, 2004 6:33 am

Gnomish Epic Spells:

Protection from Normal Wind
Polymorph Other: Epic Turnip
Phantasmal Squirrel
Summon Epic Endboss
Inflict Rugburn
Nailed to the Turnip
Turnip Knight
Summon Undead Turnip
Transmute Gold into Turnips
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Post by Sarmanos » Sun Dec 19, 2004 7:30 am

Archibald's Fantastic Festival: All PCs and NPCs in the area become drunk and also are affected as if they smoked mellowsmoke weed. While under the effects of this spell you are too consumed with a need to have fun and party to defend yourself.

As far as what epic spell rules I'm too damned tired to look it up but I'm sure this effect is doable in some form by the rules.
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Post by Final Shinryuu » Mon Dec 20, 2004 12:11 pm

Folks, this is a serious one. If the caster doesen't mind blowing 10,000 exp and taking 10d6 backlash damage every time he casts it...
I worked it out with the epic level handbook.

Sundering the Sky
Seeds: Destruction, Teleportation, Enchantment (Compulsion)

This spell creates a 10ft radius, 1000 ft tall cylinder of pure destructive force, dealing 10d6 damage to everything in the area. Every creature caught in this cylinder is teleported to the very top of the spell's effect.
The affected creatures must then make a will save, or be magically compelled to do nothing as they fall 1,000 feet to thier (hopefull) deaths.


Fun, huh?
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Post by Krator » Mon Dec 20, 2004 1:22 pm

Final Shinryuu wrote:Folks, this is a serious one. If the caster doesen't mind blowing 10,000 exp and taking 10d6 backlash damage every time he casts it...
I worked it out with the epic level handbook.

Sundering the Sky
Seeds: Destruction, Teleportation, Enchantment (Compulsion)

This spell creates a 10ft radius, 1000 ft tall cylinder of pure destructive force, dealing 10d6 damage to everything in the area. Every creature caught in this cylinder is teleported to the very top of the spell's effect.
The affected creatures must then make a will save, or be magically compelled to do nothing as they fall 1,000 feet to thier (hopefull) deaths.


Fun, huh?
Buy the book of Vile Darkness and read the level 9 corrupt spell "Apocalypse from the Sky". That spell pwns Sundering the Sky :) *has a PnP char who casted it once... he didn't survive... of course :)*
Playing as: Sir Douglas Hope of Gorethar, old school paladin | Krator Blackfist, gold mage | Warren, half nymph barbarian
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Post by Final Shinryuu » Mon Dec 20, 2004 2:21 pm

Krator wrote: Buy the book of Vile Darkness and read the level 9 corrupt spell "Apocalypse from the Sky". That spell pwns Sundering the Sky :) *has a PnP char who casted it once... he didn't survive... of course :)*
*Grabs Book of Vile Darkness off of the shelf*

10 miles radius\level..... Wow.

Goodbye, cruel world....*evil laughter*
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Post by Krator » Mon Dec 20, 2004 2:47 pm

Final Shinryuu wrote:
Krator wrote: Buy the book of Vile Darkness and read the level 9 corrupt spell "Apocalypse from the Sky". That spell pwns Sundering the Sky :) *has a PnP char who casted it once... he didn't survive... of course :)*
*Grabs Book of Vile Darkness off of the shelf*

10 miles radius\level..... Wow.

Goodbye, cruel world....*evil laughter*
*Likes destroying countries*
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Post by WrathOG777 » Fri Dec 31, 2004 6:02 pm

ok ok, giveing this another go after my first attempt became the perfect self-slaying spell...

Baal's Corrosive Doom
DC 51
Casting time: 1 action
Ranged touch attack, No save
5d6 Acid ray, 20 hours. Enough said.
energy 19 (2d6 acid, 10ft radias, 20hours) + 6 (+3d6 acid) +20 (1-action casting time) +2 (no somatic) +4 (Change area to touch or ray (close range))

SEED: ENERGY
Evocation [Acid, Fire, Electricity, Cold, or Sonic]
Spellcraft DC: 19
Components: V, S
Casting Time: 1 minute
Range: 300 ft. or touched creature or object of 2,000 lb. or less
Area: A bolt 5 ft. wide to 300 ft. long; or a 10-ft.-radius emanation; or a wall whose area is up to one 200-ft. square; or a sphere or hemi-sphere with a radius of up to 20 ft.
Duration: Instantaneous or 20 hours (see text)
Saving Throw: Reflex half
Spell Resistance: Yes
...
The caster can also cause a creature or object to emanate the specific energy type out to a radius of 10 feet for 20 hours. The emanated energy deals 2d6 points of energy damage per round against unprotected creatures (the target creature is susceptible if not separately warded or otherwise resistant to the energy). For each additional 1d6 points of damage emanated, increase the Spellcraft DC by +2. ...
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.

That is my opinion, not nessasarily anyone else's opinon, might just be, but that would be a coincodence, and damnit, sometimes the crap I write is not even my opinion either.
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My Epic spell

Post by Farbarian » Thu Jan 06, 2005 11:32 pm

My epic spell would crash the server after 15 minutes every time. I'd call it "Viral Charm" All creatures with violent intent would join me as followers. Then all the PVP junkies would be attacked in mass from every creature I met before them.
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