3.5e Epic Factors

From D&D Wiki

(Redirected from DnD Epic Factors)
Jump to: navigation, search
Homebrew Epic Spell Factors
Spellcraft DC Modifier
Casting Time
Immediate action +35
Standard action +22
Duration
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
Decrease duration by 100% -2
Reduce duration to instant1 -2
Range
Spell does not require line of sight or effect +20
Target2
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
Area3
Reshape conjured item in any shape with same cubic feet allowed +2
Saving Throw
Gain +1 on caster level check to beat foe’s counterspell +2
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
Overcome immunity to polymorph +10
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
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. Duration must first be reduced to a single round before applying this factor.
  2. 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.
  3. 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 failed 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.

See Also[edit]

Developing Epic Spells - This table should be used in conjuction with SRD Instructions for Developing Epic Spells



Back to Main Page3.5e HomebrewComplex Special Ability ComponentsEpic Spells

Personal tools
Home of user-generated,
homebrew, pages!
d20M
miscellaneous
admin area
Terms and Conditions for Non-Human Visitors