Talk:Variants of Future Spell Power (3.5e Epic Spell)
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Some more comments on how I came up with this. This was prompted by Eiji's discussion in Discussion:Suggestions for an Epic Spell?
You are going to be casting a spell that affects something you haven't done yet, ie something in the future. So you'll need the Forsee spell for that. You'll also need to transport the effects of your cast to the future using the Transport seed.
Also, I've used the Energy seed to effect the spells. From the seed description: "To imbue another creature with the ability to use an energy bolt as a spell-like ability at its option or when a particular condition is met, increase the Spellcraft DC by +25." Switch "creature" with “spell”. Make the condition "is cast" and the "energy bolt" is added to the damage die that the spell normally does. Anyways, that's how I've extrapolated it. +25 to make the damage level dependant - 1d6 per level of the caster.
The limit of some of the seed's ranges is 300m - I don't want to further increase Spellcraft DC's so I've kept it at 300m. That means that the spell must remain within 300m for it's entire duration. the ad-hoc +40 is to target four additional spells (targets), four five total. The +4 ad-hoc "area is the same as spell-to-be-cast" I got from the Epic Spell Factors table - I noticed all the "change area from x to y" factors were DC +2, - I doubled it (+4) and that seemed fair to me, for causing this spell to mimic whatever areas the base spells were using. This seemed neccessary to me because the Energy seed says that the "imbue another creature with the ability to use an energy bolt. I didn't want an energy bolt hitting the center of a fireball...didn't really seem to work.
Anyways, that's it. I've included two options, one that affects 5 spells in the next 5 rounds, and one that affects 1 spell in the following round. Not the *most* useful spell, but not the most useless either. If I get some better ideas later I'll revamp it.
--Othtim 01:47, 17 February 2008 (MST)
- Gotta figure out a good way to reduce the spellcraft DC's. Maybe some homebrew mitigating factors? --Othtim 01:58, 17 February 2008 (MST)
- Yay! Lesse, mitigating factors. It can be a Personal spell (you're buffing yourself), though the minus is small. And homebrew ad hoc... hmm, I'll think of some. Thank you for making this. :D -- Eiji 02:09, 17 February 2008 (MST)
- And thoughts are had. Reduce the ad hoc Energy seed cost by just making it level dependent instead of 10d6 + level dependent. The greatest advantage of the spell isn't boosting your Polar Ray from 25d6 to 30d6, but boosting your Lightning Bolt from 10d6 to 30d6, since you'll have plenty of Lightning Bolts to spare.
- Though I just realized a loophole that needs closing... specifically multiple hit spells (Scorching Ray, Magic Missile). I may see it as 'the spell applies the lack of cap to the number of shots rather than the damage of the shots', so a 30th level wizard fires.... whew, 15 missiles apparently. Ouch. But 15d4+15 is probably comparable to the 30d6 fireballs the same wizard is casting. -- Eiji 02:38, 17 February 2008 (MST)
- all good points. I'll redo it and see what happens. --Othtim 17:09, 19 February 2008 (MST)
Umm... Why does the top version say at its bottom that you burn 200 xp, but the seed calculation lists 1000 xp?