| Thelemic_Noun |
tl;dr in next post.
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Obliterate
School transmutation; Level sorcerer/wizard 10
Casting time 1 standard action
Components V, S, M (a lodestone and a pinch of dust)
Range long (400 ft. + 40 ft./level)
Area 80-ft.-radius burst
Duration instantaneous
Saving Throw Fortitude partial (object); Spell Resistance yes
A green orb of transmuting energy leaps from your hand and erupts with an emerald flash of light and an acrid hiss, twisting creatures and objects out of reality in one of the most potent displays of magic known. You can aim the orb at a creature or object you can see as a ranged touch attack if they are within close range. If you hit, the creature takes a -4 penalty on the Fortitude save against the spell. If you miss, it explodes at the nearest corner of the target's space. Any creature within the area must make a Fortitude save or take 2d6 points of damage per caster level (to a maximum of 60d6). Any creature reduced to 0 or fewer hit points by this spell is completely obliterated, leaving behind no trace of their body, not even a speck of dust. An obliterated creature's equipment is unaffected. Nonmagical unattended objects smaller than a 20 foot cube simply vanish. Larger objects simply lose any material within 10 feet of the surface (so a underground tunnel would become twenty feet wider, ten feet taller, and ten feet deeper).
The spell affects even objects constructed entirely of force, such as forceful hand or a wall of force, but not magical effects such as a globe of invulnerability (though that wouldn't block it) or an antimagic field.
A creature or object that makes a successful Fortitude save is only partly affected, taking 10d6 points of damage +1 point per caster level.
Aiming the spell is similar to aiming a fireball spell, including premature detonation. However, if the barrier is less than 10 feet thick, it offers no protection against the spell. Creatures and objects shielded by more than 10 feet of matter are fully protected from the spell (though they may take damage if the building caves in).
This spell has a very good chance of collapsing any large structure it is used in, which can occasionally limit its use.
| Thelemic_Noun |
The tl;dr is as follows: the spell works like an AoE disintegrate, with a very large range and radius. Since it disintegrates a much larger volume of material, it can compromise entire structures in one go.
It won't collapse a mountain on you if you use it underground, but in a stone temple supported by dozens of granite columns... you might break something.
The damage is rather so-so, since blasting is not very good generally, but the power to put an 80-foot-wide, 10-foot-deep hole in something might come in handy as a poor man's phase door that roughs up anything hiding right next to the wall in an effort to ambush you.
| Thelemic_Noun |
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Shadow Split
School illusion (shadow); Level sorcerer/wizard 11
Casting time 1 standard action
Components V, S, M (a black candle)
Range close (25 ft. + 5 ft./2 levels)
Effect quasi-real duplicate of one creature within range
Duration 1 round/level
Saving Throw Will disbelief (if interacted with); Spell Resistance see text
The target's shadow coalesces into a perfect duplicate of the creature in a square adjacent to the target. This duplicate has 50% of the target's hit points, but in all other ways possesses the statistics, magic, abilities, and gear of the target. Any gear it carries vanishes if separated from the duplicate or when the spell ends. The duplicate attempts to kill or incapacitate the original to the best of its ability. It is independent of your control but cannot attack you or your allies even if under the power of a dominate effect. It will cooperate with your allies to defeat the target but its cleverness and comprehension cannot exceed that of the target. It acts immediately after you in the initiative order.
Any creature that interacts with the shadow duplicate is entitled to a Will save to realize it is unreal. A creature that disbelieves the shadow takes only half damage from its attacks, and has a 50% chance to ignore an effect that is nondamaging.
| Thelemic_Noun |
Since specific component prices have no meaning until the 21+ WBL progression is nailed down, here are the categories I'm using (assuming medium treasure):
Mild: the cost is just there to make Eschew Materials inapplicable.
Moderate: 10% of the value of a quarter-share of the treasure from a single encounter of a level equal to that of the lowest level that a full caster could cast the spell under their own power. (i.e. 10% of the caster's treasure from one encounter)
Severe: as above, but between 50% and 75% of a PCs treasure.
Extreme: between 100% and 150%
Ludicrous: between 200% and 800% (requires multiple shares of treasure over multiple encounters)
| Thelemic_Noun |
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Mithral Body
School transmutation; Level sorcerer/wizard 10
Casting time 1 standard action
Components V, S, M (a mithral ingot [moderate expense])
Range personal
Area you
Duration 1 min./level
This spell transforms your body into living mithral, which grants you several powerful resistances and abilities. You gain damage reduction 20/adamantine. You are immune to blindness, critical hits, ability score damage, deafness, disease, drowning, electricity, poison, stunning, suffocation, and all spells and attacks that affect your physiology or respiration, because you have no physiology or respiration while this spell is in effect. You take only half damage from acid, fire, and cold. You cannot drink (and thus can't use potions) or play wind instruments.
You gain a +8 enhancement bonus to your Strength score, and you gain a slam attack as a primary natural weapon with a base damage of 1d6.
Your weight increases by a factor of five, causing you to sink in water like a stone.
| thenobledrake |
I'm probably the only one that thinks so, but I designed an AoE disintegrate (10' radius burst) as a 9th level spell for 2nd edition - and that seemed "just right"
So... I think your proposed AoE disintegrate is at least 11th or 12th level.
I haven't read the other spell posts yet... there is a sandwich calling my name.
Name Violation
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Mithral Body
School transmutation; Level sorcerer/wizard 10
Casting time 1 standard action
Components V, S, M (a mithral ingot [moderate expense])
Range personal
Area you
Duration 1 min./levelThis spell transforms your body into living mithral, which grants you several powerful resistances and abilities. You gain damage reduction 20/adamantine. You are immune to blindness, critical hits, ability score damage, deafness, disease, drowning, electricity, poison, stunning, suffocation, and all spells and attacks that affect your physiology or respiration, because you have no physiology or respiration while this spell is in effect. You take only half damage from acid, fire, and cold. You cannot drink (and thus can't use potions) or play wind instruments.
You gain a +8 enhancement bonus to your Strength score, and you gain a slam attack as a primary natural weapon with a base damage of 1d6.
Your weight increases by a factor of five, causing you to sink in water like a stone.
thats more in line with 8th or 9th level spells IMHO. too weak for 10th. Add a dex bonus, and some natural armor bonus and maybe "haste" then its a 10th level spell
| Thelemic_Noun |
thats more in line with 8th or 9th level spells IMHO. too weak for 10th. Add a dex bonus, and some natural armor bonus and maybe "haste" then its a 10th level spell
Well, iron body was 8th level, and came with severe drawbacks to mitigate its advantages. This version has none of the drawbacks. I might drop the expensive component, or change it to a focus, though.
| Thelemic_Noun |
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Electrocute
School evocation [electricity]; Level druid 11, sorcerer/wizard 10
Casting time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Target one creature
Duration instantaneous
Saving Throw Fortitude partial (object); Spell Resistance yes
The caster points at a creature, which is immediately enveloped in a crackling eruption of electricity. This deals 10 points of electricity damage per caster level and stuns the creature for 1d3 rounds. A successful Fortitude save reduces this effect to being staggered for one round. The target must be damaged by the spell to be staggered or stunned. The mettle ability does not negate the electricity damage even on a successful save.
| SmiloDan RPG Superstar 2012 Top 32 |
Teleporting Sojourn
School: conjuration (teleportation)
Level: sorcerer/wizard 10
Casting Time: 1 immediate action
Components: V
Range: unlimited
Targets: You
Duration: 1 hour/level or until dismissed (see text).
You may teleport (as if using greater teleport) as an immediate action several times during the duration of this spell. Each time you teleport, the duration of the spell is reduced by 1 hour. If you teleport in reaction to an attack or hazardous effect, there is a 50% you negate the attack or effect.
BYC
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You're thinking too small.
10th level spells would be something like calling down the Starstone and causing Earthfall again. It would take days or weeks or months to cast those spells, and they are not used for combat.
I think 2E Elves handbook had more details on such spells. Wasn't it a 10 level spells that destroyed Myth Drannor?
Of course, that was back when Wish and other level 9 spells were still insanely strong without as many drawbacks. But I would still make 10th level spells world changing, requires lots of casting time, probably require lots of sacrifice of living beings (if evil) or years of one's life (if good) and possibly soul damage.
| Thelemic_Noun |
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Plain of Portals
School conjuration (teleportation); Level sorcerer/wizard 10
Casting time 1 standard action
Components V, S
Range long (400 ft. + 40 ft./level)
Effect one interconnected portal per four caster levels
Duration 10 minutes/level
Saving Throw none; Spell Resistance no
You conjure several interconnected portals within line of sight. You may designate these as open portals, restrict them to only function for individuals you identify unambiguously, or set a password or other triggering condition for their use (as per the symbol spells).
The portals must appear on a solid level surface free from obstructions or other creatures. If the surface beneath a portal ceases to be solid or level (from an earthquake, disintegrate, or transmute rock to mud effect, for example), that portal no longer functions, though other portals are unaffected.
Portals (even from other castings of this spell) cannot overlap. Any portal that would overlap simply fails to materialize when the spell is cast.
To creatures that can use the portals, they appear as oval windows allowing perfect view of the area around one other portal. They seem to rotate so as to always be perpendicular to their observer. Viewing a different portal is a free action, so for all intents and purposes they act as windows on every other portal.
Using a portal is as simple as stepping through it. In effect, all squares adjacent to one portal are adjacent to every other for purposes of movement, line of sight, range, and line of effect, allowing attuned creatures to attack or cast spells through the portals.
Creatures that are unattuned to the portals see them as floating spheroids similar in appearance to polished hematite. It can be destroyed, but has hardness 30 and 20 hit points per caster level. Its AC (regular and touch) is 10. Individual portals can be dispelled or disjoined, or deactivated with a dimensional anchor, dimensional lock, forbiddance, or similar effect.
| Thelemic_Noun |
You're thinking too small.
10th level spells would be something like calling down the Starstone and causing Earthfall again. It would take days or weeks or months to cast those spells, and they are not used for combat.
I think 2E Elves handbook had more details on such spells. Wasn't it a 10 level spells that destroyed Myth Drannor?
Of course, that was back when Wish and other level 9 spells were still insanely strong without as many drawbacks. But I would still make 10th level spells world changing, requires lots of casting time, probably require lots of sacrifice of living beings (if evil) or years of one's life (if good) and possibly soul damage.
Those are plot devices, not class features.
These ideas brewed out of an attempt to have a organic progression from 15+ through 30+, rather than have a giant disconnect between level 20 and 21. Its more in line with 'Mythic' design paradigms than 'Epic' ones.
Though if you ask me, mass greater invisibility is pretty damned epic. You could have hundreds of creatures attacking while completely invisible.
| Thelemic_Noun |
Though here's one that duplicates an artifact-level ability
This spell should be roleplayed in its entirety.
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Divine Wisdom
School divination; Level cleric/oracle 13
Casting time 8 hours
Components V, S, DF, M (rare incense, precious metals and stones [Ludicrous])
Range personal
Target you
Duration instantaneous
You call directly upon your deity (or aligned divine power), whose presence fills your mind. Your god empowers you to draw upon its wisdom to solve a single problem or fully answer one question. (Whether the information gained can be successfully acted upon is another matter entirely).
Your god is not compelled to answer in a particular way, and the further the answer and the god's agenda diverge, the briefer, brusquer, and less helpful the response will be. On very rare occasions, you may also find that your god simply doesn't know, in which case they may allow you to ask a different question instead, depending on the god and the circumstances.
| SmiloDan RPG Superstar 2012 Top 32 |
Transcend Time
School: transmutation
Level: sorcerer/wizard 10
Casting Time: 1 full round action
Components: V, S
Range: touch
Effect: creature touched
Duration: 10 minutes/level (D)
Saving Throw: Will (harmless)
Spell Resistance: yes
The creature touched can perform extremely rapidly. While under the effects of this spell, the target gains an insight bonus to initiative rolls equal to your caster level, acts as if hasted, and becomes immune to any effect that would age or slow him. The affected creature can perform extra actions in combat, but this reduces the duration of the spell as follows. The affected creature can gain an extra move action by reducing the duration by 10 minutes, an extra standard or swift action by reducing the duration by 20 minutes, or gain an extra full round action or immediate action by reducing the duration by 30 minutes.
| Thelemic_Noun |
This one might be a tad strong
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Cataract of Carrion
School necromancy; Level sorcerer/wizard 10
Casting time 1 standard action
Components V, S, M (a splinter from a giant's fingerbone)
Range long (400 ft. + 40 ft./level)
Area 40-foot-radius cylinder, 200 feet high
Duration 1 round/level
Saving Throw Reflex partial, Fortitude partial, see text; Spell Resistance no
You call down a hail of corpses, bones, organs, and offal that buries everything in its area. Creatures and objects take 1d6 points of damage per caster level (maximum 30d6) and are buried, as if under an avalanche. Flying creatures are knocked out of the air on a failed save. A successful Reflex save halves this damage and avoids burial.
The corpses and body parts are animate, and attempt to hinder and kill anything they can reach. This functions like black tentacles against all creatures within 15 feet of the ground, with a +10 Strength bonus and a +4 size bonus, and the corpses attempt to pin foes they have grappled. Successful grapples deal 3d6+10 points of damage (double on a pin).
The corpses give off a foul miasma of rotting carrion. All creatures in the area must make a Fortitude save or be nauseated for as long as they remain in the area and for 1d4+1 rounds after they leave (Roll separately for each affected creature). On a successful save, they are sickened within the area and for 1d4+1 rounds afterwards. Each creature must save against the nauseating stench each round they remain within the area.
| SmiloDan RPG Superstar 2012 Top 32 |
This one might be a tad strong
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Cataract of Carrion
School necromancy; Level sorcerer/wizard 10
Casting time 1 standard action
Components V, S, M (a splinter from a giant's fingerbone)
Range long (400 ft. + 40 ft./level)
Area 40-foot-radius cylinder, 200 feet high
Duration 1 round/level
Saving Throw Reflex partial, Fortitude partial, see text; Spell Resistance noYou call down a hail of corpses, bones, organs, and offal that buries everything in its area. Creatures and objects take 1d6 points of damage per caster level (maximum 30d6) and are buried, as if under an avalanche. Flying creatures are knocked out of the air on a failed save. A successful Reflex save halves this damage and avoids burial.
The corpses and body parts are animate, and attempt to hinder and kill anything they can reach. This functions like black tentacles against all creatures within 15 feet of the ground, with a +10 Strength bonus and a +4 size bonus, and the corpses attempt to pin foes they have grappled. Successful grapples deal 3d6+10 points of damage (double on a pin).
The corpses give off a foul miasma of rotting carrion. All creatures in the area must make a Fortitude save or be nauseated for as long as they remain in the area and for 1d4+1 rounds after they leave (Roll separately for each affected creature). On a successful save, they are sickened within the area and for 1d4+1 rounds afterwards. Each creature must save against the nauseating stench each round they remain within the area.
It's a tad gross, but about right, power-level-wise. You might want to make it clear that the initial area of effect is 200 feet high, and then settles down to about 15 feet deep. (If I'm right!) Also, like an avalanche, is there a "rubble" zone? Maybe difficult terrain that also entangles? I don't want to make this spell TOO complex!
Also, do flying creatures that get knocked out of the sky take falling damage?
You also might want to consider making creatures immune for 24 hours if they make a successful save (after suffering the sickened effect for 1d4+1 rounds). It might make bookkeeping a little easier.
This would have a +35 grapple check at 21st level. Sounds about right.
| Thelemic_Noun |
In itself these spells tell me little without knowing what epic rules you use and what other classes gain.
I'm working on it!
Here's a feat:
Devastating Critical (Combat)
Prerequisites: Base attack bonus +21, Critical Focus, Improved Critical
Benefit: Successful critical hits with weapons for which you have Improved Critical deal additional damage equal to one-quarter of your base attack bonus times your weapon's critical multiplier.
| Remco Sommeling |
Remco Sommeling wrote:In itself these spells tell me little without knowing what epic rules you use and what other classes gain.I'm working on it!
Here's a feat:
Devastating Critical (Combat)
Prerequisites: Base attack bonus +21, Critical Focus, Improved Critical
Benefit: Successful critical hits with weapons for which you have Improved Critical deal additional damage equal to one-quarter of your base attack bonus times your weapon's critical multiplier.
Actually at the point you get that feat it is pretty terrible, it comes down to +5 damage on a crit only, which gets multiplied.. comparable to specialization, but probably a bit worse, though it does grow higher at lvl 24 and 28, well I guess it is decent enough for a max damage character.
| SmiloDan RPG Superstar 2012 Top 32 |
Yeah, for epic level stuff, we'll want epic bardic music feats, epic rage powers, epic channel feats, epic wildshape feats, epic combat feats, epic mystic feats, epic smite feats, epic favored enemy feats, epic rogue talents, epic metamagic feats, and epic spells.
EDIT:
Also epic discoveries, epic challenge feats, epic judgements, epic revelations, epic evolutions, and epic hexes.
And epic arcana.
Possibly even epic grit, tricks, and honor feats...
| Thelemic_Noun |
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Excise Animus
School necromancy [death]; Level cleric/oracle 12, sorcerer/wizard 12
Casting time 1 standard action
Components V, S, DF, F (polished blackwood stave with onyx capstone [moderate])
Range close (50 ft. + 5 ft./2 level)
Effect one ray per five caster levels
Duration instantaneous and permanent (D); see text
Saving Throw Fortitude partial, see text; Spell Resistance Yes
You fire a cold black ray that attempts to snuff out your foe like a candle and imprison his soul like an insect on a pin. You may make no more than one attack with the ray per round, but may hold the charge just as if it were a touch spell. On a successful ranged touch attack with the ray, the target takes 10 points of negative energy damage per caster level (maximum 300), as well as gaining 3d6 negative levels (these negative levels function like the energy drain spell) and taking 1d8 points of Constitution drain. A successful Fortitude save reduces the negative energy damage to 20d6, reduces the Constitution drain to damage, and reduces the negative levels to 2d4, which disappear after 24 hours without requiring an additional saving throw.
If any creature hit by a ray dies for any reason while within range of the spell and no more than one round per caster level after they were afflicted, they must make a Will save or be trapped in the capstone of the stave, as per soul bind. The capstone can contain any number of creatures, provided their combined total hit dice does not exceed 1,000 times the onyx gem's gold piece value. Attempting to exceed this limit shatters the gem, freeing its occupants to move on to the afterlife.
| Thelemic_Noun |
Thelemic_Noun wrote:Remco Sommeling wrote:In itself these spells tell me little without knowing what epic rules you use and what other classes gain.I'm working on it!
Here's a feat:
Devastating Critical (Combat)
Prerequisites: Base attack bonus +21, Critical Focus, Improved Critical
Benefit: Successful critical hits with weapons for which you have Improved Critical deal additional damage equal to one-quarter of your base attack bonus times your weapon's critical multiplier.Actually at the point you get that feat it is pretty terrible, it comes down to +5 damage on a crit only, which gets multiplied.. comparable to specialization, but probably a bit worse, though it does grow higher at lvl 24 and 28, well I guess it is decent enough for a max damage character.
Yeah, straight-up damage boosts can't get too powerful or else THF fighters literally become instagib machines.
| Thelemic_Noun |
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Chronological Cascade
School divination; Level sorcerer/wizard 18
Casting time 1 standard action
Components V, S, M (adamantine hourglass filled with diamond dust [Ludicrous])
Range personal
Effect you
Duration 1 minute/level or until discharged; see textRather than stop time, you become one with it until what should be impossible shimmers into reach. This functions as moment of prescience, but the maximum insight bonus is +40, and the effect can be used once per five caster levels before it is discharged.
| Remco Sommeling |
Remco Sommeling wrote:Yeah, straight-up damage boosts can't get too powerful or else THF fighters literally become instagib machines.Thelemic_Noun wrote:Remco Sommeling wrote:In itself these spells tell me little without knowing what epic rules you use and what other classes gain.I'm working on it!
Here's a feat:
Devastating Critical (Combat)
Prerequisites: Base attack bonus +21, Critical Focus, Improved Critical
Benefit: Successful critical hits with weapons for which you have Improved Critical deal additional damage equal to one-quarter of your base attack bonus times your weapon's critical multiplier.Actually at the point you get that feat it is pretty terrible, it comes down to +5 damage on a crit only, which gets multiplied.. comparable to specialization, but probably a bit worse, though it does grow higher at lvl 24 and 28, well I guess it is decent enough for a max damage character.
hmm yea, though if the character uses an epic feat for some measly extra damage.. it seems you favor caster types alot if I have to judge from the write up here. Consider a fighter not being very flexible in what it does if all it does is deal damage it should be WAY better than a wizard trying to do the same.
| SmiloDan RPG Superstar 2012 Top 32 |
Bull Rush Hit
With every you hit, you push your opponents back.
Requirements: BAB 21+, Bull Rush Strike, Greater Bull Rush, Improved Bull Rush, Power Attack.
Benefit: You may make a Bull Rush attempt against every opponent you hit. If you score a critical hit against an opponent, you add 5 multiplied by your weapon's critical modifier to your CMB for the bull rush attempt against that opponent.
Tripping Hit
With every hit, you knock your opponents down.
Requirements: BAB 21+, Combat Expertise, Greater Trip, Improved Trip, Tripping Strike.
Benefit: You may make a Trip attempt against every opponent you hit. If you score a critical hit against an opponent, you add 5 multiplied by your weapon's critical modifier to your CMB for the Trip attempt against that opponent.
Etc. etc.
cartmanbeck
RPG Superstar 2014 Top 16
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The tl;dr is as follows: the spell works like an AoE disintegrate, with a very large range and radius. Since it disintegrates a much larger volume of material, it can compromise entire structures in one go.
It won't collapse a mountain on you if you use it underground, but in a stone temple supported by dozens of granite columns... you might break something.
The damage is rather so-so, since blasting is not very good generally, but the power to put an 80-foot-wide, 10-foot-deep hole in something might come in handy as a poor man's phase door that roughs up anything hiding right next to the wall in an effort to ambush you.
Just a thought, it probably should obliterate all equipment worn except magic items. Cuz why would it leave a plain cloak alone but not the flesh underneath it, but also destroy rock in a sphere all around?
| ralantar |
For me, defining what a 10th level spell should look like would depend on what the cap is.
For a long time the wish spell was the pinnacle of casting.
FR added in the concept of 10th, 11th and a single 12th level spell if I am recalling correctly.
10th and 11th level spells involved creating volcanoes and severing mountains flipping them upside down and making them float so you could build a city on the new flat surface.
the 12th level spell allowed you to slay a god and take it's portfolio.
(i'm not arguing the validity or usefulness of this stuff btw)
What's my point? Without knowing if 10th level spells are the cap it's hard to say what they can do. Would there be 11th level+ spells that would be even better?
Personally when Paizo get's around to making their epic handbook I hope they explore this. I kind of liked the idea of higher level spells that where more long cast time rituals. But on the other hand there need to be some others that are combat useful. It could also be used to bring back some of the awe evocation spells used to have. Having a 14th level spell slot for a maximized quickened meteor swarm sounds good to me. ( i didn't do the feat math, 14th level slot is just made up for the example)
| Thelemic_Noun |
All names are placeholders.
New rage power: 'Apache chief, E-nay-chok!'
Prerequisites: mighty rage, any ten rage powers
Benefits: while raging, you gain Powerful build, stacking with any existing size enhancements such as enlarge person or giant size. If your default size is Small, it increases to Medium in addition to the benefits of Powerful Build. Your equipment's size and weight does not change, but it deals damage as if one (or two, for Small characters) size larger.
New rogue talent: 'You cannot do that while stunned'
Prerequisites: Stealth 22, Dexterity 23
Benefits: You no longer require concealment or cover to hide, and may do so even while being observed. You may use the snipe application of stealth even when adjacent to your target, and may make melee attacks in addition to ranged attacks when sniping. Despite the ridiculous nature of this talent, you cannot use stealth while grappled.
New feat: Dismembering Critical
Prerequisites: Critical Focus, base attack bonus +25
Benefit: On a successful critical hit, you chop off or crush a body part, or skewer an artery or a nerve, rendering it useless. Consult the following chart:
01-10: 1d3 fingers
11-20: hand
21-30: forearm
31-40: arm
41-50: 1d3 toes
51-60: foot
61-70: lower leg
71-80: leg
81-97: eye/ear/nose/lip
98-100: head