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I'm not sure if people will actually need the extension or not, but I'm going to officially give everybody until at least Thursday, June 20th to make up for the 5 days I was kinda MIA with Covid.
For those who don't know, here's the breakdown of Legendary Gifts(subject to my original rulings in the first post):
** spoiler omitted **...
In the original post you said we could boost armor past +10 without limit if we spent 2 per +2, is that still available? If not I have some changes to make lol

Voice of Awesomeness |

@Umir, yes, that's available. Armor, weapons, and shields can all go past +10 via legendary gifts(as I explained in my OP).
Also!
For those of you have completed or mostly finished your PC feel free to head over to game and RP in the infamous World Serpent Inn!!

andreww |
Ok, I have now created three potential characters for this which is my limit for ridiculous high level shenanigans. I honestly dont even mind if I am not picked, I've had a lot of fun just putting them together. All of them still need a bit of work and tweaking but they are largely done. At least the main things they do should be obvious.

Kaouse |

I kind of already have a character for this. His name is Henry Pascal. He's a Fighter/Barbarian hybrid, going full epic in those two classes.
Just need to choose more mythic abilities, and he should just about be done.
I worked on the character a lot yesterday to make the stats, feats, items & ABP fit.
Skills definitely need to be adjusted, as well. But the important thing is picking out the rest of his mythic stuff.
I'll try to have him done before the 20th. Hopefully by the end of today, if I'm lucky.

Voice of Awesomeness |

If you want more characters I can build another one lol I quite enjoyed making the first one
I had an idea to lean into all the draconic classes I could with the taninim draconic exemplar
That is entirely up to you. Would it take you long? You'll also need to pick which character will be your primary PC.

The Demiurge |

Ok, going to list the spells I am looking to apply cataclysmic spell to and then roll on the table in the next post.
Cataclysmic Spell is a +12 Metamagic feat. I reduce that by 4 due to Improved Metamagic. I reduce it by another 4 for Mystery spells. I ignore the highest level metamagic feat for Chain Lightning.
Meteor Swarm [13th]
Sunburst [12th]
Prismatic Spray [11th]
Blade Barrier [14th]
Heal [14th]
Mass Cure Light [14th]
Chains of Fire [14th]
Disintegrate [14th]
Flame Strike [13th]
Cone of Cold [13th]
Holy Smite [12th]
Dragons Breath [12th]
Fireball [11th]
Burst of Radiance [10th]
Sound Burst [10th]
Color Spray [9th]
Chain Lightning [6th]

The Demiurge |

OK, here goes:
Metamagic Feats: 1d4 ⇒ 2, Lingering, Thundering
4d20 ⇒ (9, 18, 18, 9) = 54
Epic Metamagic Feats: 1d3 ⇒ 1, Aura, Imprisoning, Linked
3d20 ⇒ (1, 11, 10) = 22
Effects: 1d2 + 1 ⇒ (1) + 1 = 2
3d100 ⇒ (100, 55, 50) = 205
People killed turn to gold
Roll twice - 2d100 ⇒ (50, 81) = 131
Targets permanently lose 1 sense
Will save or targets memory permanently wiped
Metamagic Feats: 1d4 ⇒ 3, Enlarge, Widen, Persistent
4d20 ⇒ (5, 20, 11, 15) = 51
Epic Metamagic Feats: 1d3 ⇒ 1, Aura
3d20 ⇒ (1, 11, 2) = 14
Effects: 1d2 + 1 ⇒ (1) + 1 = 2
3d100 ⇒ (79, 65, 1) = 145
Spell affects all within 10 miles
Area coated in unmelting ice
Metamagic Feats: 1d4 ⇒ 2, Reach Spell, Sickening Spell
4d20 ⇒ (13, 14, 4, 5) = 36
Epic Metamagic Feats: 1d3 ⇒ 1, True Death
3d20 ⇒ (6, 4, 2) = 12
Effects: 1d2 + 1 ⇒ (2) + 1 = 3
3d100 ⇒ (55, 47, 53) = 155
Targets turn into Oozes
Targets gain Construct benefits/penalties
Targets slain turn into gold
Metamagic Feats: 1d3 ⇒ 1, Living Spell
4d20 ⇒ (12, 3, 17, 14) = 46
Epic Metamagic Feats: 1d4 ⇒ 2, Enhance Spell, Verdigris Spell
3d20 ⇒ (8, 19, 8) = 35
Effects: 1d2 + 1 ⇒ (2) + 1 = 3
3d100 ⇒ (57, 68, 92) = 217
Spell triggers twice
Area affected transported to new demiplane with affinity for the spell
Terrain for spell level x10 miles gains affinity for the spell
Metamagic Feats: 1d3 ⇒ 2, Lingering Spell, Widen Spell [No effect]
4d20 ⇒ (20, 9, 16, 19) = 64
Epic Metamagic Feats: 1d4 ⇒ 1, Enhance Spell
3d20 ⇒ (8, 11, 5) = 24
Effects: 1d2 + 1 ⇒ (1) + 1 = 2
3d100 ⇒ (8, 96, 8) = 112
Terrain for spell level x10 miles gains affinity for opposing magic
Primeval forest springs up around the target in 1 mile radius with affinity for the spell
Metamagic Feats: 1d4 ⇒ 3, Dazing Spell, Flaring Spell, Maximise Spell
4d20 ⇒ (10, 7, 1, 2) = 20
Epic Metamagic Feats: 1d3 ⇒ 3, Cutting Spell, Force Spell, Grand Spell,
3d20 ⇒ (5, 10, 9) = 24
Effects: 1d2 + 1 ⇒ (1) + 1 = 2
3d100 ⇒ (14, 64, 95) = 173
Spell creates a potion of itself
Spell gains my alignment
Metamagic Feats: 1d4 ⇒ 2, Maximise Spell, Still Spell
4d20 ⇒ (16, 10, 17, 13) = 56
Epic Metamagic Feats: 1d3 ⇒ 3, Blackened Spell, Carnage Spell, Stealth Spell
3d20 ⇒ (4, 17, 3) = 24
Effects: 1d2 + 1 ⇒ (2) + 1 = 3
3d100 ⇒ (60, 20, 42) = 122
Targets scattered to random planes
+20 insight bonus on next roll
Targets weight reduced by 10%
Metamagic Feats: 1d4 ⇒ 3, Echoing Spell, Enlarge Spell, Lingering Spell
4d20 ⇒ (9, 3, 5, 1) = 18
Epic Metamagic Feats: 1d3 ⇒ 3, Aura Spell, Living Spell, Warp Spell
3d20 ⇒ (12, 20, 1) = 33
Effects: 1d2 + 1 ⇒ (2) + 1 = 3
3d100 ⇒ (93, 31, 16) = 140
Spell turns into a familiar that can cast the spell 1/day per 8HD
Regain athema equal to spell level
Spell leaves an adamantine shadow
Metamagic Feats: 1d4 ⇒ 1, Lingering Spell
4d20 ⇒ (9, 18, 10, 7) = 44
Epic Metamagic Feats: 1d3 ⇒ 3, Carnage Spell, Linked Spell, Vast Spell
3d20 ⇒ (4, 11, 18) = 33
Effects: 1d2 + 1 ⇒ (2) + 1 = 3
3d100 ⇒ (74, 56, 48) = 178
Targets unaffected by healing for 1d4 hours
Add the effects of this spell to the next spell I cast
Extra epic metamagic feat - 1d20 ⇒ 12 - Piercing Spell
Metamagic Feats: 1d4 ⇒ 2, Echoing Spell, Silent Spell
4d20 ⇒ (15, 3, 17, 9) = 44
Epic Metamagic Feats: 1d4 ⇒ 1, Aura Spell
3d20 ⇒ (1, 6, 10) = 17
Effects: 1d2 + 1 ⇒ (1) + 1 = 2
3d100 ⇒ (85, 7, 23) = 115
Spell does double damage, extra damage is unholy
Teleport to anywhere in the spells area
Metamagic Feats: 1d4 ⇒ 2, Extend Spell (x2)
4d20 ⇒ (6, 6, 4, 10) = 26
Epic Metamagic Feats: 1d4 ⇒ 2, Cutting Spell, Imprisoning Spell
3d20 ⇒ (10, 5, 5) = 20
Effects: 1d2 + 1 ⇒ (1) + 1 = 2
3d100 ⇒ (79, 5, 67) = 151
Gate to the Plane of Water opens in the shape of the spell
Spell affects all creatures within 10 miles
Metamagic Feats: 1d4 ⇒ 2, Disruptive Spell, Reach Spell
4d20 ⇒ (13, 2, 6, 8) = 29
Epic Metamagic Feats: 1d3 ⇒ 3, Banishing Spell, Enduring Spell, Pestilent Spell
3d20 ⇒ (2, 7, 15) = 24
Effects: 1d2 + 1 ⇒ (1) + 1 = 2
3d100 ⇒ (16, 57, 14) = 87
Spell produces a potion of itself
Spell incarnates as a familiar which can cast the spell 1 time per 8HD
Metamagic Feats: 1d4 ⇒ 4, Dazing Spell, Persistent Spell, Silent Spell
4d20 ⇒ (11, 1, 15, 1) = 28
Epic Metamagic Feats: 1d3 ⇒ 3, Cutting Spell, Enhance Spell, Living Spell
3d20 ⇒ (5, 8, 12) = 25
Effects: 1d2 + 1 ⇒ (1) + 1 = 2
3d100 ⇒ (48, 50, 92) = 190
Healing does not affect the targets for 1d4 hours
Targets permanently lose 1 sense
Metamagic Feats: 1d4 ⇒ 1, Persistent Spell
4d20 ⇒ (11, 19, 3, 1) = 34
Epic Metamagic Feats: 1d3 ⇒ 2, Aura Spell, Enhance Spell
3d20 ⇒ (1, 8, 4) = 13
Effects: 1d2 + 1 ⇒ (2) + 1 = 3
3d100 ⇒ (41, 75, 55) = 171
Spell opens a teleportation circle to a random location
Targets killed turned to gold
Non-random effectiveness of spell increased by order of magnitude in all
ways
Metamagic Feats: 1d4 ⇒ 4, Echoing Spell, Intensified Spell, Maximised Spell, Still Spell
4d20 ⇒ (10, 3, 15, 8) = 36
Epic Metamagic Feats: 1d3 ⇒ 2, Blackened Spell, Pestilent Spell
3d20 ⇒ (3, 13, 15) = 31
Effects: 1d2 + 1 ⇒ (2) + 1 = 3
3d100 ⇒ (52, 71, 41) = 164
Spell opens a teleportation circle to a random location
Choose 1 Epic metamagic feat to apply - Banishing Spell
Great Wyrm dragon born from the terrain
Metamagic Feats: 1d4 ⇒ 2, Enlarge Spell, Piercing Spell
4d20 ⇒ (5, 12, 5, 3) = 25
Epic Metamagic Feats: 1d3 ⇒ 2, Macabre Spell, Warp Spell
3d20 ⇒ (13, 20, 11) = 44
Effects: 1d2 + 1 ⇒ (1) + 1 = 2
3d100 ⇒ (97, 91, 23) = 211
10d100HD of creatures within 100 miles gain the benefit of True Resurrection
Random farm animals fill every unoccupied space in the spells area
Metamagic Feats: 1d4 ⇒ 4, Intensified Spell, Maximised Spell, Still Spell, Widen Spell
4d20 ⇒ (16, 8, 20, 10) = 54
Epic Metamagic Feats: 1d3 ⇒ 1, Living Spell
3d20 ⇒ (12, 16, 16) = 44
Effects: 1d2 + 1 ⇒ (2) + 1 = 3
3d100 ⇒ (44, 15, 51) = 110
All targets randomly transposed
Add the effects of another known spell to this one - limited wish to impose -7 penalty on saves
Spell effect is permanent [irrelevant]
Well, there are some interesting combinations in there. Feel free to ignore some or all of them if you prefer. If need be I can swop Cataclsymic Spell out for a different feat, it is quite silly.

Voice of Awesomeness |

Cataclysmic Spell is *exactly* the kinda nonsense this game is all about!
Here's what we'll do, which I hope is fair(please tell me if you think its not as it's your feat):
Whenever you cast a spell modified by that feat, I'll roll on the chart, to see what I get, and then compare it to your above results. Depending on who got what will determine the final effect, though I will try to lean towards your results.
Does the feat proc on cast, or if it successfully affects the foe, or both(depending on what the rider is)?