The existing Epic spells need some TLC and new ones can be added.

General Epic Spell Updates

Multiple Epic Spells

You will be able to take the same Epic spell up to 10 times for multiple uses a day. This is done with successor feats.

Epic Spell Save DC

3.5E uses "The saving throw against a character’s epic spell has a DC of 20 + the character’s relevant ability score modifier. It’s possible to develop epic spells that have even higher DCs, however, by applying the appropriate factor." https://www.d20srd.org/srd/epic/spellsIntro.htm#metamagicItemsandEpicSpells

This is used in NWN but is a little weak (its 10 + level 10 spell + ability score) - due to Spell Focus you can get up to 16 + characters relevant ability score already.

Therefore we've upped it to include the relevant spell focus feats, meaning you could get 26 + caster ability score boosting the power somewhat.

Other Base Epic Spell Properties

The game engine has several things around these being feats with particular spell properties. I'll probably keep these similar to Bioware's setup to have less concentration/AOO/spell failure issues (ie advantage taking them versus another feat). Arcane Spell Failure won't ever apply though since it's not a true spellbook spell.

Arcane Spell Failure: Due to being feats they do not use Arcane Spell Failure ever (engine limitation). Even if cheat-cast they'd not since it runs the same check (feat spell scripts are cast as "cheat spells" essentially).

General Spell Failure: We currently have them as Creature Powers (as Bioware had them). We could move them to be Spells to add this (this will help in a rare case where spell failure is needed

Concentration: Unticked so unaffected by concentration checks, but could be ticked to allow it.

Attacks of Opportunity: Due to being Creature Powers the Attacks of Opportunity is disabled. If we changed it to a proper spell it'd be enabled (even if cheat-cast).

Counterspell: Disabled since it is a feat (could be a cheat-cast "spell" but cannot be a spell-like ability).

Spell Resistance and Immunity: Currently entirely disabled and not even checked for. Level 10 spells can't be absorbed by Spell Mantles anyway, but spell resistance could still be a thing if we really wanted. Technically Epic Spells have spell resistance checks but that's as proper level 10 spell slots and have most of the standard spell mechanics.

We'd probably fix these to be more like real spells (ie Spell category, cheat-cast etc.) if we wanted to avoid feats and go the NUI route so there is more counterplay (although Counterspell is difficult we shouldn't probably have that!).

Spellcraft Requirement

From D&D source it is essentially the DC to develop the spell minus 20 (for take 20) so DC 46 spellcraft check needs a 26 spellcraft requirement.

At least kinda is like that, Hellball is 32 but spellcraft DC 90 haha. However Greater Ruin is DC 59 so also much higher.

I think "just make it make sense" is best. Given spellcraft is base level, it is a minimum of DC - 3 for the level (so 33 spellcraft needs character level 30 minimum).

We also don't have the advantage of having things like Skill Focus feats or Ability Bonuses apply to these requirements. Meaning we need to keep it in a reasonable range of numbers.

For new spells there are some written guidelines like spell seeds for things like damage. It makes it so Hellball is decidedly wimpy since it's a set of easily resisted types, but costs a lot in spellcraft DC to do several types, while changing to simple Force is not that much more!

Level 21 is the lowest epic level possible, anything under that is not doable. However if spellcraft requirements are lower I guess it means they could have just less investment in spellcraft.

Below we take 20 off values of DC as noted in brackets the original. List of 3.5E ones by spellcraft rank.

LevelSpellcraft Maximum RanksEpic Spells 3EEpic Spells 3.5EEpic Spells NWNEpic Spells NWN2Epic Spells Overhaul
20 and earlier23 and lower


12 (27) - Ruin

15 (35) - Mummy Dust

18 (38) - Dragon Knight

15 (35) Mummy Dust

22 (42) Dragon Knight


Mummy Dust (15)

Dragon Knight (22)

2124


24 (44) Mass Fowl

24 (44) Vampiric Feast


2225

25 (45) - Greater Spell Resistance

25 (45) - Spell Worm

25 (45) Greater Ruin
Greater Ruin
2326
26 (46) - Epic Mage Armor26 (46) Epic Mage Armor
Epic Mage Armor
2427


27 (47) Epic Gate
2528




2629




2730


30 (50) Hellball
2831


31 (51) Entropic Husk
2932

32 (52) Hellball32 (52) DamnationHellball
3033




3134

34 (54) Epic Warding
Epic Warding
3235
35 (55) - Mass Frog


3336




3437




3538




3639
39 (59) - Greater Ruin


3740




3841




3942




4043

52 (72) - Summon Behemoth

57 (77) - Complete Restoration

66 (86) - Momento Mori

70 (90) - Hellball

77 (97) - Damnation




Lore Skill for Epic Spells Slots

Usually Knowledge skills / 10 are used to have an amount you can have. This might be doable by having multiple feats with different Lore skill requirements perhaps, and they be parented somehow.

It would make Lore more important overall. You'd need 30 lore for 3 Epic spells.

But you don't get a ton of epic feats anyway, and in 3.5E you have to just get Epic Spellcasting then develop however many you like.

If we want to have a separate "Epic Spell" system this is a good way to help balance it. It might be doable with NUI and Cheat Casting Spells (since all the disadvantages of cheat casting - like no counterspell, etc. - are fine!) and have the proper spellcraft DCs in use so you'd need to buff your spellcraft to cast them (magic items/Skill Focus etc.)

Updated Descriptions

The feat description always was lacking information. An improved version example with Hellball:

Type of Feat: Epic Spell
Prerequisites: 21st level, the ability to cast 9th level spells and 32 ranks in spellcraft
Innate Level: 10
School: Evocation
Descriptor(s): 
Component(s): Verbal, Somatic
Range: Long
Area of Effect / Target: Mega (20M radius)
Duration: Instantaneous
Save: Reflex 1/2 (No Evasion)
Spell Resistance: No

The caster creates a huge ball of energy that does 10d6 points of acid, fire, electrical and sonic damage to all targets in its blast radius.

Additionally all creatures are knocked down for 1 round (no saving throw allowed).

Hellball ignores Spell Resistance, Evasion and Improved Evasion.


Existing Epic Spells

Spellcraft skill requirement essentially means take 3 off to get the level requirement.

Spell (feat) (Spellcraft Requirement)Current EffectsChange MadeNotes

mummy dust (feat) (15)

Summons a mummy warrior

Potentially make the Mummy Lord scale with the caster level.

Make the weapons held more versatile - could even have different summon options for different damage types. A niche at least.

Would be great pre-epic but the Mummy Lord doesn't perform the best.

The original actually summons 2 mummies making this seem even lamer.

  • Add alternatives for other caster classes - Druid is notably and odd one to summon a mummy!
  • We can make adjustments to have it summon a more powerful Mummy in certain class situations (eg the Pale Master).

dragon knight (feat) (22)

Summons a powerful adult red dragonDescription clarified is 20 round duration (as per 3.5E version)

Low duration.

While much better than the Mummy Lord, it still takes quite a bit of investment for such a short duration spell - 20 rounds instead of the Mummy Dust 24 hours.

Could possibly:

  • Allow different Dragon types to be summoned, which scale with the caster level
  • Extend the duration based on caster level/total level

greater ruin (feat) (25)

Damage: 35d6 positive energy damage to a single target (save for half, fortitude)

Added Hostile flag. Made Long range (the 3.5E version has a 12000 ft range!)

Adjusted VFX to match timing.

Clarified description on what save is used, damage type etc.

Actually is to the rules! Not awful but have to think. Scaling is probably the answer (Start at 35d6 and scale up from there?)

epic mage armor (feat) (26)

+5 of 4 armor types.

School changed to Conjuration (For what it's worth)

Made to be bonus Armor Enchantment AC not +5 of each type. Loses the dodge but gets the generally much more powerful +20 enchantment.

VFX is same as Epic Warding, could recolour/adjust it. It seems like this is more sensible to have as Epic Mage Armor (it is shields after all) but Epic Warding has it persistently first.

hellball (feat) (32)

10d6 points of acid, fire, electrical and sonic damage to all targets in its blast radius. Reflex save for half.

Projectile updated to be Accelerating so it loses the cool factor but gains the sensible "fire it at the target NOW!"

Long range.

1 round of knockdown always occurs regardless of save (buff).

Evasion and Improved Evasion are ignored (buff) so always does at least half damage.

That's 40d6 so great for mobs with no resistances, less good against things with resistances. Scaling the damage up may be nice. The increased DC from Evocation Spell Focus is helpful at least.

Alternatively maybe we could just force one damage type as a subdial option - mixed / fire / electrical / sonic / acid then you can choose, easier to pick one that's effective.

We can make the knockdown more prevalent - 3 rounds of knockdown instead of 1?

Or Arelith changed it to be not typically resisted damage (like divine) and always knocks down for 3 rounds. Also limits it to Evocation casters who have the right feat since otherwise you take a lot of self damage.

NWN2 also reduced the spellcraft requirement to 30.

epic warding (feat) (34)

It grants damage reduction 50/+20 and absorbs 50 points of damage per caster level before collapsing.

Removed Hostile flag, AI Category changed to "Protection Self", Range changed to 0, Remove erroneous spell projectile

Not really much needed here - this essentially is 50 DR against any enemy, since +20 weapons are the pinnacle and not usually found in the game.

VFX is same as Epic Mage Armor, but probably keep it for this since it's the "persistent" version (although could use a fix pass).

Implemented New Epic Spells

Spell Name

Source

Spellcraft Requirement

DescriptionNotesWork Required






Potential New Epic Spells

3.5E source: https://www.d20srd.org/indexes/epicSpells.htm

Spell (Spellcraft Requirement)SourceSpellcraft RequirementDescriptionNotes

Vampiric Feast (24)

NWN2

24

Fortitude partial (DC+5)

When this spell is cast you drink in the life force of creatures in the AoE. Creatures who succeed at a save lose only half their remaining hit points, while those who fail their saving throw lose all their remaining hit points and are instantly slain. The total amount of damage done by this spell is then added to the casters Hitpoint total. Moreover, the life-force of slain creatures coalesces as a greater shadow, which will attack any surviving enemies. You are only able to absorb enough hit points to restore you to full health, remaining points dissipate into the fabric of the weave. 

Quite a lot better than the higher ranked hellball to be honest (half damage on a failed save!)
Entropic Husk (31)NWN2

31

Will negates (DC+5) 

If you succeed at a melee touch attack, and the target fails the saving throw, its soul is instantly annihilated, and its body is animated by primal entropy. For the duration of the spell the creature becomes a juggernaut of destruction, gaining +8 bonus to Strength and Constitution, and randomly attacks former allies and enemies alike. After 20 rounds, the entropic force animating the creatures body burns itself out and the creature collapses into dust. 

Basically will save-or-die after some confusion.
Damnation (32)NWN2

32

Will Partial (DC + 5)

You banish a single foe to the Hells, with no possibility of return. You must succeed at a melee touch attack. If the target fails the saving throw, it is dragged screaming into the Hells, to be tormented and ultimately devoured by fiends. Creatures that succeed at their saving throw are nonetheless exhausted from resisting so powerful an enchantment, and they are Dazed for 1d6+1 rounds. 

Basically will Save-Or-Die.
Mass Fowl (24)NWN2

24

Fortitude (DC + 5)

This spell transforms hostile creatures of Medium size or small in the area into chickens. Targets are allowed a Fortitude save (DC +5) to negate the effects of the spell. The transformation is permanent, sufficiently powerful creatures are unaffected by this spell. 

Basically fortitude save-or-die since the polymorph effect is permanent.
Epic Gate (27)NWN2

27

This spell opens a portal to the Lower Planes and calls forth a Balor to assail your foes. If it is slain, a second one is immediately summoned in its place. The strength of this conjuration is such that the demons are bound to your will, and you need not have cast Protection from Evil, or any similar spell, to prevent them from attacking you.

Basically NWN2 Epic summon spell. May consider it, depends on what the source material says since Gate already summons a Balor

Arelith has Planar Conduit which makes more sense - a variable summon of different alignments to help the player.

Ruin3.5E

7 (27)

The character deals 20d6 points of damage to a single target within range and line of sight.

Essentially a lower version of Greater Ruin

7 Spellcraft requirement is silly! Make it 15 at least.
Mass Frog3.5E

35 (55)

Essentially Mass Fowl for NWN2 except is frogs, in fact is probably what it is based off.


Complete Restoration3.5E

57 (77)

Super restoration. Very high DC so would need lowering since most NWN effects are not really permanent.


Greater Spell Resistance 3.5E

25 (45)

Flat 35 Spell Resistance. However at level 22 you can get 12, +1 per caster level thus 33 already, and it only increases from there.

So only for those who have not got access to Spell Resistance (ie not Cleric or Druid, so Wizards etc.)

Technically is a low DC due to 1 minute of casting time with 2 other spellcasters. Could change it to 1 hour/level.
Spell Worm3.5E

25 (45)

Slow acting spell to strip spell slots from the target, is now doable in NWNEE


Epic Magic Missile3.5E (Homebrew)

20 (40)

This homebrew spell might be good inspiration to get a really powerful Issacs Missile Storm given it got nerfed a fair bit.












Kinetic Control3.5E


Once a character has cast this spell, he or she can absorb, store, and redirect the energy contained in any physical (melee or ranged) attack. The character absorbs 20 points of each separate slashing, bludgeoning, and piercing attack made against him or her, saving it for later. A character can absorb up to 150 points of damage in this fashion; however, if the stored damage is not discharged prior to reaching the 150-point limit, the spell automatically discharges, dealing the 150 points of damage to the character. The character keeps track of the number of points of damage he or she has absorbed (the character doesn’t have to keep track of the type of damage). At any time during the spell’s duration, the character can make a touch attack against another creature or object. If successful, the character deals the target some or all (character’s choice) of the points of damage he or she has stored. The damage delivered is considered bludgeoning damage. A character can absorb and discharge damage any number of times during the spell’s duration, so long as the character doesn’t absorb more than 150 points at a time. When the spell expires, any stored damage the character has not redirected is discharged into the character.

This is a kinda-worse version of Epic Warding, but has the effect of being able to do a highly damaging touch attack as part of it.

Unsure about this one but is doable in the effects.











  • No labels