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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. Arcane Spell Failure won't apply though.

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).

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.

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Implemented New Epic Spells

Spell Name

SourcesSource

Spellcraft Requirement

DescriptionNotesWork Required






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Spell (Spellcraft Requirement)SourceSource EffectsSpellcraft RequirementDescriptionOverhaul EffectsNotes

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!
Mass Frog3.5E

35 (55)

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












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 could be implemented twofold:

  • You cast it first time it applies damage reduction  20/+21 to you.
  • If this effect expires without being targeted you take 150 bludgeoning damage
  • If you use the feat a second time you do the touch attack against an enemy and if successful it removes the effect

    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.











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