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At least kinda is like that, Hellball is 32 but spellcraft DC 90 haha. However Greater Ruin is DC 359 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!
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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. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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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.
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| Spell (Spellcraft Requirement) | Source | Spellcraft Requirement | Description | Notes | ||||
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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. | ||||
| Ruin | 3.5E | 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! | ||||
variable summon of different alignments to help the player. | ||||||||
| Ruin | 3.5E | 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 Frog | 3.5E | 35 (55) | Essentially Mass Fowl for NWN2 except is frogs, in fact is probably what it is based off. | |||||
| Complete Restoration | 3.5E | 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 Worm | 3.5E | 25 (45) | Slow acting spell to strip spell slots from the target, is now doable in NWNEE | Mass Frog | 3.5E | 35 (55) | Essentially Mass Fowl for NWN2 except is frogs, in fact is probably what it is based off. | |
| Kinetic Control | 3.5E | 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. | |||||
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