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Epic Spells for 5e
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<blockquote data-quote="Quickleaf" data-source="post: 9228201" data-attributes="member: 20323"><p>Going to try creating an epic spell using your system...</p><p></p><p>I want to create on ongoing ward that protects an entire city from siege weapons. Seems suitably epic. </p><p></p><p>So I turn to the Ward spell seed with a Base DC 6, but this assumes concentrating for one hour. Pah! Measly! This spell will last for at least 10 years (87,600 hours) if not generations to come!</p><p></p><p>DC +10 Immunity to Bludgeoning </p><p>DC +20 Making it so concentration isn't required </p><p>DC +5 Double duration to 2 hours</p><p>DC +5 Double duration to 4 hours</p><p>DC +5 Double duration to 8 hours</p><p>DC +5 Double duration to 16 hours</p><p>DC +5 Double duration to 32 hours</p><p>DC +5 Double duration to 64 hours</p><p>DC +5 Double duration to 128 hours</p><p>DC +5 Double duration to 256 hours</p><p>DC +5 Double duration to 512 hours</p><p>DC +5 Double duration to 1,024 hours</p><p>DC +5 Double duration to 2,048 hours</p><p>DC +5 Double duration to 4,096 hours</p><p>DC +5 Double duration to 8,192 hours</p><p>DC +5 Double duration to 16,384 hours</p><p>DC +5 Double duration to 32,768 hours</p><p>DC +5 Double duration to 65,536 hours</p><p></p><p>Uff...this is a lot. I'll settle there at about 7-1/2 years. So far the DC is 116...</p><p></p><p>But Ward at baseline can only target a creature/object or a 10-ft-radius sphere (+3 DC). That's not big enough for a city...</p><p></p><p>Let's say my modest city is about 2,400 feet by 2,400 feet, so a sphere of radius 1,200-ft will encompass the entire city.</p><p></p><p>So... </p><p>DC +3 to change it to a 10 ft sphere...</p><p>DC +5 double to 20 ft</p><p>DC +5 double to 40 ft</p><p>DC +5 double to 80 ft</p><p>DC +5 double to 160 ft</p><p>DC +5 double to 320 ft</p><p>DC +5 double to 640 ft</p><p>DC +5 double to 1,280 ft</p><p></p><p>Thus, the "Seven Years of the City's Unbroken Walls" spell has a DC 154. Which is untenable because a d20 roll is required adding Spellcasting Ability (+5) and Proficiency Bonus (+6). So I need to bring that DC waaaaay down, ideally to 21 or thereabouts.</p><p></p><p>Ok, I look at the Mitigating Factors... This will definitely take longer than an action (default for Ward), that's easy...</p><p></p><p>DC -20 Increase casting time to 10 minutes</p><p>DC -20 Increase casting time by 10 hours (i.e. 10 hrs, 10 min)</p><p></p><p>That brings the DC down to "just" 114.</p><p></p><p>Ok, so it's also going to drain a bunch of my spell slots to do this... I want to leave my 7th level teleport "in the bank" in case we get ambushed, but as a 17th-level magic-user I have spell slots to spare....</p><p></p><p>DC -4 expend four 1st level slots</p><p>DC -6 expend three 2nd level slots</p><p>DC -9 expend three 3rd level slots</p><p>DC -12 expend three 4th level slots</p><p>DC -10 expend two 5th level slots</p><p>DC -6 expend 6th level slot</p><p>DC -8 expend 8th level slot</p><p>DC -9 expend 9th level slot</p><p></p><p>That brings the DC down to "just" 50.</p><p></p><p>Ok, so now it's time to pay some gold or bodily sacrifice to get the DC down to a manageable level. I'm guessing that 5,000 gp worth of sapphire dust seem appropriate.</p><p></p><p>-2 DC per 100 gp components consumed... Wait... so that would bring the DC down to 0? Is that right?</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 9228201, member: 20323"] Going to try creating an epic spell using your system... I want to create on ongoing ward that protects an entire city from siege weapons. Seems suitably epic. So I turn to the Ward spell seed with a Base DC 6, but this assumes concentrating for one hour. Pah! Measly! This spell will last for at least 10 years (87,600 hours) if not generations to come! DC +10 Immunity to Bludgeoning DC +20 Making it so concentration isn't required DC +5 Double duration to 2 hours DC +5 Double duration to 4 hours DC +5 Double duration to 8 hours DC +5 Double duration to 16 hours DC +5 Double duration to 32 hours DC +5 Double duration to 64 hours DC +5 Double duration to 128 hours DC +5 Double duration to 256 hours DC +5 Double duration to 512 hours DC +5 Double duration to 1,024 hours DC +5 Double duration to 2,048 hours DC +5 Double duration to 4,096 hours DC +5 Double duration to 8,192 hours DC +5 Double duration to 16,384 hours DC +5 Double duration to 32,768 hours DC +5 Double duration to 65,536 hours Uff...this is a lot. I'll settle there at about 7-1/2 years. So far the DC is 116... But Ward at baseline can only target a creature/object or a 10-ft-radius sphere (+3 DC). That's not big enough for a city... Let's say my modest city is about 2,400 feet by 2,400 feet, so a sphere of radius 1,200-ft will encompass the entire city. So... DC +3 to change it to a 10 ft sphere... DC +5 double to 20 ft DC +5 double to 40 ft DC +5 double to 80 ft DC +5 double to 160 ft DC +5 double to 320 ft DC +5 double to 640 ft DC +5 double to 1,280 ft Thus, the "Seven Years of the City's Unbroken Walls" spell has a DC 154. Which is untenable because a d20 roll is required adding Spellcasting Ability (+5) and Proficiency Bonus (+6). So I need to bring that DC waaaaay down, ideally to 21 or thereabouts. Ok, I look at the Mitigating Factors... This will definitely take longer than an action (default for Ward), that's easy... DC -20 Increase casting time to 10 minutes DC -20 Increase casting time by 10 hours (i.e. 10 hrs, 10 min) That brings the DC down to "just" 114. Ok, so it's also going to drain a bunch of my spell slots to do this... I want to leave my 7th level teleport "in the bank" in case we get ambushed, but as a 17th-level magic-user I have spell slots to spare.... DC -4 expend four 1st level slots DC -6 expend three 2nd level slots DC -9 expend three 3rd level slots DC -12 expend three 4th level slots DC -10 expend two 5th level slots DC -6 expend 6th level slot DC -8 expend 8th level slot DC -9 expend 9th level slot That brings the DC down to "just" 50. Ok, so now it's time to pay some gold or bodily sacrifice to get the DC down to a manageable level. I'm guessing that 5,000 gp worth of sapphire dust seem appropriate. -2 DC per 100 gp components consumed... Wait... so that would bring the DC down to 0? Is that right? [/QUOTE]
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