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Schadenfreude Studios > Tabletop > D&D 3e: My Epic Spells
|Âmesang||D&D 3e: My Epic Spells|
July 13, 2011 6:34 AM | Post #1
|has lost the game|
|Ultra Divine Water|
Spellcraft DC: 100
Components: V, S, M
Casting Time: 1 standard action
Target: Flask of water touched
Saving Throw: Will negates (object); Fortitude partial (see text)
Spell Resistance: Yes (object)
To Develop: 900,000 gp; 18 days; 36,000 XP. Seed: fortify (DC 138), slay (DC 25). Factors: affect creature of up to 1,000 HD (+92 DC), +5 inherent bonuses to all ability scores (+120 DC), inherent bonuses granted on successful save (+25 DC), imbue flask of water with spell effects (ad hoc +10 DC), 1-action casting time (+20 DC), +15 to DC of subject's save (+30 DC), permanent (×5 DC). Mitigating factors: burn 20,000 XP (-200 DC), expensive material component (ad hoc -2,000 DC).
This transmutation imbues a flask (1 pint) of water with divine energy, turning it into ultra divine water.
Upon imbibing the crystal-clear fluid, the target must succeed on a Fortitude save (DC 40) or be slain instantly. If the save is successful, the target instead takes 3d6+20 points of damage but as a reward receives a +5 inherent bonus to all ability scores.
Material Component: Powdered diamond (worth 5,000,000 gp).
XP Cost: 20,000 XP.
Planar Teleportation Circle
Spellcraft DC: 160
Components: V, S
Casting Time: 1 swift action
Range: 300 ft.
Area: 20-ft.-radius hemisphere
Saving Throw: None
Spell Resistance: No
To Develop: 1,440,000 gp; 29 days; 57,600 XP. Seed: forsee (to preview destination) (DC 17), transport (DC 27). Factors: unwilling (+4 DC), interplanar (+4 DC), additional 2,000 lb. of objects and creatures (+80 DC), Quicken spell (+28 DC).
This major artifact, when activated as a swift action, transports 3,000 lb. of objects and creatures in a 20 ft. area centered on the artifact from the Material Plane to Rosslyn Glæn via the Astral Plane; this is the only means to reach the depths of Rosslyn Glæn astrally, as the remainder of the godly realm has been shut off from astral travel. The device itself is magically anchored and does not teleport with the subjects, instead being linked to a similar device on the other side. If more than 3,000 lb. of objects and creatures are present in the area, only those closest to the center of the area are effected.
To use this artifact, a divine spellcaster must make a rebuking check high enough to affect an undead of atleast 15 HD. Any divine spellcaster attempting a turning check upon the artifact suffers 10d6 backlash damage as negative energies envelop his body.
Overwhelming transmutation [evil]; CL 40th; Craft Artifact, planar teleportation circle, dimensional anchor; Price 784,000 gp; Cost 392,000 gp + 17,840 XP
Notes: The Ultra Divine Water is based on the liquid of the same (or similar) name from "Dragon Ball." The Planar Teleportation artifact is based on the large teleporting devices (not the orange save crystals) from "Final Fantasy XII."
The general rule regarding epic spells and magic items is that only major artifacts, which are beyond the ability of mortal spellcasters to craft, can contain the power of an epic spell. This example is given with the Planar Teleportation device, designed to transport people from the central church of the goddess, Quintessa, to her personal realm. To be honest, this was mainly devised because there's a divine spellcasting class in "d20 Modern" whom can turn or rebuke undead, and I had often imagined a group of modern adventurers exploring the ruins of said church with the device being accidently activated. One can easily assume that similar devices are employed by other deities and their clergy.
On the other hand, the Ultra Divine Water is a clear exception to the typical rule above, as it follows more closely to the "Bless Water/Curse Water" spells. Just as in "Dragon Ball," the Ultra Divine Water is a drink mean't only for the gods, typically fatal to any mortal whom risks its rewards. Those whom survive, however (such as Son Goku) greatly benefit from it. Deities with the Create Greater Object salient divine ability should be able to create the necessary amount of diamond powder (which isn't as volumous as one may expect) as a full-round action, however its cost would require said deity to rest for a full year, impairing its other abilites. For mortal spellcasters, its generally more convienent to just read the magical books or cast "wish" yourself; the purpose of the Ultra Divine Water, much like in the anime version of "Dragon Ball," is to serve as an end-of-awesome-quest reward for a powerful, dedicated, and hopefully noble character. Here, the character is presented with a choice: either take the weeks upon weeks to read each magic book, or gain the full inherent bonuses to all ability scores instantly at the risk of being killed. As it is most certainly rare, the Ultra Divine Water could be considered a minor artifact. It follows the general formula for magic item saving throws, treating epic spells as being a "10th-level" spell (which, theoretically, would require a minimum ability score of 20 to cast), but with an extra kick due to its terrific power (hence default 10 + spell level 10 + ability modifier 5 + extra 15 = DC 40).
None of these epic spells appear on my D&D site because I've yet to complete the write out on Quintessa's church and because the Ultra Divine Water was written fairly recently (furthermore, for the moment, I've decided not to stat out deities; if I do so, I may mention their consumption of the Ultra Divine Water as part of their stat blocks).
Warning: The statistics for these spells may be changed at any time depending on mood or in trying to make their abilities and pricing more efficient or balanced. Or for simply no reason at all.