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Homebrew scraps

Started by Anastasia, April 29, 2014, 02:48:31 AM

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Anastasia

Tossing this in here for now. It's converted from 2nd edition.

1: Wall of Force appears 5ft in front of the caster.
2: Caster smells like a skunk for 1 hour, causing a -10 penalty to diplomacy checks to any creature that can smell the caster.
3: Caster shoots forth 8 non-poisonous snakes from her fingers, they are not hostile unless provoked.
4: Caster's clothes itch, resulting in a -2 penalty to all rolls.
5: Caster glows as per a light spell.
6: Spell effect has a radius of 60ft, centered on the caster.
7: Next phrase spoken by the caster comes true, with a duration of 1 minute. For the sake of what this can and cannot do, treat this as a wish spell.
8: Caster's hair grows one foot in length.
9: Caster instantly pivots 180 degrees.
10: Caster's face is blackened by a small explosion. This deals 1 point of fire damage.
11: Caster develops an allergy to her magical items, cannot control sneezing until all of them are removed. This allergy lasts for 1d6*10 minutes. Treat a sneezing caster as dazed, though she may remove a single magical item per round.
12: Caster's head triples in size for 1d3*10 minutes.
13: Caster is affected as if by a reduce person spell for 1d3*10 minutes.
14: Caster madly falls in love with the target until a remove curse spell is cast.
15: Spell cannot be dismissed by the caster.
16: Caster changes shape randomly each round for 10 minutes, as if by an alter self spell.
17: Colorful bubbles come out of caster's mouth instead of words (words are released when bubbles pop); spells with verbal components cannot be cast for 1 minute.
18: All people within 60ft of the caster, including the caster, cannot communicate with verbal languages for 10 minutes. A DC 25 will save negates this effect. This is a mind-affecting ability.
19: Wall of Fire encircles the caster.
20: Caster's feet enlarge, reducing movement to half and adding a -4 penalty to initiative rolls for 10 minutes.
21: Caster suffers same effect as target.
22: Caster levitates 20ft off ground for 1d4*10 minutes.
23: Fear effect in a 60ft radius around caster, treat as a fear spell with a DC of 25. The caster is not subject to this, but all other creatures in the radius are.
24: Caster speaks in a squeaky voice for 1d6 days.
25: Caster gains x-ray vision for 1d6 minutes.
26: Caster ages 10 years.
27: Silence effect in a 20ft radius around caster.
28: 50ft pit appears in the ground beneath the caster. A DC 25 reflex save allows the caster to avoid falling in, as well as anyone else in his square.
29: Caster is subject to a reverse gravity effect for 1 round.
30: Colored streamers pour from caster's fingertips.
31: Spell effects rebounds onto the caster.
32: Caster becomes invisible for 1d6*10 minutes. Treat this as greater invisibility.
33: Color spray comes out from the caster's hands.
34: Stream of butterflies pours from the caster's mouth.
35: Caster leaves large monster footprints instead of her until she receives a remove curse.
36: 3d10 gems shoot from the caster's fingertips, each one is worth 1d6*10 gp.
37: Music fills the air around the caster for 1 round.
38: The spell is instead create food and water in front of the caster.
39: All normal fires within 60ft of the caster are extinguished.
40: One magical item within 30ft of the caster is permanently rendered non-magical.
41: One normal item within 30ft of the caster becomes a magical item.
42: All magical weapons within 30ft of the caster gain an additional +2 enhancement bonus for 10 minutes.
43: Smoke trickles from the ears of all creatures within 60 feet of the caster for 10 minutes.
44: Dancing lights of all colors surround the caster for 1d6*10 minutes.
45: All creatures within 30 feet of the caster begin to hiccup (-1 penalty to attack rolls and initiative checks).
46: All normal doors, secret doors, portcullises, etc. (including those locked or barred) within 60 feet of the caster swing open.
47: Caster and target exchange places.
48: Spell affects random target within 60 feet of caster.
49: Spell fails but is not used up.
50: The spell summons a monster, as if by a summon monster 2 spell. The creature serves the caster as normal.
51: Sudden change in weather (temperature rise, snow, rain, etc.) lasting 1 hour.
52: Deafening bang affects everyone within 60 feet; those who can hear must make a DC 25 fortitude save or be stunned and deafened for 1d3 rounds.
53: Caster and target exchange voices until a remove curse is cast.
54: Gate opens to a randomly chosen Outer Plane; 50% chance for extraplanar creature to appear. Gate lasts for 1 round and may be passed through.
55: Spell functions, but shrieks like a shrieker.
56: Spell effectiveness (range, duration, area of effect, damage, etc.) decreases by 50%.
57: Spell effect is reversed if possible. A healing spell deals damage instead, a haste spell slows and so on and so forth. If not possible, the spell fails.
58: Spell takes form as a living spell for the duration of its effect. It is hostile to everyone.
59: All weapons within 60 feet of the caster glow for 1d4 rounds.
60: Spell functions; any applicable saving throw has a -10 penalty.
61: Spell appears to fail when cast, but occurs 1d4 rounds later.
62: All magical items within 60 feet of caster glow for 2d8 days.
63: Caster and target switch personalities for 2d10 minutes.
64: Slow spell centered on the target.
65: Target confused as if the spell was a confuse spell. He is allowed a saving throw for confuse as normal.
66: Lightning bolt spell shoots towards target.
67: Target is affected as if by an enlarge person spell.
68: Darkness centered on target.
69: Caster is lustful and amorous for 1d6*10 minutes, seeking sex indiscriminately.
70: 1,000 lbs. of nonliving matter within 10 feet of target is disintegrated.
71: Fireball centered on the target.
72: Target is effected by a flesh to stone spell.
73: Spell is cast; material components and memory of spell are retained.
74: Everyone within 10 feet of caster receives the benefit of a heal spell.
75: Target becomes dizzy for 2d4 rounds (–4 attack rolls and armor class, cannot cast spells)
76: Wall of Ice encircles target.
77: Target is effected by a fly spell.
78: Target is effected by a blindness/deafness spell.
79: Target and caster are charmed to each other.
80: Target forgets the last 10 minutes.
81: 5d20 flies pour out from the caster's mouth.
82: Rust monster appears in front of the target. It is hostile to everyone.
83: Target changes race as if reincarnated; no other effects such as memory loss are incurred.
84: Target falls madly in love with caster until a remove curse is cast
85: Target changes sex.
86: Small, black raincloud forms over target.
87: Stinking cloud centers on target.
88: Heavy object (boulder, anvil, safe, etc.) appears over target and falls for 10d6 points of damage. A DC 25 reflex save halves this damage.
89: Target and caster change sex.
90: Spell has a 60ft radius centered on the caster, all within radius are affected.
91: Target is affected by an antimagic field that affects only him and any equipment on his person for 1d6*10 minutes.
92: Caster gains fast healing 10 for 1d10 minutes.
93: Target turns ethereal of 2d4 rounds.
94: Target is hastened for 1d10 rounds.
95: All cloth on target crumbles to dust. Magical equipment is allowed a DC 25 fortitude save to negate.
96: Target sprouts leaves (no damage caused, can be pruned without harm).
97: A dragon is summoned, as if by a greater draconic ally spell. The dragon is neutral towards everyone.
98: Target changes color.
99: Spell effects (Duration, damage, ect) are doubled.
100: Roll twice more, applying both effects. Multiple rolls of 100 stack.

<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

Another placeholder.

These are from the tortles, see Yuth's logs for more information. These offer a way to combine your powers into unique effects. Think Crono Trigger dual and triple techs. These are here to be an interesting option for you guys. If you like them, use them. If you don't, don't.

Combination magic

Combination magic are potent abilities that combine the powers of two people into one effect. Using a combination magic requires both users to act at the same time. This requires one to wait for the other's turn. Using a combination magic is a full round action for both users and they may not use any swift actions on their turn. In essence, the full turn is consumed by the combination magic. A combination magic is a supernatural ability unless noted otherwise. They ignore spell resistance as such.

Note that for when a combination magic calls for a user who can cast a particular spell (or use it as a spell-like ability), it consumes a spell charge, spell slot or spell-like ability use of it. Any metamagic on the spell or spell like ability is disregarded for the sake of combination magic. An empowered fireball used to power a combination magic has no further effect than a normal fireball.

Each stone must be kept on the person of one of the two combination magic users. It does not need to be held in hand.

Tortle Shell Stone

This stone enables the combination magic 'Tortle's Wave.'

Spoiler: ShowHide
Tortle's Wave
Users: One creature that can cast control water and one that can cast tortoise shell.
Positioning: Users must be adjacent to one another.
Duration: Instantaneous (damage) and 1 minute (natural armor).
Saving Throw: Fortitude partial.

This ability causes waves of pure water to lash out in an 80ft radius from the users. These waves of water deal 27d6 damage to all enemies within range. All allies in range find their skin hardening, gaining a +6 enhancement bonus to natural armor. A successful DC 30 Fortitude save halves the damage.


Fire Red Stone

This stone enables the combination magic 'Pixie's Burning Blade.'

Spoiler: ShowHide
Pixie's Burning Blade
Users: One creature with skirmish and one creature that can cast delayed blast fireball.
Positioning: Users must be within 30ft of each other at the beginning of the combination magic.
Duration: 1 round.
Saving Throw: None.

This combination magic allows one swift skirmish striker to deal blows with incredible amounts of fiery power. The skirmish user's weapon of choice is filled with fiery energy from delayed blast fireball, ready to strike at just the right moment. The skirmish user may then move and attack, but only if he can move far enough to trigger skirmish and there is a creature to attack within his movement range. Any creatures successfully skirmished until the start of the users next turn takes an extra 15d6 points of fire damage per strike.


Black-Spotted White Stone

This stone enables the combination magic 'Second of Nine Lives.'

Spoiler: ShowHide
Second of Nine Lives
Users: One creature that can cast resist energy and one creature that can cast heal.
Positioning: Users must be within 15ft of each other.
Duration: Instantaneous (healing) and 1 minute (energy resistance)
Saving Throw: None.

When used, this combination magic sends out healing and protection, as if the targets were cats with nine lives to burn. When used, all allies within 70ft heal 15d10 points of damage and gain energy resistance 30 to all five types of energy damage.


Angelfeather Stone

This stone enables the combination magic 'Twin Gambit.'

Spoiler: ShowHide
Twin Gambit
Users: One creature that has the feat Robilar's gambit and one creature with combat reflexes.
Positioning: Users must be adjacent to one another.
Duration: 1 round.
Saving Throw: None.

On using this combination magic, the user with combat reflexes moves into the same square(s) as the user with Robilar's gambit. The users must be the same size, with the sole exception of small and medium creatures. These two types of creatures may use this ability together. Both creatures offer up Robilar's gambit, and both gain an AoO whenever Robilar's gambit is triggered on either of them. If one of the users is dropped during this combination magic, the other keeps the benefits of Robilar's gambit for the rest of the round, including gaining an AoO against the creature who dropped the other use.

This combination magic may be repeated each round as the users wish. When the users cease to use it, the user with combat reflexes must immediately leave the other user's square.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

Alternate Class Feature: Metamagic Favor

Instead of improved skill with martial arms, the more magically inclined favored souls are granted spellcasting secrets instead.

Class: Favored Soul

Level: 3rd

Replaces: If you select this alternate class feature, you do not gain deity's weapon focus.

Benefit: You gain a bonus metamagic feat. This feat may be any metamagic feat that you qualify for, though most choose one that is symbolically related to their patron in some way.

At 12th level you gain another bonus metamagic feat instead of deity's weapon specialization.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

I might salvage this, but it'll need an entire fucking statblock. Tossing it in here for now.

Greater Dragonshape
Transmutation (Polymorph)
Level: Sor/Wiz 13
Components: V, S
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round/level (D)

You take on the form and abilities of a great wyrm red dragon. You gain 250 temporary hit points when you assume this form, these hit points vanish when you leave this form.  This spell otherwise functions as the the spell Dragonshape.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

Epic Magic Items

Reminder: The x10 price multiplier for epic items is not used. Disregard it and follow the prices here instead.

Epic magical items use a caster level of 21 unless noted otherwise. Items with a higher CL can be custom made, with the appropriate price increases.

Epic Magic Items

While not truly an artifact, the epic magic item is a creation of such power that it surpasses other magic items. Epic magic items are objects of great power and value. The following are typical characteristics of an epic magic item. In general, an item with even one of these characteristics is an epic magic item.

- Grants a bonus on attacks or damage greater than +5.
- Grants an enhancement bonus to armor higher than +5.
- Has a special ability with a market price modifier greater than +5.
- Grants an armor bonus of greater than +10 (not including magic armor's enhancement bonus).
- Grants a natural armor, deflection, or resistance bonus greater than +5.
- Grants an enhancement bonus to an ability score greater than +6.
- Grants a competence bonus on a skill check greater than +15.
- Mimics a spell of an effective level higher than 9th.
- Has a caster level above 20th.
- Has a market price above 200,000 gp, not including material costs for armor or weapons, material component or additional value for intelligent items.

Epic Armor
Spoiler: ShowHide


There is no limit to the enhancement bonus of epic magic armor or shields, to the market price modifier of epic magic armor or shield special abilities, or to the total enhancement bonus and market price modifier of epic magic armor or shields. The +10 (+5 enhancement and +5 special abilities) cap on non-epic magical armor is gone and an item can be enhanced indefinitely.

Epic Armor and Shield Base Price

+10 armor/shield: 100,000 GP.
+11 armor/shield: 121,000 GP.
+12 armor/shield: 144,000 GP.
+13 armor/shield: 169,000 GP.
+14 armor/shield: 196,000 GP.
+15 armor/shield: 225,000 GP.
+16 armor/shield: 256,000 GP.
+17 armor/shield: 289,000 GP.
+18 armor/shield: 324,000 GP.
+19 armor/shield: 361,000 GP.
+20 armor shield: 400,000 GP.

This pattern continues indefinitely. The formula to calculate armor prices is the total enhancement bonus of the armor squared, times 1000. Example:

> roll (12*12)*1000
* Hatbot --> "Christmas_Ko rolls (12*12)*1000 and gets 144000."

For a +12 total enhancement bonus set of armor.

Epic Armor and Shield Special Ability Descriptions

Note that many special abilities are improvements over non-epic special abilities. In those cases, armor should be allowed to upgrade to those, with the cost of the non-epic special ability as a discount to the price of the epic ability. For example, armor with greater acid resistance that is to be upgraded to acid warding should only cost 40,000 gold to do so. (84000 base price minus the 44000 price of greater acid resistance.)

Acid Warding

The armor absorbs the first 50 points of acid damage per round that the wearer would normally take (similar to the resist energy spell).  Market Price: +84,000 gold. Spells used: resist energy.

Cold Warding

The armor absorbs the first 50 points of cold damage per round that the wearer would normally take (similar to the resist energy spell).  Marked Price: +84,000 gold. Spells used: resist energy.

Exceptional Arrow Deflection

This shield functions like a shield of arrow deflection except that it can deflect any type of ranged attack (including spells that require a ranged touch attack) as if it were an arrow. Any time the bearer would normally be struck by a ranged attack, he or she can make a Reflex saving throw (DC 20). If the ranged attack has an enhancement bonus (or a spell level), the DC increases by that amount. If he or she succeeds, the shield deflects the attack. The bearer must be aware of the attack and not flat-footed. Attempting to deflect a ranged attack doesn't count as an action. Market Price: +7 bonus. Spells used: shield, wall of force.

Fire Warding

The armor absorbs the first 50 points of fire damage per round that the wearer would normally take (similar to the resist energy spell). Market Price: +84,000 gold. Spells used: resist energy.

Great Invulnerability

This suit of armor or shield grants the wearer damage reduction. The damage reduction can be 10/magic, 15/magic, 15/epic, or 20/epic, depending on the armor. Market Price: +3 bonus (10/magic), +4 bonus (15/magic), +5 bonus (15/epic), +6 bonus (20/epic). Spells used: stoneskin and wish or miracle.

Great Reflection

Any time its bearer of this shield is targeted with a spell, it automatically reflects the spell back at the caster (as the spell turning spell). The wearer can lower or raise this effect as a free action (thus allowing beneficial spells in as desired). Market Price: +8 bonus. Spells used: spell turning.

Great Spell Resistance

Removed. SR is hideously overpriced and requires completely overhauling how it is priced.

Infinite Arrow Deflection

Removed. It's an inferior version of exceptional arrow deflection.

Lightning Warding

The armor absorbs the first 50 points of lightning damage per round that the wearer would normally take (similar to the resist energy spell). Market Price: +84,000 gold. Spells used: resist energy.

Negating

Immediately after the wearer of this armor is hit with a magic weapon, the armor casts greater dispel magic on the weapon(+21 dispel modifier). In the case of projectile weapons, the armor casts greater dispel magic on the weapon that fired the projectile if it is in range. If it is out of range, the armor does nothing. No weapon can be affected by the armor more than once per day (regardless of the success of the dispel check). Market Price: +5 bonus. Spells used: greater dispel magic.

Sonic Warding

The armor absorbs the first 50 points of sonic damage per round that the wearer would normally take (similar to the resist energy spell). +84,000 gold. Spells used: resist energy.

Specific Armors and Shields

Antimagic Armor

This +6 negating full plate armor is crafted of layers of adamantine. It provides damage reduction 6/-. Three times per day as a swift action, the wearer can invoke an antimagic field, centered on himself. Market Price: 227,000 gold. Spells used: antimagic field, greater dispel magic.

Armor of the Abyssal Horde

This +6 full plate armor's clawed gauntlets are effectively +4 keen weapons (1d10/19-20) that afflict the target as if she had been struck by an energy drain spell (Fortitude negates DC 30). The armor bestows two negative levels on any nonevil creature wearing it. These negative levels persist as long as the armor is worn and disappear when the armor is removed. The negative levels never result in actual level loss, but they cannot be overcome in any way (including restoration spells) while the armor is worn. Market Price: 442,000 gold. Spells used: energy drain.

Armor of the Celestial Battalion

This +7 chainmail is so fine and light that it can be worn under normal clothing without revealing its presence. It has a maximum Dexterity bonus of +10, no armor check penalty, and an arcane spell failure chance of 10%. It is considered light armor, and it allows the wearer to fly at will (as the fly spell). Furthermore, the wearer is at all times surrounded by a magic circle against evil effect (as the spell) which, if dispelled, can be created again as a free action. Market Price: 421,000 gold. Spells used: fly, magic circle against evil.

Bulwark of the Great Dragon

This +6 heavy shield bears the image of a metallic or chromatic dragon's head. Three times per day, the bearer of the shield can command it to belch forth a breath weapon of the appropriate type. The range of this breath weapon is 80 feet (if a line) or 40 feet (if a cone). Regardless of the type, the breath weapon deals 20d6 points of damage (Reflex DC 30 halves). In addition, the shield provides the bearer with resistance 50 to the energy type that matches its breath weapon. Market Price: 288,000 gold. Spells used: dragon breath, resist energy.

Dragonskin Armor

This +6 full plate armor is crafted from the hide of a great wyrm dragon. At the wearer's command, the armor sprouts enormous dragon wings, allowing the wearer to fly at a speed of 90 feet (clumsy) for a total of 4 hours each day. The armor also grants immunity to a specific type of energy, based on the color of dragon that supplied the armor. Market Price: 582,000 gold. Spells used: fly, energy immunity.

Shapeshifter's Armor

This suit of +10 hide armor grants its full Armor Class bonus regardless of any form the wearer takes (with polymorph subschool spells, alter self or other similar abilities). Market Price: 206,000 gold. Spells used: alter self.

Warlord's Breastplate

This +8 mithral breastplate has an armor check penalty of -1, a maximum Dexterity bonus of +5, and an arcane spell failure chance of 15%. It is considered light armor and weighs 15 pounds. It grants the wearer a +10 enhancement bonus to Charisma. Any soldiers that serve the wearer and stay within 500ft of him gain a +4 morale bonus to attack rolls, damage rolls, ability checks, skill checks and saving throws. Market Price: 344,000 gold.


Epic Weapons
Spoiler: ShowHide


There is no limit to the enhancement bonus of epic weapons, to the market price modifier of epic weapon special abilities, or to the total enhancement bonus and market price modifier of epic weapons. The +10 (+5 enhancement and +5 special abilities) cap on non-epic magical weapons is gone and an item can be enhanced indefinitely.

Epic Weapon Base Price

+10 weapon: 200,000 GP.
+11 weapon: 242,000 GP.
+12 weapon: 288,000 GP.
+13 weapon: 338,000 GP.
+14 weapon: 392,000 GP.
+15 weapon: 450,000 GP.
+16 weapon: 512,000 GP.
+17 weapon: 578,000 GP.
+18 weapon: 648,000 GP.
+19 weapon: 722,000 GP.
+20 weapon: 800,000 GP.

This pattern continues indefinitely. The formula to calculate weapon prices is the total enhancement bonus of the armor squared, times 2000. Example:

> roll (12*12)*2000
* Hatbot --> "Christmas_Ko rolls (12*12)*2000 and gets 288000."

This is for a +12 total enhancement bonus weapon.

Epic Weapon Special Ability Descriptions

Note that many special abilities are improvements over non-epic special abilities. In those cases, weapons should be allowed to upgrade to those, with the cost of the non-epic special ability as a discount to the price of the epic ability. For example, a shocking burst weapon that is to be upgraded to lightning blast should only cost +2 enhancement bonus to do so.

Acidic Blast

On command, an acidic blast weapon drips acid (though this deals no damage to the wielder). On any hit, this acid splashes the creature struck, dealing +3d6 points of bonus acid damage. On a successful critical hit it instead deals +6d6 points of acid damage (or +9d6 if the critical multiplier is ×3, or +12d6 if the critical multiplier is ×4). Bows, crossbows, and slings with this special ability bestow the bonus acid damage upon their ammunition. Market Price: +4 bonus. Spells used: acid arrow.

Anarchic Power

This weapon is chaos-aligned and thus bypasses the corresponding damage reduction. When a weapon of anarchic power strikes a lawful target, this power deals +3d6 points of bonus chaotic damage to the target, and the target gains one negative level (Fortitude DC 23 to remove 24 hours later). On a successful critical hit it instead deals +6d6 points of chaotic damage and bestows two negative levels (or +9d6 and three negative levels if the critical multiplier is ×3, or +12d6 and four negative levels if the critical multiplier is ×4). The weapon bestows three negative levels on any lawful creature attempting to wield it. These negative levels remain as long as the weapon is in hand and disappear when the weapon is no longer wielded. These negative levels never result in actual level loss, but they cannot be overcome in any way (including restoration spells) while the weapon is wielded. Bows, crossbows, and slings with this special ability bestow the anarchic power upon their ammunition. Market Price: +6 bonus. Spells used: word of chaos.

Axiomatic Power

This weapon is lawful-aligned and thus bypasses the corresponding damager reduction. When a weapon of axiomatic power strikes a chaotic target, this power erupts forth and deals +3d6 points of bonus lawful damage to the target, and the target gains one negative level (Fortitude DC 23 to remove 24 hours later). On a successful critical hit it instead deals +6d6 points of lawful damage and bestows two negative levels (or +9d6 and three negative levels if the critical multiplier is ×3, or +12d6 and four negative levels if the critical multiplier is ×4). The weapon bestows three negative levels on any chaotic creature attempting to wield it. These negative levels remain as long as the weapon is in hand and disappear when the weapon is no longer wielded. These negative levels never result in actual level loss, but they cannot be overcome in any way (including restoration spells) while the weapon is wielded. Bows, crossbows, and slings with this special ability bestow the lawful power upon their ammunition. Market Price: +6 bonus. Spells used: dictum.

Distant Shot

A distant shot weapon can be used against any target within line of sight at no penalty for range. Market Price: +4 bonus. Spells used: sniper's shot.

Dread

A dread weapon excels at attacking one type of creature. Against its designated foe, its effective enhancement bonus is +4 better than its normal enhancement bonus. Further, it deals +4d6 points of bonus damage against the foe. Market Price: +4 bonus. Spells used: summon monster 9.

Everdancing

An everdancing weapon is much like a dancing weapon, though it can be loosed with a free action and will fight as long as desired. It can move up to 60 feet away from its owner. Its owner can instruct it to move to a different target as a move action. If its owner is rendered unconscious or otherwise unable to direct it, it will fight the same opponent as long as that opponent is conscious and within range. The owner of an everdancing weapon can grasp it again as a free action (assuming it is within reach). Market Price: +7 bonus. Spells used: animate object.

Fiery Blast

On command, a fiery blast weapon is sheathed in fire (though this deals no damage to the wielder). On any hit, this fire engulfs the creature struck, dealing +3d6 points of bonus fire damage. On a successful critical hit it instead deals +6d6 points of fire damage (or +9d6 if the critical multiplier is ×3, or +12d6 if the critical multiplier is ×4). Bows, crossbows, and slings with this special ability bestow the bonus fire damage upon their ammunition. Market Price: +4. Spells used: fireball.

Holy Power

This weapon is good-aligned and thus bypasses the corresponding damager reduction. When a weapon of holy power strikes an evil target, this power erupts forth and deals +3d6 points of bonus holy (good) damage to the target, and the target gains one negative level (Fortitude DC 23 to remove 24 hours later). On a successful critical hit it instead deals +6d6 points of holy (good) damage and bestows two negative levels (or +9d6 and three negative levels if the critical multiplier is ×3, or +12d6 and four negative levels if the critical multiplier is ×4). The weapon bestows three negative levels on any evil creature attempting to wield it. These negative levels remain as long as the weapon is in hand and disappear when the weapon is no longer wielded. These negative levels never result in actual level loss, but they cannot be overcome in any way (including restoration spells) while the weapon is wielded. Bows, crossbows, and slings with this special ability bestow the holy power upon their ammunition. Market Price: +6 bonus. Spells used: holy word.

Icy Blast

On command, an icy blast weapon is sheathed in icy cold (though this deals no damage to the wielder). On any hit, this cold washes over the creature struck, dealing +3d6 points of bonus cold damage. On a successful critical hit it instead deals +6d6 points of cold damage (or +9d6 if the critical multiplier is ×3, or +12d6 if the critical multiplier is ×4). Bows, crossbows, and slings with this special ability bestow the bonus cold damage upon their ammunition. Market Price: +4 bonus. Spells used: cone of cold.

Lightning Blast

On command, a lightning blast weapon crackles with electrical energy (though this deals no damage to the wielder). On any hit, lightning coruscates around the creature struck, dealing +3d6 points of bonus electricity damage. On a successful critical hit it instead deals +6d6 points of electricity damage (or +9d6 if the critical multiplier is ×3, or +12d6 if the critical multiplier is ×4). Bows, crossbows, and slings with this special ability bestow the bonus electricity damage upon their ammunition.  Market Price: +4 bonus. Spells used: lightning bolt.

Mighty Disruption

Removed due to the ban on instant death.

Sonic Blast

On command, a sonic blast weapon emits a low thrumming hum (though this deals no damage to the wielder). On any hit, this becomes a thunderous roar that deals +3d4 points of bonus sonic damage to the creature struck. On a successful critical hit it instead deals +6d4 points of sonic damage (or +9d4 if the critical multiplier is ×3, or +12d4 if the critical multiplier is ×4). Bows, crossbows, and slings with this special ability bestow the bonus sonic damage upon their ammunition. Market Price: +4 bonus. Spells used: shout.

Triple-Throw

This special ability can only be placed on a weapon that can be thrown. A triple-throw weapon creates two duplicates of itself when thrown. Both the original and the duplicate weapons attack separately (at the same attack bonus). Regardless of the success of any of the attacks, the duplicates immediately disappear after the attack is completed. Any bonuses on damage due to accuracy or precision (including those from sneak attacks, the Precise Shot feat, or the ranger's favored enemy bonus) apply only to the original weapon's damage, not to the duplicates. Market Price: +7 bonus. Spells used: shades.

Unerring Accuracy

Ranged attacks made with this weapon negate the AC bonus granted by any cover. The weapon's ranged attacks also ignore any miss chance from concealment (including total concealment, but the wielder must still aim his or her attacks at the correct square). Market Price: +5 bonus. Spells used: true seeing.

Unholy Power

This weapon is evil-aligned and this bypasses the corresponding damage reduction. When a weapon of unholy power strikes a good target, this power erupts forth and deals +3d6 points of bonus unholy (evil) damage to the target, and the target gains one negative level (Fortitude DC 23 to remove 24 hours later). On a successful critical hit it instead deals +6d6 points of unholy (evil) damage and bestows two negative levels (or +9d6 and three negative levels if the critical multiplier is ×3, or +12d6 and four negative levels if the critical multiplier is ×4). The weapon bestows three negative levels on any good creature attempting to wield it. These negative levels remain as long as the weapon is in hand and disappear when the weapon is no longer wielded. These negative levels never result in actual level loss, but they cannot be overcome in any way (including restoration spells) while the weapon is wielded. Bows, crossbows, and slings with this special ability bestow the unholy power upon their ammunition. Market Price: +6 bonus. Spells used: blasphemy.

Specific Weapons

Backstabber

This +8 short sword is a dull gray color and is often mistaken for a sword of subtlety. Any attack with this weapon counts as a sneak attack. Market Price: 328,000 gold. Spells used: wish or miracle.

Chaosbringer

This +6 greataxe of anarchic power grants its wielder the ability to fly into a rage (identical to a barbarian's rage) once per day (or one additional time per day if the wielder already has the rage class feature). If the wielder has the greater rage class feature, the weapon also grants the wielder the Incite Rage epic feat. Market Price: 450,000 gold. Spells used: mass charm monster, rage.

Elven Greatbow

In the hands of any nonelf, this bow performs only as a +2 composite longbow. In the hands of an elf, this weapon functions as a +6 composite longbow of unerring accuracy with a Strength bonus that matches its elven wielder's current Strength at all times. Furthermore, any arrows loosed from the bow are considered keen, regardless of the enhancement bonus of the arrow fired. Market Price: 392,000 gold. Spells used: bull's strength, keen edge, true seeing.

Finaldeath

This +7 undead dread ghost touch morningstar also grants its wielder immunity to energy drain attacks. Furthermore, if its wielder is capable of turning undead, they may turn undead once per minute as a free action. This turn undead does not consume the character's normal pool of turn undead uses, but this turning attempt suffers a -9d6 turning damage dice penalty. Market Price: 685,000 gold. Spells used: death ward, summon monster 9.

Gripsoul

Gripsoul is a +6 keen longsword, but instead of dealing killing a foe on a lethal strike, the weapon imprisons the victim in a gem set in the pommel of the sword as per a binding spell heightened to 16th level (DC 37 will negates). Only one creature can be so held, but the wielder can release the bound soul at any time with a command word. Market Price: 289,500 gold. Spells used: binding.

Holy Devastator

In the hands of any character other than a paladin, this sword performs as a +3 holy longsword. In the hands of a paladin, this weapon functions as a +7 longsword of holy power and grants a +5 sacred bonus on the wielder's saving throws against spells with the evil descriptor or spells cast by evil characters. If the paladin wielder smites evil with the holy devastator, he or she adds twice his or her paladin level to damage (rather than his or her paladin level). Market Price: 320,000 gold. Spells used: holy aura, holy smite, holy word.

Mace of Ruin

This +7 heavy mace ignores the hardness or damage reduction of any object or creature it strikes. Furthermore, the weapon can deal critical hits to objects and constructs as if they were living creatures. Market Price: 350,000. Spells used: disintegrate.

Quarterstaff of Alacrity

Both ends of this +6 quarterstaff of speed have equal enhancement and special powers, meaning that it allows an additional attack with each end every round. While the quarterstaff of alacrity is held, it grants its wielder a +5 resistance bonus on Reflex saves. It also deflects ranged weapons as if the wielder had the Deflect Arrows and Infinite Deflection feats. Market Price: 313,100 gold. Spells used: protection from arrows.

Souldrinker

This +6 bastard sword bestows 2d4 negative levels on its target whenever it deals damage, just as if its target had been struck by the energy drain spell. Each negative level bestowed grants the wielder 5 temporary hit points. One day after being struck, the subject must make a Fortitude save (DC 25) for each negative level or lose a level. If this sword's power causes a character to have negative levels at least equal to his or her current level, the character is instantly slain and the wielder gains an additional 10 temporary hit points. Temporary hit points gained from this weapon last for a maximum of 1 hour. Market Price: 550,000 gold. Spells used: energy drain.

Stormbrand

This +6 thundering lightning blast greatsword allows its wielder to fly at will (as the fly spell). Furthermore, the wielder can move normally (including flying) even in the strongest winds. When the weapon is drawn, the wielder gains electricity resistance 30 and sonic resistance 30. Market Price: 500,000 gold. Spells used: blindness/deafness, lightning bolt, resist energy.

Unholy Despoiler

In the hands of any character other than a blackguard, this sword performs as a +3 unholy longsword. In the hands of a blackguard, this weapon functions as a +7 longsword of unholy power and grants a +5 profane bonus on the wielder's saving throws against spells with the good descriptor or spells cast by good characters. If a blackguard wielder smites good with the unholy despoiler, he or she adds twice his or her blackguard level to damage (rather than his or her blackguard level). Market Price: 320,000 gold. Spells used: blasphemy, unholy aura, unholy blight.


Epic Rings:
Spoiler: ShowHide


Adamant Law

The wearer of this ring is constantly sheathed in a shield of law effect. It bestows one negative level on any chaotic creature that puts it on. The negative level remains as long as the ring is worn and disappears when the ring is removed. This negative level never results in actual level loss, but it cannot be overcome in any way (including restoration spells) while the ring is worn. Market Price: 336,000 gold. Spells used: shield of law.

Chaotic Fury

The wearer of this ring is constantly sheathed in a cloak of chaos effect. It bestows one negative level on any lawful creature that puts it on. The negative level remains as long as the ring is worn and disappears when the ring is removed. This negative level never results in actual level loss, but it cannot be overcome in any way (including restoration spells) while the ring is worn. Market Price: 336,000 gold. Spells used: cloak of chaos.

Energy Immunity

This band continually provides the wearer with immunity to a single type of energy: fire, cold, electricity, acid, or sonic. The wearer takes no damage from the energy of the specific type.  Market Price: 420,000 gold. Spells used: energy immunity.

Epic Protection

This ring offers continual magical protection in the form of a deflection bonus to Armor Class of +6 or higher. Market Price: 72,000 gold (+6), 98,000 gold (+7), 128,000 gold (+8), 162,000 gold (+9), 200,000 gold (+10). Spells used: shield of faith. Special: The formula continues indefinitely. It is the deflection bonus squared, times 2000. (2*2)*2000 for a ring of protection+2, for example.

Epic Wizardry

Like the ring of wizardry, this ring comes in a variety of types useful only to arcane spellcasters. The wearer's arcane spells per day are doubled for one particular spell level. An epic ring of wizardry V doubles 5th-level spells, an epic ring of wizardry VI doubles 6th-level spells, an epic ring of wizardry VII doubles 7th-level spells, an epic ring of wizardry VIII doubles 8th-level spells, and an epic ring of wizardry IX doubles 9th-level spells. Bonus spells from high ability scores, school specialization, or any other source are not doubled.  Market Price: 140,000 gold(V), 180,000 gold(VI), 230,000 gold(VII), 280,000 gold(VIII), 340,000 gold(IX). Spells used: wish.

Ineffable Evil

The wearer of this ring is constantly sheathed in an unholy aura effect. It bestows one negative level on any good creature that puts it on. The negative level remains as long as the ring is worn and disappears when the ring is removed. This negative level never results in actual level loss, but it cannot be overcome in any way (including restoration spells) while the ring is worn. Market Price: 336,000 gold. Spells used: unholy aura.

Ironskin

This ring grants its wearer the benefits of an iron body spell at all times. Market Price: 500,000 gold. Spells used: iron body.

Rapid Healing

This ring grants a living wearer fast healing 3. It must be worn for 24 hours before its powers activate, and if removed it will not function again until it has been worn for 24 hours by the same individual. Market Price: 300,000 gold. Spells used: regenerate.

Sequestering

This ring becomes invisible when worn. Upon command, the wearer gains the benefits of a sequester spell (though he or she does not become comatose as normal for the spell). Market Price: 300,000 gold. Spells used: sequester.

Universal Energy Immunity

This ring functions as a ring of energy immunity for all types of energy—fire, cold, electricity, acid, and sonic. The wearer takes no damage from energy of any of these types. Market Price: 2,100,000 gold. Spells used: energy immunity.

Universal Energy Resistance, Greater

This ring functions as a ring of greater energy resistance for all types of energy—fire, cold, electricity, acid, and sonic. When the wearer would normally take such damage, subtract 30 points of damage per round from the amount before applying. Market Price: 630,000 gold. Spells used: resist energy.

Virtuous Good

The wearer of this ring is constantly sheathed in a holy aura effect. It bestows one negative level on any evil creature that puts it on. The negative level remains as long as the ring is worn and disappears when the ring is removed. This negative level never results in actual level loss, but it cannot be over-come in any way (including restoration spells) while the ring is worn. Market Price: 336,000 gold. Spells used: holy aura.

Weaponbreaking

A ring of weaponbreaking is identical to a ring of ironbody, and has one additional power. Any weapon that successfully strikes the wearer must also make a Fortitude saving throw (DC 30) or be shattered into pieces. Market Value 650,000 gold. Spells used: iron body, shatter.

Epic Psionics

I'm not touching this one for the moment. It exists, I'm just not familiar with how psionic prices are determined. I'll come back to this later.


Epic Scrolls:
Spoiler: ShowHide


Epic scrolls function as normal scrolls. A selection of example scrolls are provided below, as well as the formula to determine the price of other epic scrolls. These are from the sorc/wiz and cleric lists largely and are priced as such.

10th level

Scroll of Belial's Mercy: 5,250 gold.
Scroll of Celestial Valor: 5,250 gold.
Scroll of Enviolate Spell: 5,250 gold.
Scroll of Energy Immunity: 5,250 gold.
Scroll of Glaciante's Spiteful Ward: 5,250 gold.
Scroll of Hellball: 5,250 gold.
Scroll of Mass Freedom of Movement: 5,250 gold.
Scroll of Mephistopheles' Cold Hand: 5,250 gold.
Scroll of Miracle of Health: 5,250 gold.
Scroll of Miracle of Uncursing: 5,250 gold.
Scroll of Naeys' Life Font: 5,250 gold.
Scroll of Spellpool: *
Scroll of Shield of Sylica: 25,250 gold.
Scroll of Syala's Awaken Defender of the Home: 5,250 gold.
Scroll of True Meteor Swarm: 5,250 gold.
Scroll of Wizard's Grace: 105,250 gold.

*Due to the costs and conditions of setting up a spellpool, this spell cannot be used as a scroll.

11th level

Scroll of Alabaster Perfection: 31,600 gold.
Scroll of Dire Winter: 6,600 gold.
Scroll of Epic Mage Armor: 6,600 gold.
Scroll of Martyr's Kiss: 6,600 gold.
Scroll of Mass Regenerate: 6,600 gold.
Scroll of Might of the Solar: 6,600 gold.
Scroll of Summon Black Rock Triskelion: 6,600 gold.
Scroll of Summon Planetar: 6,600 gold.
Scroll of Sunlance: 6,600 gold.
Scroll of Superb Dispelling: 6,600 gold.
Scroll of Tyranny: 6,600 gold.
Scroll of Volcanic Genesis: 6,600 gold.

12th level

Scroll of Beauty Triumphant: 8,100 gold.
Scroll of Wrath of the Heavens: 8,100 gold.

13th level

Scroll of Mirror's Mimickry: 9,750 gold.
Scroll of Morwel's Blessing: 9,750 gold.

14th level

Scroll of Radiant Storm: 11,550 gold.
Scroll of Summon Solar: 11,550 gold.

Pricing Epic Scrolls

The formula for pricing an epic scroll is the spell level times the caster level times 25. For these prices, the minimum possible caster level is assumed. See the examples below.

> roll 14*33*25
* Hatbot --> "Kotono rolls 14*33*25 and gets 11550."

The spell level(14th level magic) times the minimum caster level needed(33) times 25. In addition, any costly material components are added to the spell's final cost. Expensive focuses are not, as they are not exhausted like material components and are used in the preparation of the scroll.

<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

Permanency and YOU!

Hi, I'm Troy McClure! You may remember me from movies like Fighter Bonus Feats and You, Psionics: The New Frontier and Cheese Factory 4: Cleric Dips and Devotion Feats. Today we're going to be talking about the spell Permanency. For those of you who aren't familiar with it, Permanency lets you make a spell last forever! Now I know what you're saying! Troy, that's awesome! Where do I sign up? Well, hold your horses a moment! If you go off and get true seeing with permanency attached, you may wake up in a bathtub full of ice cubes,  with a scar over your kidney and down 12 points of constitution!

Let's start with the rules of permanency. You can find it right below where we are right now! Entries in bold have been changed from the standard version.

QuotePermanency
Transmutation
Level: Sor/Wiz 5
Components: V, S, M.
Casting Time: 24 hours.

Range: See text.
Target, Area or Effect: See text.
Duration: Permanent; see text.
Saving Throw: No.
Spell Resistance: None.

This spell makes certain other spells permanent. Depending on the spell, you must be of a minimum caster level and expend a number of gold pieces. In addition, the target, if a creature, must have a enough hit dice or suffer constitution penalties.

First of all, the caster must have a caster level of 8 + the level of the spell to be made permanent. The caster does not need to cast the spell to be made permanent himself, but another caster or item must have the sufficient caster level. Failing to meet the requirement causes permanency to fail. The casting of permanency requires rare ungents and herbs worth 1,000 gold pieces times the level of the spell to be made permanent. If these are not present, the permanency fails. The target, if a creature, must have hit dice equal to the spell to be made permanent times three. For example, a 2nd level spell requires a creature with six hit dice. If your hit dice are lower than this, you suffer a penalty to constitution equal to the difference between your hit dice and the required level. For example, a 2nd level creature with a permanent see invisibility effect would suffer a -4 penalty to constitution. This penalty cannot be overcome in any way as long as the permanent spell remains on the creature. If the creature lacks a constitution score, the permanency fails instead.

In any case, a creature cannot have more than two permanent spells active on him. Additional permanency spells fail. If a creature is willing, a successful dispel magic check can dispel permanency and thus the spell is was making permanent.

The caster level of permanent spells is static if cast on another person or on an object/area. If you cast a permanent spell on yourself, the caster level scales with your caster level. A permanent spell is suppressed by an anti-magic field as normal and resumes as soon as the field is left. Dispel magic and other effects can suppress a permanent spell for 1d4*10 minutes on a successful dispel magic check.

Follow all that? Easy as can be, right? Good! Now I'm sure you're asking what spells qualify to be made permanent. Let's get into that right now! First of all, the ultimate choice of what spells can be made permanent lies with your DM! Make sure to ask him first of all. Beyond that, this list of handy guidelines can let anyone figure out of a spell should be allowed to be made permanent!

Good spells for permanency

Perception spells as established in the SRD permanency spell. For example, see invisibility, detect magic and read magic. These spells seldom cause balance issues, and are quite often cast repeatedly. Making these permanent makes everyone's life a little easier.
Spells with 1 hour/level or longer spells. For example, mage armor. These spells are often as good as permanent, especially if a higher level caster applies Extend Spell to them. Since they are, making them permanent doesn't change balance at all.
Out of battle utility spells. For example, light. These spells are often conveniences that impact gameplay in a minimal way, if at all. Unless this spell isn't suitable for the campaign, there's no reason not to allow them to be permanent.
Spells that streamline gameplay. For example, identify. These spells allow everything to work smoother. A smooth game makes things more fun for everyone, so this is a good reason to make a spell permanent.
Spells that can help correct a fundamental imbalance that can't be easily corrected otherwise. These are the hardest to qualify, as this comes down to DM judgment. If the question is 'Can making this spell permanent salvage something that is harming the game and that no other reasonable means can?', then it may qualify for this.

Bad spells to be made permanent

Spells with a duration of round/level or 1 min/level. For example, most of your favorite buffs. Most of the spells are powerful but short lived. Making them permanent can radically alter gameplay balance. This is a no-no!
Ability boosting spells, especially any that are non-enhancement bonus. For example, divine agility, inner beauty. These allow cheap stat boosts, and permanent, non-enhancement bonus stat boosts can cause stat bloat. These spells are rare and precious, allowing anyone to permanency them cheapens them and hurts balance.
Things that should be epic magic items. For the sake of style and balance I'd rather not. For example, permanent superior resistance. Style choice.
Spells that cost GP per casting or have a component like sacrifice/corruption. For example, sanctified magic or stoneskin. These spells are balanced on the assumption you pay a cost in casting them each time. They don't balance to the way permanency is designed.
Spells on an object or creature that you can't target them with. For example, righteous might or divine favor.  These spells can only be self targeted! So you can't put them on another person anyway, silly!

DM judgment is the final arbiter of any permanency request. Same as the DM having final say so on custom magical items. Before you ask me, review your spell. If it has more negative qualities than positive qualities, think twice about asking your DM! He'll probably say no, and you'll wonder why he's beating his head in with his DMG!
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

Just need this somewhere handy for now. The formatting needs a few tweaks, I know, this is temporary.

Epic level paladin casting.

5th: atonement, celestial brillianceboed, condemnationphb2, crown of flameboed, cure critical wounds, dancing bladephb2, dawnshroudcov, divine agilitysc, divine retributioncc, life's gracesc, light of puritycc, inner beautyfc1, mass cure light wounds, plane shift, radiancephb2, renewed vigorphb2, righteous might, sacred guardianboed, spell resistance, stalwart pactsc, telepathy blockboed, true seeing, vanishing weaponboed, vulnerabilitysc, wages of sincc, zone of peacebondcity, zone of respitesc.
6th: antilife shell, bolt of glorysc, celestial bloodboed, chasing perfectionphb2, crown of brillianceboed, flame strike, greater dispel magic, greater restoration, heal, light of couragecc, mass bull's strength, mass cure moderate wounds, mass eagle's splendor, mass owl's insight, resurrection, spiritual guardiancc, touch of adamantineboed, vengeance haloboedvisage of the deitysc, weight of sincc
7th: bastion of goodboed, brilliant bladesc, dictum, greater cloak of braverysc, greater plane shiftsc, holy starsc, holy word, lion's roarsc, mass cure serious wounds, mass restorationsc, mass spell resistancesc, regenerate, repulsion, rejuvenating lightcc, righteous burstphb2
8th: antimagic field, brilliant aurasc, celestial valorhome, crown of gloryboed, holy aura, mass cure critical wounds, mass death wardsc, shield of law, tomb of lightboed
9th: blinding gloryboed, energy immunityhome, gate, greater visage of the deitysc, miracle of healthhome, mass heal, miracle, righteous exilefc2, undeath's eternal foesc

Superscript guide

sc Spell Compendium.
city Cityscape.
cc Complete Champion.
fc1 Fiendish Codex 1.
phb2 Player's Handbook 2.
boed Book of Exalted Deeds.
cov Champions of Valor.
fc2 Fiendish Codex 2.
home Homebrew.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

Posting this here for reference, so I won't forget some of the epic feat tweaks when I revise those.

12/21/12: Edited down rules topic and began House Rules 4.
12/21/12: Revised Vile Wounds to not require a save each round. That was not my best idea, but I like the feat otherwise.
12/22/12: Reduced Unstoppable Crusade's Charisma requirement to 25 from 31. Way overpriced that one.
12/22/12: Raised Armor Mastery's Dexterity requirement to 19 from 15. If you need a 3 point bonus to the maximum dex of your armor, you should easily have 19 dex. This puts it in line with other epic feats.
12/22/12: Upgraded Emergency Skirmish. I'm a little eh on it - I may just replace it with 5ft steps triggering skirmish instead.
12/22/12: Changed the DC of Hamstringing Skirmish to dex based instead of str based and cleaned up the wording of the feat.
12/22/12: Increased the penalty from Improved Aura of Entropy to -3 from -2. -2 felt underwhelming for an epic feat.
12/22/12: Increased the bonus from to five from four. I may increase this further, not sure yet.
12/22/12: Altered the Glory Domain to fit with variant turning.
12/24/12: Added the epic feats for epic sacred exorcist.
12/25/12: MERRY CHRISTMAS!
1/24/13: Altered the life domain to remove disrupting weapon.
2/2/13: Replaced discern location in the planning domain.
2/10/13: See above, but this time in with the knowledge domain.
2/17/13: See above again, but this time in the truth domain.
4/11/13: Subbed in storm of vengeance for implosion in the destruction domain.
4/24/13: Revised the commerce domain to use mind blank in place of polymorph any object at level 9.
5/27/13: Changed the granted power of the pride domain. Rerolls.
6/25/13: Swapped out starmantle in the joy domain. That spell be bonkers.
6/25/13: Changed out liberation domain's granted power. Rerolls.
9/23/13: Changed the level 5 spell of the gluttony domain. Polymorph.
11/7/13: Changed the level 8 spell of wrath(BoED) from last judgment to earthquake. ID.
11/19/13: Added a houserule for master throwers. They now get deflect arrows at level 2 so snatch arrows at 4 works properly.
11/25/13: Swapped out for polymorph spells from the alteration domain.
12/5/13: Changed follow the spirit for spirit shaman. Rerolls.
12/5/13: More Spirit Shaman adjustments. Yahoo.
12/25/13: MERRY CHRISTMAS!
1/24/14: Revised terrifying rage to avoid the skill check=save DC issue.
4/8/14: War Hulk's toughness is houseruled. Seems like the fairest way to sort it out.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

#8
Epic ranger casting.

Going to polish up and post these epic spell progressions soon. Just putting this here for now.

Note: This covers all 3.5 books (with SC reprints taking priority) plus all FR books not covered by the SC. Eberron and other campaign settings aren't covered, nor is Dragon beyond whatever the SC took.

5th: awaken, control winds, choking sandsSand, conjure ice beast 5Frost, cure critical wounds, death ward, essence of the raptorSC, hibernal healingFrost, hibernateFrost, owl's insightSC, pass through iceFrost, perinarchSC, plant bodySC, rejuvenation cocoonSC, stoneskin, summon desert ally 5Sand, summon nature's ally 5, touch of adamantineBoED, transmute mud to rock, transmute rock to mud, transmute sand to glassSand, transmute sand to stoneSand, transmute stone to sandSand, unicorn bloodCC, wall of thorns, wind tunnelSC, xorn movementSC
6th: awaken sandSand, chasing perfectionPHB2, conjure ice beast 5Frost, find the path, hide the pathSC, mass bear's endurance, mass bull's strength, mass cat's grace, mass cure light wounds, mass owl's wisdom, repel wood, sandstormSand, stone holdSC, stone tell, stormwalkStorm, summon desert ally 6Sand, summon nature's ally 6, transport via plants, unicorn heartCM
7th: aura of vitalitySC, brilliant bladeSC, cloud-walkersSC, conjure ice beast 7Frost, control weather, greater aura of coldFrost, heal, mass animalistic powerPHB2, mass cure moderate wounds, master earthSC, summon desert ally 7Sand, summon nature's ally 7, true seeing, wind walk
8th: brilliant auraSC, conjure ice beast 8Frost, control plants, mass awakenSC, mass cure serious wounds, repel metal or stone, reverse gravity, summon desert ally 8Sand, summon nature's ally 8, unyielding rootsSC
9th: conjure ice beast 9Frost, mass cure critical wounds, mass death wardSC, foresight, nature's avatarSC, planar perinarchSC, regenerate, summon desert ally 9Sand, summon nature's ally 9
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

#9
Epic bard casting.

7th: Brain SpiderSC, Dream CastingSC, Eladrin FormBoED, Greater ImprovisationHome, Greater Shadow Conjuration, Heal, Hiss of SleepSC, Insanity, Instant Summons, Limited Wish, Mage's Magnificent Mansion, Mass Cure Serious Wounds, Mass Hold Person, Mass Invisibility, Phase Door, Probe ThoughtsSC, Sequester, Simulacrum, SolipsismSC, Summon Monster 7, Symbol of Fear, Symbol of Persuasion, TransfixSC, True Seeing, Vision
8th: Greater Shadow Evocation, Lion's RoarSC, Maddening WhispersSC, Mass Cure Critical Wounds, Regenerate, Scintillating Pattern, Screen, Shifting PathsSC, Spread of ContentmentBoED, Summon Monster 8, Superior InvisibilitySC
9th: Dominate Monster, End to StrifeBoED, Foresight, Magic Disjunction, Mass Hold Monster, Programmed AmnesiaSC, Reaving DispelSC, Shades, Sublime RevelryBoED, Summon Monster 9, UnbindingSC, Wish
10th: Mass Heal, Miracle of UncursingHome, Sensual BlessingHome, Summon Monster 10Home
11th: Faerinaal's Internal RevoltHome, Faerinaal's LullabyHome, Moonlight RevelationHome, Purr of SharessHome, Superb DispellingHome
12th: Beauty TriumphantHome, Glorious RallyHome, Mass RegenerateHome, Thunderous VoiceHome
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?