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Old 08-03-2002, 12:00 PM   #1
Tobbin
Red Dragon
 

Join Date: March 1, 2001
Location: Holiday, FL
Age: 56
Posts: 1,507
So, I'm looking through the EPIC LEVEL HANDBOOK and thought for those that haven't seen it, I would post a sample spell they have listed. Eventually, NWN may have similar spell features (using SEEDS to create EPIC spells)

Ice Fist
Evocation [Cold]
Spellcraft DC: 40
Components: V,S,XP
Casting Time: 1 action
Range: Touch
Target: Creature Touched
Duration: 20 hours
Saving Throw: Reflex partial (see text)
Spell Resistance: Yes
To Develop: 360,000 gp; 8 days; 14,400 XP. Seed: energy (DC 19). Factors: increase damage to 10d6+20 (+16 DC), 1-action casting time (+20 DC), change area to touched target (+4 DC). Mitigating factors: burn 1,300 XP (-13 DC), 6d6 backlash (-6 DC)

This spell encases the target, whom you must hit with a melee touch attack, in a block of ice that radiates cold energy. The imprisoned creature takes 10d6+20 points of cold damage per round it remains trapped in the block. The ice is 5 feet thick on every side of the imprisoned creature (so each wall around the creature has 180 hit points). Any creature passing through the ice to free the imprisoned creature takes the same cold damage.

If the target makes a successful saving throw, it dodges the forming ice, but still takes 10d6+20 points of cold damage from your frigid touch.
The caster takes 6d6 points of damage from the casting.

XP Cost: 1,300 XP

Heres another one:

HELLBALL
Evocation [Acid, Fire, Electricity, Sonic]
Spellcraft DC: 90
Components: V, S, XP
Casting time: 1 action
Range: 300 ft.
Area: 40-ft.-radius spread
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
To Develop: 810,000 gp; 17 days; 32,400 XP. Seed: energy (deals 10d6 each of acid, fire, electricity, sonic)(DC 76). Factors: change area from bolt to ball (+2 DC), double base area (+6 DC), 1-action casting time (+20 DC). Mitigating factors: 10d6 backlash (-10 DC), burn 400 XP (-4 DC).

A hellball is a massive blast of energy that detonates with a thundering roar. It deals 10d6 points of acid damage, 10d6 fire damage, 10d6 electricity damage, and 10d6 sonic damage to all creatures within the area. Unattended objects also take this damage. The spell is barely controlled, and you take 10d6 points of damage as you release it (in addition to burning 400 XP).

You point your finger and determine the range (distance and height) at which the hellball is to detonate. A sun-bright, fist sized globe of strobing energy streaks forth and, unless it impacts a material body or solid barrier prior to attaining the indicated range, blossoms into an effect described by the rare survivor as "hell on earth."

XP Cost: 400 XP

[ 08-03-2002, 02:54 PM: Message edited by: Tobbin ]
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