Uncapped Spells and Epic Level Casters
Grimoire of Cosmic Entities Volume One By Eli Atkinson, William Church and Serge W. Desir, Jr.
Original Concept by Serge W. Desir, Jr.
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Epic levels present more problems than just challenge rating issues. One of the things that we came across whilst putting together creatures with caster levels higher than their challenge rating (and, under the official Wizards of the Coast system, this sort of situation is not unusual) was that certain spells were too much.
The biggest offenders were mage’s disjunction, and the four Holy word type spells (Holy word, blasphemy, dictum and word of chaos). Although we believe that these can be intelligently dealt with without having to extrapolate rules that have not been clarified on for epic level gaming, we also happily advocate the following solutions for those who have concerns with the above spells.
Mage’s disjunction can be warded against with epic spells.
The four Holy word type spells are capped in terms of their power, with saves being added to ignore the various effects as hit dice increase. This is not a big stretch of the rules, considering that most non-epic spells are capped in terms of their power potential. Creatures with 21 Hit Dice
or more gain a save against the death effect of these spells.
Creatures with 31 or more Hit Dice gain a save against the paralyzation aspect. Creatures with 41 or more Hit Dice gain a save against the weakening/blinding/slowing/stunning effect. The daze effect is always applicable, so long as the target creature would normally be affected by it. The new feat, Empower the Soul, along with these guidelines, should limit the problems faced at higher challenge ratings when creatures with very high caster levels cast these spells so as to affect PCs.