Epic Athas 3.5 by redking (WIP)

Will dig into everything again soon; work is killing my spare time.

catapsi and anti-magic field with relevant contingencies (linked power, delay power; repeat spell, delay spell) even the playing field some in the 2-v-1 and 4-v-1 thought experiment.

Diminishing returns in the 4-v-1 as the catapsi effect limits psi use to one user. It may only get one round of efficacy until it overlaps, but it’s a good round.

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Ditching this from psiotheurgy.

Epic Spells: Each apparent rank in psiotheology provides +1 psiotheology bonus to Spellcraft checks of epic spells using the if an epic power slot is expended while casting the epic spell.

Psionic Enchanter feat from Legends of Athas is more appropriate anyway.

psionic enchanter

These characters already get a -19 DC mitigating factor to expending an epic power slot with an epic spell anyway. Advanced Being Skill Affinity is another way to get a bonus to Spellcraft checks.

Rethinking epic schism (don’t throw rocks yet):

  1. Your mind splinters into a number of segments equal to your Ranks in Psicraft divided by ten.
  2. Each mind can manifest powers as if your manifester level is six less than it currently is.
  3. Each mind may hold and expend its own psionic focus.
  4. Each mind may choose a standard or move action in addition to a swift action each round. All actions must remain solely mental.
  5. The power lasts for a number of rounds equal to your manifester level divided by the number of segments (rounded down).

Up to level 27, the difference is in the types of actions the second mind can perform for 13 rounds (over schism)

At level 27, there is an additional mind, but for only 9 rounds.

At level 37, there are four minds, at 9 rounds

At level 47, there are five minds, for 9 rounds, etc.

ML may keep it going longer, but Skill Ranks limits the minds (preventing ML boosts that give the current version 28 minds).

This came to mind when debating the final draft of the psion opponent, and I wanted to use the Mindlord template.

Mindlord Telepath 10/Psiologist 10/MotW 5/Order Adept 8 is where I landed for the last thirty seconds. Bound to change. :rofl:

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Re: my mindlord. I messed up in the movement speed. Give the mindlord the Epic Speed feat (+30ft) as a bonus feat and ignore what I wrote about movement speed.

Now the mindlord with levels in the Mindlord of Saragar post epic PrC vs an advanced being is something I am interested in. At equal levels, the mindlord should have a good chance because it can ‘go nova’ at a very high manifester level.

I was thinking something similar. I think it will be close because the psion will have 5,000,000 cp worth of toys to help bolster him against the dragon. The cost for the Mindlord template is minimal in comparison to the structure for metamorphosis.

I have to revisit Hyperconscious again and look through the feat selection and how many fit into the 33 level build. I have the MotW worked in because the class features are that good, but I had thought 10/10/10/3 Mindlord of Saragar, ditching MotW for the epic bonus feats of Order Adept/Mindlord. As long as Quicken Power and Persistent Power don’t need an expenditure of psionic focus, MotW is less critical. I’m trying to balance the epic schism reboot above with this in mind. 3 minds not needing to expend psi focus, with quickened powers, and Multipower (2 or 3 times?) could be crippling. I don’t know that is OP against the AB’s though.

A reliable source of additional PP is almost required. Haven’t thought that through yet (but 5,000,000cp of cognizance crystals would be a good start).

I haven’t looked back through the salient feats in a couple weeks, and don’t have them committed to memory yet. Are there any that would be useful to Mindlord of Saragar? Would/could it also be considered an Advanced Being for purposes of any of those feats?

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No. A mindlord is not an advanced being. The mindlord, and in particular the Mindlord of Saragar, follows a different path. See the Draw on Orb ability from the PrC. You don’t need congizance crystals do challenge an advanced being. The mindlord has to attack with all its power immediately.

That said, there are some feats and epic feats in that document that might be useful.

Psionic Enchantment/Epic Spells in Dragon Kings list and conversions.

Abrasion: Unconverted. Other epic spells in the SRD are similar, so conversion is unnecessary.
Advanced Domination: Enslave in the SRD.
Defiler Metamorphosis: Converted, but will be revised.
Defiling Regeneration: Not worth converting.
Defiling Stasis: Not worth converting.
Dome of Invulnerability: Not worth converting.
Enchanted Armaments: Not appropriate for 3.5e.
Just Sovereign: Not worth converting.
Life Extension: Not yet converted but very easy to do.
Magical Minions: Better handled with the non-epic simulacrum spell.
Magical Plague: Epic spells of this sort in the SRD.
Masquerade/Impostor: Converted.
Mass Fanaticism: Converted.
Mountain Fortress: Tried to convert but gave up. Instant Fortress seems to fill this role anyway.
Pact: Converted.
Preserver Metamorphosis: Conversion in progress.
Prolific Forestation/Vegetation: Converted.
Pure Breed: Not worth converting.
Raise Nation: Better handled with non epic spells.
Recruitment: Not worth converting.
Reverse Loyalties: Better handled with non epic spells.
Rift: Already in 3.5e DS as a non-epic spell.
Rolling Road: Not worth converting.
Undead’s Lineage: Not worth converting. Duplicates Enslave.
Wall of Ash: Better handled with non epic spells.
Cleanse: Basically same as atonement. No conversion.
Insect Host: Better handled with non epic spells.
Planar Vassal: Worse than planar binding and very similar to pact. No conversion.
Silt Bridge: Better handled with non epic spells.

Huh, I was not aware that Clerical Advanced Beings became elementals or that Druid Advanced Beings became Spirits of the Land.

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It’s in Dragon Kings, the 2E supplement.

I changed my mind about Just Sovereign and Evil Despot. They ARE different enough to Masquerade/Impostor to warrant their own epic spell. Here they are. Have a guess at which spell King Hamanu is casting on himself.

Just Sovereign

School: Enchantment (Compulsion) [Mind-Affecting]
Spellcraft DC: 41
Components: V, S, M
Casting Time: 1 minute
Range: 75 ft.
Target: One military leader
Duration: 10 days
Saving Throw: Will negates
Spell Resistance: Yes

To Develop: 369,000 gp; 8 days; 14,760 XP. Seeds: Compel (DC 19). Factors: +10 bonus on leader’s Diplomacy, Intimidate with those under their military authority (+10 DC), affect creatures with total HD up to 200 per caster level who are already under the authority of the recipient of the spell (ad hoc +20 DC), Increase duration to 10 days (+22 DC). Mitigating factors: Burn 3,000 XP (-30 DC).

Just Sovereign is an epic spell exerts a subtle but profound influence over those under a leader’s military command within a one-mile radius. Once the spell is cast, a near imperceptible aura of benevolence seems to surround the leader, rendering his voice more compelling, his words heavier with meaning, and his presence inspiring undying loyalty and respect.

Subjects, who already recognize the recipient as their commander and whose total Hit Dice amount to no more than 200 per caster level, find themselves feeling a deep kinship, respect, and reverence for their leader, making them more compliant, hardworking, and loyal. Memories of the leader’s past harsh actions or missteps become foggy, being viewed as necessary disciplines or misunderstood wisdom.

The spell first takes hold of the lower HD soldiers or followers, weaving its enchantment into their minds before cascading up the ranks. Only when all the lower HD troops are influenced does the spell advance, affecting the next tier of higher HD individuals until it reaches its limit of 200 HD per caster level.

In terms of attitude, those affected by the spell are friendly towards the leader, and their attitude could further be improved to helpful if the leader’s behaviour is consistent with their positive feelings towards the leader.

The spell also bestows an automatic +10 bonus to the leader’s Diplomacy and Intimidate checks when dealing with the affected individuals, effectively amplifying their ability to inspire their followers, sway crowds, and quell dissent.

In the throes of war, the spell works wonders on productivity, inspiring subjects under the spell to work with a fervor unmatched in normal circumstances. Their efficiency surges by an impressive 50%, whether they are constructing fortifications, digging trenches, or engaging in any other military tasks, they produce results in significantly less time, bolstering the leader’s efforts in creating a formidable military force.

The influence of Just Sovereign is so potent that it also protects the leader from any potential penalties to their Leadership score from previous missteps or harsh actions. This allows the leader to maintain command and control effectively, regardless of their past actions.

Evil Despot

School: Enchantment (Compulsion) [Mind-Affecting]
Spellcraft DC: 41
Components: V, S, M
Casting Time: 1 minute
Range: 75 ft.
Target: One military leader
Duration: 10 days
Saving Throw: Will negates
Spell Resistance: Yes

To Develop: 369,000 gp; 8 days; 14,760 XP. Seeds: Compel (DC 19). Factors: -10 penalty to leader’s Diplomacy, Intimidate with those under their military authority (+10 DC), affect creatures with total HD up to 200 per caster level who are already under the authority of the recipient of the spell (ad hoc +20 DC), increase duration to 10 days (+22 DC). Mitigating factors: Burn 3,000 XP (-30 DC).

Evil Despot is an epic spell that shrouds the affected leader in an aura of malice and tyranny. This spell is cast on a leader, who then becomes a figure of loathing and resentment to those under his rule. The leader’s voice becomes harsh and grating, his presence inspiring disgust and aversion, and his orders come across as the edicts of a cruel tyrant.

This spell targets those individuals already under the leader’s military’s authority whose total Hit Dice amount to no more than 200 per caster level and who are already under the authority of the recipient of the spell. The subjects of the leader, now viewing their master through the lens of this enchantment, perceive him as a hated despot, causing their loyalty and compliance to wane dramatically.

The spell first takes hold of the lower HD soldiers or followers, weaving its enchantment into their minds before cascading up the ranks. Only when all the lower HD troops are influenced does the spell advance, affecting the next tier of higher HD individuals until it reaches its potent limit of 200 HD per caster level.

In terms of attitude, those affected by the spell are unfriendly towards the leader, and their attitude could further be downgraded to hostile if they perceive further insult from the leader.

As a result of this spell, the leader suffers a -10 penalty to his Diplomacy and Intimidate checks for the duration of the spell, finding it increasingly difficult to inspire respect, obedience, or fear in his subjects. This discontent can manifest in many ways such as decreased productivity, increased desertion rates, insubordination, and even outright rebellion.

Furthermore, during the spell’s duration, any abusive actions or defeats suffered by the leader result in a doubled penalty to their Leadership score, as the affected subjects are more likely to interpret these events as signs of the leader’s weakness or cruelty.

In terms of productivity, whether they are constructing fortifications, digging trenches, or engaging in any other military tasks, it takes an extra 50% more time to complete the tasks as the troops under the leader’s command under-perform in quiet disobedience.

This discontent and disobedience could, if not carefully managed, lead to a significant decrease in the leader’s effectiveness, and in extreme cases, even risk the collapse of their rule.

Addendum It turns out that I can’t edit posts up thread. I’ve revised Pact, and made a greater version that is a psionic enchantment.

Pact
Conjuration (Calling)

Spellcraft DC: 57 DC
Components: V, S
Casting Time: 1 minute
Target: One elemental or outsider
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: No and Yes; see text

To develop: 513,000 gp; 11 days; 20,520 XP. Seed: summon (DC 14). Seed: compel (19 DC). Factors: summon CR 25 creature (DC +46). Change summoning to calling and include dimensional anchor and magic circle against evil (ad hoc +17 DC). Change attitude to helpful (+5 DC). +10 to DC of target’s save (+20 DC). Mitigating factors: 33d6 backlash damage (-33 DC). Burn 3600 XP (-36 DC).

This spell functions like lesser planar binding, except follows. You may call a single creature of 25 CR or less and the spell integrates a magic circle against evil and a dimensional anchor. The creature gets two saving throws, one for the calling and one for the compulsion effect (DC = the standard epic spell DC + 10). The creature might, for example, fail its saving throw to be called but pass its saving throw to be compelled, which means it arrives without its mind being affected. If the creature fails both saving throws, the called creature arrives in the calling circle with its NPC attitude set to ‘helpful’. This attitude could be worsened depending on how the caster treats the creature. Like the normal planar binding spell, the creature can make independent attempts to escape, and must be persuaded to aid you.

Pact takes much uncertainty out of the calling creatures from other planes, which are often hostile when called to Athas. The mindbending effect of this spell makes the called creature helpful; however, you must still enter negotiations with the creature as described in the lesser planar binding spell description, and you get a +6 bonus on your Charisma check against the creature if the creature’s attitude remains helpful (+3 if friendly, and +0 if indifferent). Creatures called by this spell can serve the caster for up to 1 day per caster level.

Greater Pact
Conjuration (Calling) (psionic enchantment)

Spellcraft DC: 57 DC
Components: V, S
Casting Time: 1 minute
Target: One elemental or outsider
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: No and Yes; see text

To develop: 513,000 gp; 11 days; 20,520 XP. Seed: (conjuration) summon (DC 14). Seed: (telepathy) compel (19 DC). Factors: summon CR 30 creature (DC +56). Change summoning to calling and include dimensional anchor and magic circle against evil (ad hoc +17 DC). Change attitude to helpful (+5 DC). +10 to DC of target’s save (+20 DC). Mitigating factors: 33d6 backlash damage (-33 DC). Burn 4100 XP (-41 DC).

This spell must be cast as a psionic enchantment, requiring an epic psionic power slot to be expended during casting. Greater Pact is functionally the same as Pact, but as a psionic enchantment, it is able to summon more powerful (and more dangerous) creatures than an epic spellcaster that uses magic alone.

This spell functions like lesser planar binding, except follows. You may call a single creature of 30 CR or less and the spell integrates a magic circle against evil and a dimensional anchor. The creature gets two saving throws, one for the calling and one for the compulsion effect (DC = the standard epic spell DC + 10). The creature might, for example, fail its saving throw to be called but pass its saving throw to be compelled, which means it arrives without its mind being affected. If the creature fails both saving throws, the called creature arrives in the calling circle with its NPC attitude set to ‘helpful’. This attitude could be worsened depending on how the caster treats the creature. Like the normal planar binding spell, the creature can make independent attempts to escape, and must be persuaded to aid you.

Greater Pact takes much uncertainty out of the calling creatures from other planes, which are often hostile when called to Athas. The mindbending effect of this spell makes the called creature helpful; however, you must still enter negotiations with the creature as described in the lesser planar binding spell description, and you get a +6 bonus on your Charisma check against the creature if the creature’s attitude remains helpful (+3 if friendly, and +0 if indifferent). Creatures called by this spell can serve the caster for up to 1 day per caster level.