Ultimate Refresh Magic (3.5e Epic Spell)
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Transmutation | |
Spellcraft DC: | 115 |
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Components: | V, S, M, F, XP |
Casting time: | 1 standard action |
Range: | 1,200 feet |
Target: | One creature, object, or spell |
Duration: | Instantaneous |
Saving Throw: | None |
Spell Resistance: | No |
To Develop: | 1,035,000 gp, 21 days, 41,400 xp. Seed: refresh (DC 19). Factors: standard action casting time (+22 DC), increase range by 300% (+6 DC), +40 to refresh roll (+70 DC), no chance of exploding magic items (+40 DC), lift restriction on maximum time remaining (+60 DC). Mitigating factors: Expensive material component worth 80,000 gp (−32 DC), expensive focus costing 50,000 gp (−10 DC), burn 5,000 XP (−50 DC), 10d6 backlash damage (−10 DC). |
This spell functions like greater refresh magic, except that the refresh roll is 1d10+40, it can't cause magic items to explode, and the refresh roll result is added to the remaining duration of a spell regardless of what its initial duration was (you could seriously make a time stop last for over 40 rounds if you wanted to). Ultimate Refresh Magic cannot be used as an area refresh; instead, you may add or subtract your refresh roll in rounds to the remaining casting time of a spell being cast within the area by targeting the creature casting said spell, causing the spell to go off immediately if this reduces the remaining casting time to 0 rounds or less.
Regardless of how you cast it or what you cast it on, the raw magical energy involved in this spell does 10d6 backlash damage to you.
Material Component: Precious stones and metals, worth 80,000 gp.
Focus: A device that channels magical energy, worth 50,000 gp.
XP Cost: 5,000 XP.
Back to Main Page → 3.5e Homebrew → Class Ability Components → Epic Spells, Seeds, and Powers
Luigifan18v |
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Author | Luigifan18 + |
Identifier | 3.5e Epic Spell + |
Rating | Undiscussed + |
School | Transmutation + |
Spellcraft DC | 115 + |
Title | Ultimate Refresh Magic + |