Author Topic: [EPIC] Gramarie - Epic Spells, Feat, and short story  (Read 3388 times)

Offline redking

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[EPIC] Gramarie - Epic Spells, Feat, and short story
« on: September 12, 2015, 03:27:36 PM »
I was moved to do something with SCIENCE! So I was up all night writing this.

Gramarie Feat

Expeditious Theory [EPIC]

Prerequisites
Able to prepare any theory of gramarie.

Benefit
You are able to reduce the ‘preparation time’ of all your theories by 1 hour.

Special
You can gain this feat multiple times. The effects stack, though you can’t reduce the ‘preparation time’ of any theory to less than 1 hour.

Epic Spell Seed: Gramarie
Transmutation (metacreativity if epic psionic power)

Spellcraft DC: 26 (Varies)
Range: Personal or Touch
Target: You or a creature
Duration: 20 hours
Saving Throw: Willing subject only
Spell Resistance: No

This seed can allow the preparation of Gramarie principles of Baccalaureate, Magisterial, Doctorate, and Theory grades, even if the caster is otherwise unable to meet the class requirements. This seed can also allow for the use of discoveries (with no prerequisites). This spell only grants the ability to prepare principles, theories, or discoveries. It does not prepare them for the spellcaster and preparations must be made in the normal way. Successful preparation guaranteed, and the caster must still make all the required skill checks. Finally, this seed can create caloric (from Caloric Theory).

The Gramarie seed at base Spellcraft DC of 25 can allow according to the caster’s choice:

*The preparation of one Baccalaureate principle - any number of times for the duration (20 hours).
*Create 25 ebbs worth of caloric puissance (add 1 DC to every additional ebb of caloric puissance to be created. Spells using the Gramarie seed cannot mix caloric creation with anything other function - caloric must be created alone). [Caloric] Seed DC is always 26.

The Gramarie seed varies by different Spellcraft DC allow for additional or different grades of principles or discoveries:

Baccalaureate 26 DC
Magisterial 36 DC
Doctorate 46 DC
Theory 100 DC
Discoveries 80 DC

Additional principles, theories or discoveries can be selected and added to the Gramarie epic spell. If a principle has a prerequisite of another principle, then the caster must either have that prerequisite principle known, or provided by an epic spell from the Gramarie seed. For example, a spell based on this seed cannot provide GEOC 235 unless the caster already knows GEOC 101, or uses a spell based on this seed to provide GEOC 101. Discoveries also follows logically. For example, you cannot designate Amazing Alkahest as a discovery unless you either know, or a spell based on this Gramarie seed, can provide you with ALCH 346, which allows you to make Alkahest in the first place. For the theories you must still meet all the prerequisites, either by knowing Gramarie or it by the prerequisites being provided by a spell based on this seed. The Theory of Everything, if designated, allows the produces the effect of any other principle from any discipline of Doctorate-grade or lower. The Theory of Everything, for purposes of this seed does not allow qualification of prerequisites for principles or theories, but does allow qualification for discoveries.

Nothing in this seed allows any leapfrogging past principles or prerequisites. The exception is that this seed can bypass the requirement to be a specialist, with principles of the specialist tag able to be used with this seed.

When creating a Gramarie epic spell for the purposes preparing principles, theories or discoveries, the initial seed DC must be the the highest DC of the principles, theories or discoveries that the caster is using in the spell. The highest DC principle, theory or discovery becomes the seed DC, and that principle, theory or discovery is the first Gramarie in the spell. This first Gramarie is priced at the listed DC amount, while all secondary Gramarie is at half DC.

For example, an epic spellcaster wanting to create an epic spell that allows preparation of a theory, a discovery, and a doctorate, magisterial, and baccalaureate principle requires 100 DC for the theory (as it has the highest DC), 40 DC for the discovery, 23 DC for the doctorate, 18 DC for the magisterial, and 13 DC for the baccalaureate, for a total of 194 DC. If the epic spellcaster wanted an additional theory, that counts as secondary grammarie, and is half DC (50 DC).

Mitigating factors that are exclusive to the Gramarie seed

The Gramarie seed cannot be used with a ritual - contributors of spell slots or epic slots do nothing to decrease the DC of an epic spell using the Gramarie seed (because this is science. It mocks your rituals). Mitigating factors other than rituals, such as XP burn, apply as normal. Special mitigating factors apply when the spellcaster knows principles from grades of Gramarie. These mitigating factors are cumulative, but only a single mitigating factor for each grade known. To obtain these mitigating factors, these principles must be known as a result of having levels in a Gramarist class. Ability to prepare Gramarie via spells do not count.



Epic Spell: Andrast’s create Caloric
Transmutation [Gramarie]

Spellcraft DC: 16
Components: V, S
Casting Time: 1 minute
Range: 5 feet
Effect: 100 ebbs of Caloric puissance
Duration: 20 hours
Saving Throw: None
Spell Resistance: No
To Develop: 144000 gp; 3 days; 5760 XP. Seeds: Gramarie [Caloric] (DC 26). Factors: Increase Caloric creation by 75 ebbs of Caloric puissance (DC 75). Mitigating factors: Baccalaureate principle known (-5 DC), Magisterial principle known (-10 DC), Doctorate principle known (-20 DC), Theory known (-50 DC).

This spell creates 100 ebbs of Caloric puissance, exactly the same as the Caloric from the Caloric theory of Gramarie. The Caloric appears anywhere the caster chooses, within 5 feet of the caster. The Caloric must be used within 20 hours on a Gramarie device or a person, or the Caloric will disappear. Once the Caloric is used on a Gramarie device or a person, it functions exactly the same as Caloric created by the Caloric theory.

Epic Spell: Andrast’s Gramarie Helper
Transmutation [Gramarie]

Spellcraft DC: 70
Components: V, S
Casting Time: 10 minutes
Range: Personal
Effect: Allows preparation of Gramarie
Duration: 4 days
Saving Throw: None
Spell Resistance: No
To Develop: 630000 gp; 13 days; 25200 XP. Seeds: Grammarie [Theory] (100 DC). Factors: Discovery (40 DC), Doctorate principle (23 DC), Magisterial principle (18 DC), Baccalaureate principle (13 DC), Increase duration to 6 days (6 DC). Mitigating factors: Baccalaureate principle known (-5 DC),  Magisterial principle known (-10 DC), Doctorate principle known (-20 DC), Theory known (-50 DC), Burn 2000 XP (-20 DC), Increase casting time by 9 minutes (-18 DC), Change to personal (-2 DC), Burn 500 ebbs of Caloric puissance (-5 DC).

Once a character has cast this spell they can designate any single Gramarie theory, discovery, principle of doctorate, magisterial, and baccalaureate as grades, and be able to prepare the designated Gramarie, so long as the caster otherwise meets the prerequisites of the Gramarie. The caster can choose to designate principles so that prerequisites can be met. The Theory of Everything, if designated, allows the produces the effect of any other principle from any discipline of Doctorate-grade or lower. The Theory of Everything, for purposes of this spell does not allow qualification of prerequisites for principles or theories, but does allow qualification for discoveries.

Once the caster has designated the various Gramarie that it can prepare thanks to this spell, the caster may prepare the designated Gramarie as many times as the caster chooses, over a period of four days. In every sense the caster prepares the Gramarie in the normal way, and must make skill checks, spend time in preparation (preparation time), and so on.

Andrast the wise
N Human Male
Conjuror 5, Mage of the Arcane Order 7, Master Specialist 3, Archmage 5, Gramarist [alchemetry] 10, Contractor 10

Andrast was at one time a war wizard on his world. He was a specialist at summoning creatures from elsewhere to fight in other people’s wars. Over time Andrast found a way to slow his aging and gradually withdrew from public life, retiring to his country estate in order to enjoy life to the fullest. Good food, entertainment, intellectual stimulation, everything that could be had by a master wizard.

After more than 3 decades (during which time Andrast had only aged 5 years, and looked no more than 30 years old) there was revolution stirring in the capital city of his country. A mystery lodge of self proclaimed enlightened people called Coniuratio Sodalitas had spread throughout the country and were proclaiming that a New Age was soon to arrive. They said that the old order would be overturned, and a New Order for a New Age would be established across the entire world.

The leader of Andrast’s country, the Archduke, was very worried about this development. The rumours of this “New Age” were causing unrest, workers were striking, and the rumors said that the New Order to come had no room for Archdukes. Things came to a head when the head of the national lottery was found to be a member of the Coniuratio Sodalitas lodge, and had corrupted the lottery to the benefit of the lodge. What followed was a raid on the publicly known Coniuratio Sodalitas lodge in the capital city. The result was more than 120 gendarmes killed and an even greater number injured, and entire city block was burned to the ground, including most of the lodge. What was discovered during the raid shocked the entire country. Horrific monsters were in the lodge and were set upon the gendarmes during the raid. These monsters ran riot through the streets, seen by citizens. The monsters defied any kind of physical symmetry, alive and living but an impossible form of life. In the raid 5 lodge members were killed and the rest escaped. All their important documents had disappeared.

The archduke was horrified and begged Andrast to come back into service, at any price. Andrast was intrigued by the turn of events and agreed to root out the Coniuratio Sodalitas lodge from its hiding places and end the talk of rebellion.

Over the next two years Andrast waged war against the lodge, using his own powers and the considerable resources of the Archduke. During this time Andrast discovered that the Coniuratio Sodalitas lodge members used magic of a sort, but it was of the sort that he didn’t understand yet. Even so he recognised the potential of their abilities. He was not able to get detailed information about their magic, spellbooks and whatnot, as they were careful to conceal these things. Somehow they had access to portals that could hide things.

After two years Andrast found the last bolt-hole of the Coniuratio Sodalitas lodge and confronted the leader of the lodge, a man called Ajax. Surrounded by summoned creatures, the fight went badly for Ajax and he was quickly subdued. The Archduke wanted a trial of this man because the all the other members of the Coniuratio Sodalitas lodge had refused to be taken alive.

Surprisingly, Ajax told Andrast how to recover the ‘magical writings’ of the Coniuratio Sodalitas lodge, saying that he didn’t want the lodge’s teachings to die with him. Immediately after the documents were in Andrast’s possession, Ajax was dead, having somehow taken a lethal poison.

The lodge utterly decimated and with no more practitioners of their ‘magic’ remaining, Andrast retired back to his country estate. With him were the documents bequeathed to him by Ajax.

Andrast studied the lodge documents and in time Andrast became a Gramarist. He then became a more powerful conjurer than he could ever hope to be when he leveraged his Gramarie to become a Contractor. Ironically Andrast is now laying down the foundations of his own lodge devoted to Gramarie, for he is currently the only practitioner of Gramarie on his world.

Being the only Gramarist in existence (at least on his world) he hasn’t had anyone to help him work and thus Andrast developed a few epic spells to help him with his work. Andrast is hoping that Gramarie will help usher in a New Order for a New Age, with room for Archdukes.

Offline Gazzien

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Re: [EPIC] Gramarie - Epic Spells, Feat, and short story
« Reply #1 on: September 14, 2015, 05:18:34 AM »
Personally, I don't like it. I don't like the implication that any epic spellcaster can just use an epic spell to take the class features over, especially due to it ignoring Specialist tags. Also, your reduction table image is broken; try just recreating the table with the table tags available in the post editor, maybe?

Offline redking

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Re: [EPIC] Gramarie - Epic Spells, Feat, and short story
« Reply #2 on: September 14, 2015, 05:53:51 PM »
Personally, I don't like it. I don't like the implication that any epic spellcaster can just use an epic spell to take the class features over, especially due to it ignoring Specialist tags. Also, your reduction table image is broken; try just recreating the table with the table tags available in the post editor, maybe?

I couldn't get the table tags to work properly so I was forced to use a picture instead. I can see it fine from multiple computers and phones.

Anyway, any epic spellcaster can't come in and start using powerful gramarie. With ritual casting banned for the gramarie seed, the epic spellcaster will have to make huge spellcraft checks to cast a spell with the gramarie seed unless the spellcaster already knows some gramarie to get some mitigating factors. For example without the mitigating factors from knowing doctorate level gramarie getting a mere 100 ebbs of caloric from an the caloric epic spell will require a 100 DC spellcraft check and huge research costs.

These spells are for gramarists that want to blend gramarie with epic spellcasting. If they are this high level and the campaign uses gramarie, why say that they cannot do something?
« Last Edit: September 14, 2015, 05:57:03 PM by redking »

Offline redking

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Re: [EPIC] Gramarie - Epic Spells, Feat, and short story
« Reply #3 on: September 14, 2015, 06:27:14 PM »
More Epic Feats

Epic Extra Credit [EPIC]

Prerequisites
Able to prepare any theory of gramarie.

Benefit
You learn a gramaric principle that you qualify for. Characters without any previous gramaric training can learn 101 principles, and can prepare them just like an actual gramarist. You cannot use this feat to learn an additional theory.

Special
You can take this feat multiple times. Unlike the non-epic version of this feat there is no charisma modifier limit, and you are not restricted to learning a single bonus principle of the highest grade that you know.

Third Degree [EPIC]

Prerequisites
Second Degree from the 11th class level of Gramarist. Able to prepare any theory of gramarie.

Benefit
Having completed your secondary degree, you are now prepared to learn about Gramarie at the postdoctoral level. This feat allows you to choose a third field of study for specialization. Universalists do not get to do this, but instead they can choose a single field of off-limit principles, such as [Military Science] principles, which they can now learn like any other principle.

Special
This feat may only be taken once.

Discover Discovery [EPIC]

Prerequisites
Able to prepare any theory of gramarie.

Benefit
You may choose a single discovery you qualify for off of the list of discoveries for your specialization. If you are a universalist, you can learn discoveries, but cannot have 2 discoveries in a single discipline until the universalist has a single discovery in every discipline, and cannot have 3 discoveries in a single discipline until the universalist has a 2 discoveries in every discipline, and so on.

Special
You can gain this feat multiple times.

Offline redking

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Re: [EPIC] Gramarie - Epic Spells, Feat, and short story
« Reply #4 on: September 15, 2015, 12:08:34 AM »
I want to reiterate that it isn't the fact that any archmage can just use these spells to prepare gramarie. Let's take Archmage Khelben Arunsun from the forgotten realms. He is a Male human (Chosen of Mystra) Wiz20/Acm3/Epic4. As wizards go he is as powerful as they come. Below are his skills -

 Alchemy +26, Bluff +43 Concentration +32, Craft (painting) +11, Diplomacy +4, Gather Information +4, Intimidate +7, Knowledge (arcana) +30, Knowledge (the planes) +16, Knowledge (religion) +11, Knowledge (Waterdeep history) +11, Knowledge (Waterdeep local) +16, Perform (drama) +4, Ride (horse) +4, Scry +25, Search +10, Sense Motive +9, Spellcraft +34, Spot +7, Wilderness Lore +8; Artist (painter)

Even if Khelben were able to cast these epic gramarie spells without the mitigating circumstances, he would still not be able to succeed in the skill checks required to prepare the gramarie disciplines.

Offline redking

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Re: [EPIC] Gramarie - Epic Spells, Feat, and short story
« Reply #5 on: November 29, 2016, 06:32:14 AM »
Two new level 5 grafts for Biollurgy and Xenoalchemy.

Deepspawn replicator
Level: 5
Body Slot: Torso (Ex)
Monster Requirement: Deepspawn

You have now attached the birthing womb of a deepspawn, giving you the ability to spawn replicants of creatures that you have eaten, in accordance with the following changes. If you were less than huge size, your size now changes to huge.

Spawn (Ex): You can spawn only creatures identical to those that you have physically consumed. Each spawn possesses even the learned abilities (such as class level, skills, and spells known) of the original but retains only dim memories of its former life. Only Large or smaller corporeal, living creatures native to the Material Plane can be spawned. After spawning, a deepspawn must wait 4d6 days before doing so again. The spawned creatures are under your influence, and considered to have an attitude of "helpful" with a desire to serve you.

You need to have at least 9 HD for this ability to work.

Here are your hitdice and maximum allowable CR of spawn that you can create next to them.

9 HD -CR3
10HD -CR4
11HD -CR5
13HD -CR6
15HD -CR7
28HD -CR8

Below 9 hit dice the you are too weak to make copies, though you can certainly eat now and store the genetic information and brain patterns for spawning copies when it is able to do so. In game terms, you do not have the Ex ability to Spawn.
The number of spawn that you can produce in one spawning depends on the total CR of the creature(s). For example, if you are capable of producing 6 CR Ettins, then the you are also capable of producing 48 1/8 CR rats in a single spawning. Put another way, instead of producing 1 Ettin of 6 CR you could produce 6 humans of 1 CR.

Dread Doppelganger Metamorphosis Gland
Level: 5
Body Slot: Head [brain insertion] (Su)
Monster Requirement: Dread Doppelganger (See VRS Doppelgangers @ Fraternity of Shadows)

The metamorphosis gland of the dread doppelganger grants you the change shape and glamer abilities of a dread doppelganger.

Change Shape (Su): You can assume the shape of any Small or Medium humaniod. You can remain in the chosen form until you choose a new form or return to your original form.

Glamer (Su): You can alter the texture or appearance of objects on your person as a free action. You cannot change the object's basic material (cloth remains cloth, metal remains metal, etc), but you can turn threadbare rags into clothes of any fashion, or turn a bit of wire into a necklace or vice versa. Objects automatically return to their original form if separated from you by at least 5 feet.
« Last Edit: November 29, 2016, 06:34:22 AM by redking »