<div class="quoteheader"><div class="topslice_quote"><a href="https://elliquiy.com/forums/index.php?topic=126755.msg6427464#msg6427464">Quote from: PaleEnchantress on 13-06-2012, 00:46:42</a></div></div><blockquote class="bbc_standard_quote">That's what I was thinking. Most of the epic spells are unimpressive and most unique things can be easier put under our special abilities. Any that are practicle for gameplay at all. Ive created spells that dominate worlds from epic seeds.<br/></blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br/>The Epic spell system is just broken completely. If you replicate a near-exact copy of Meteor Swarm (4x 40ft. bursts dealing 6d6 fire damage each, Reflex half, standard action), it requires a DC65 Spellcraft check to learn and costs you 585,000GP, 23,400XP, and 12 days of research. For an 'Epic' spell that's weaker than a 9th-level spell at CL17. Or, you can abuse mitigating factors by doing things like chain-gated Solars to have a DC0 spell researched instantly at no cost that gives you infinite stats and Dominates every creature in the multiverse as a free action.