A *lot* of this depends on your equipment power and resting restrictions.
Casters can gain 15 more of their primary stat which is at least a modifier increase of 7 - which is quite a few extra spells. Let's say we have a sorc who started with 18 Cha and has 12 cha from gear.
At level 20, he has 35 Cha for a modifier of 12. This means he has the following spells:
1: 9
2: 9
3: 9
4: 9
5: 8
6: 8
7: 8
8: 8
9: 7
Total of 36 + 32 + 7 = 75 spells
At level 40, he has 50 Cha which is a modifier of 20 with...
1: 11
2: 11
3: 11
4: 11
5: 10
6: 10
7: 10
8: 10
9: 9
44 + 40 + 9 = 93 spells per day. So he gain 18 spells.
That said, saving throws increase faster than his DCs (epic levels alone give 10 saving throws and DC cannot increase by more than 10 (8 ability modifier bonus plus Epic Spell Focus) and that doesn't include better gear or spellcraft or feats).
All of this doesn't mean that mages (or casters in general) are weak yet - in a completely mundane setting, they'll still completely trounce a fighter. On the flip side, if everyone is running around with immunity to everything, 50 resistance to everything, improved evasion, and +20 longswords of doom, mages will be horrendously weak.
It really, really comes down to gear whether casters need love in the epic levels - because generally speaking, they're crazy overpowered at level 20 (though also gear dependent). One easier way to do this is to give lots of extra spell slots and/or make some of the higher level spells scale more.
Oh, and another benefit of level 40 is those round per level spells (like damage shields and haste) last a lot longer.
P.S. If you want a stronger Hellball (and other epic spells), drop me a line - I made some custom versions for a project that are far stronger (without being overpowered IMHO) and don't suffer from the stupidity of Hellball (hey look, I had up Energy Buffer and took 0 damage from Hellball).
Edit:
P.P.S. Epic Warding already absorbs 50 more HP per caster level. So a level 20 caster absorbs 1000 damage and a level 40 caster absorbs 2000 damage. It's extremely powerful by default. Could also modify it to increase both amount reduced per hit and total absorbed based on level (starting it off weaker because of those level 15 Pale Masters).
P.P.P.S. EMA is tricky - in many cases, mages have such low AC anyway that people don't bother pumping up their AC - leaving EMA for builds that are more spellswords (often PM builds or at least auto still spell ones). Simply increasing the dodge AC doesn't automatically make it actually useful.
Modifié par MagicalMaster, 05 septembre 2013 - 12:47 .