Epic Spells
WHAT ARE EPIC SPELLS?
Epic spells are spells developed from the ground up using a list
of magical ingredients called seeds. Despite their power, epic
spells still follow the basic rules for casting spells, except as
specifically noted otherwise. Epic casters can manipulate the
seeds of true magic, but knowing the seeds and how to manipulate
them does not instantly grant ultimate power. Each epic spell
must be laboriously developed before it can be used.
ACQUIRING EPIC SPELLS
A character with the Epic Spellcasting feat may start acquiring
epic spells immediately. Using epic spells is a two-step
procedure: development and spellcasting.
EPIC SPELL DEVELOPMENT
Before it can be cast, an epic spell must be developed. The
process of development can be a time-consuming and expensive
process. It is during development that a caster determines
whether a given epic spell lies within his or her abilities or
beyond them. The basis of that determination lies in an epic
spell’s Spellcraft DC.
The easiest way to develop an epic spell is to use one already
given. The description of each of these unique spells gives the
amount of gold, time, and experience points required to develop
the spell. If a character pays a spell’s development cost,
he or she develops (and thus knows) that spell.
For information on developing an epic spell completely from
scratch, see Developing Unique Epic Spells, below.
EPIC SPELLCASTING
Once an epic spell is developed, the caster knows the spell. A
developed epic spell becomes an indelible part of the caster and
may be prepared without a spellbook (if a wizard is the caster).
Characters who cast spells spontaneously, such as sorcerers, can
cast a developed epic spell by using any open epic spell slot.
Druids, clerics, and similar spellcasters can likewise prepare
epic spells using epic spell slots.
A spellcaster can prepare or cast any epic spell he or she
knows as many times per day as he or she has available epic spell
slots. A spellcaster who can cast epic spells has a number of
open epic spell slots per day equal to one-tenth his or her ranks
in the Knowledge skill appropriate to the spell and the
caster’s class. Knowledge (arcana) is appropriate for
arcane casters, and Knowledge (religion) or Knowledge (nature) is
appropriate for divine casters. The rules for rest between
casting a day’s allotment of epic spells are the same as
for rest required to prepare standard spells. If the caster
doesn’t use up a day’s allotment of epic spell slots,
the unused slots remain available whether or not the spellcaster
receives appropriate rest.
Even if the epic spell has been developed and an epic spell
slot is available, successfully casting an epic spell isn’t
assured. The caster’s Spellcraft skill modifier is vital
for casting an epic spell. To cast an epic spell, a spellcaster
makes a Spellcraft check against the epic spell’s
Spellcraft DC. If the check succeeds, the spell is cast. If the
caster fails the check, the epic spell fizzles and the epic spell
slot is used for the day.
Because epic spells require Spellcraft checks, a spell is
beyond the caster’s ability if the final Spellcraft DC is
greater than 20 + the spellcaster’s Spellcraft modifier.
Epic spells with DCs higher than 10 + the spellcaster’s
Spellcraft modifier are risky; a caster can take 10 when casting
an epic spell, but he or she can’t take 20. When routinely
casting epic spells, most spellcasters take 10 on their
Spellcraft checks.
Epic Spell Levels:
Epic spells have no fixed level. However, for purposes of
Concentration checks, spell resistance, and other possible
situations where spell level is important, epic spells are all
treated as if they were 10th-level spells.
Metamagic, Items, and Epic
Spells: Metamagic feats and other epic feats that
manipulate normal spells cannot be used with epic spells.
A character can’t craft a magic item that casts an epic
spell, regardless of whether the item is activated with spell
completion, a spell trigger, a command word, or simple use. Only
major artifacts, which are beyond the means of even epic
characters to create, can possibly contain magic of this
power.
The saving throw against a character’s epic spell has a
DC of 20 + the character’s relevant ability score modifier.
It’s possible to develop epic spells that have even higher
DCs, however, by applying the appropriate factor.
EPIC SPELL TERMS
Epic Spell:
Spells that are different from common spells. Epic spells are
usually custom-made. Epic spells do not take up normal spell
slots, but instead are gained and used under a completely
separate progression.
Epic Spell Slots: A
character must have an available epic spell slot to prepare or
cast an epic spell, just as he or she needs a normal spell slot
for a nonepic spell. A character doesn’t gain epic spell
slots by virtue of his or her level and class, however. A
character gets one epic spell slot for every 10 ranks he or she
has in the relevant Knowledge skill.
Factor: When creating
an epic spell, a character can modify the basic use of a seed.
Each modification is called a factor, and most factors increase
the difficulty of casting the spell.
Mitigating Factor: The
opposite of a normal factor, a mitigating factor modifies the
spell but makes it easier to cast.
Seed: Every custom
epic spell created by spellcasters begins with a base effect
called a seed. Seeds are the fundamental building blocks of epic
spells.
Spellcraft DC: For
epic spells, the Spellcraft DC is a measure of how difficult the
spell is for a spellcaster to cast. It also measures how powerful
an epic spell is.
EPIC SPELL FORMULAS AND CALCULATIONS
The following formulas are important to epic spellcasters.
Epic Spells Per Day:
Knowledge (arcana), Knowledge (religion), or Knowledge (nature)
ranks ÷ 10 (round down).
To Cast an Epic Spell:
Spellcraft check (DC = epic spell’s Spellcraft DC).
Level of an Epic
Spell: Epic spells are considered 10th level for the
purpose of Concentration checks, spell resistance, and other
determinations.
Saving Throw for an Epic
Spell: DC = 20 + key ability modifier.
DISPELLING,EPIC SPELLS,AND ANTIMAGIC FIELD
A lucky nonepic spellcaster casting greater dispel magic might be
able to dispel an epic spell. The game mechanics do not change,
and epic spells do not occupy any privileged position allowing
them to resist being dispelled other than their presumably high
caster level. Likewise, epic spells using the dispel seed can
dispel nonepic spells. Such epic spells use the same game
mechanic: The check to dispel is 1d20 + a specified number
(usually dispeller’s level), and the DC is 11 + the
spellcaster’s level.
Antimagic field does not automatically suppress epic spells as
it does standard spells. Instead, each time an epic spell is
subject to an antimagic field, make a dispel check as a
20th-level caster (1d20 + 20). The epic spell has a DC of 11 +
the epic spell’s spellcaster level. If the suppression
check is successful, the epic spell is suppressed like any other
spell. If the dispel check is unsuccessful, the epic spell
functions normally.
EPIC SPELL DESCRIPTIONS
Each epic spell description follows the same format used for 0-
to 9th-level spells. There are two additional entries for epic
spells: Spellcraft DC and To Develop.
Spellcraft DC: This is
the DC of the Spellcraft check required to cast the epic spell.
When casting an epic spell, you gain a +5 bonus on your
Spellcraft check if the base seed of the epic spell is from your
arcane school specialty or primary psionic discipline. You take a
–15 penalty if the epic spell seed is from your prohibited
arcane school.
To Develop: The first
part of this entry shows the resources in gold, time, and
experience points a character must expend to develop the spell
shown. If the character expends the resources, he or she develops
the spell if he or she has access to all the seeds. Spells
containing the life or heal seed are typically only available to
those with 24 or more ranks in Knowledge (religion) or Knowledge
(nature). The rest of the development entry details the seeds and
factors used to create the epic spell. This information is
provided as an example for characters when they attempt to create
and develop their own unique epic spells.
Animus
Blast
Evocation [Cold]
Spellcraft DC: 50
Components: V, S
Casting Time: 1 standard
action
Range: 300 ft.
Area: 20-ft.-radius
hemisphere burst
Duration:
Instantaneous
Saving Throw: Reflex
half
Spell Resistance:
Yes
To Develop: 450,000 gp; 9
days; 18,000 XP. Seeds: energy (DC 19), animate dead (DC 23).
Factors: set undead type to skeleton (-12 DC), 1-action casting
time (+20 DC).
When this spell is cast, enemies within range are dealt 10d6
points of cold damage. However, up to twenty of those victims
that perish as a result of this blast are then instantly animated
as Medium skeletons. These skeletons serve the character
indefinitely. The character cannot exceed the normal limit for
controlling undead through use of this spell, but other means
that allow the character to exceed the normal limit for
controlled undead work just as well with undead created with
animus blast.
Animus Blizzard
Evocation [Cold]
Spellcraft DC: 78
Components: V, S
Casting Time: 1
minute
Range: 300 ft.
Area: 20-ft.-radius
hemisphere burst
Duration:
Instantaneous
Saving Throw: Reflex
half
Spell Resistance:
Yes
To Develop: 702,000 gp;
15 days; 28,080 XP. Seeds: energy (DC 19), animate dead (DC 23).
Factors: increase damage to 30d6 (+40 DC), set undead type to
wight (-4 DC).
When this spell is cast, enemies within range are dealt 30d6
points of cold damage. However, up to five victims that perish as
a result of this blast are then instantly animated as wights.
These five wights serve the character indefini tely. The
character cannot exceed the normal limit for controlling undead
through use of this spell, but other means that allow the
character to exceed the normal limit for controlled undead work
just as well with undead created with animus blizzard.
Contingent Resurrection
Conjuration
(Healing)
Spellcraft DC: 52
Components: V, S , D
F
Casting Time: 1
minute
Range: Touch
Target: You or creature
touched
Duration: Contingent
until expended, then instantaneous
Saving Throw: None (see
text)
Spell Resistance: Yes
(harmless)
To Develop: 468,000 gp;
10 days; 18,720 XP. Seed: life (DC 27). Factor: activates when
subject is slain (+25 DC).
Contingent resurrection returns the subject to life if he or
she is slain. Once cast, the spell remains quiescent and does not
activate until the trigger conditions have been met (but each day
it remains untriggered, it uses up an epic spell slot, even if
the character cast it on another creature). Once triggered, the
spell is expended. If the subject is killed (the trigger), he or
she is restored to life and complete health 1 minute later, so
long as even a tiny bit of dust remains for contingent
resurrection to act upon. A shaft of light shines down from the
heavens, illuminating the subject and everything within 20 feet.
The creature is restored to full hit points, vigor, and health,
with no loss of prepared spells. However, the subject loses one
level (or 1 point of Constitution if the subject was 1st level).
Contingent resurrection does not work on a creature that has died
of old age.
Create Living Vault (Ritual)
Conjuration
(Creation)
Spellcraft DC: 58
Components: V, S,
XP
Casting Time: 100 days,
11 minutes
Range: 0 ft.
Effect: One living vault,
50 ft. by 50 ft. by 10 ft.
Duration:
Instantaneous
Saving Throw: None
Spell Resistance:
None
To Develop: 540,000 gp;
11 days; 21,600 XP. Seeds: animate (DC 25) large chunk of stone,
fortify (DC 27). Factors: allow vault to “grow” to
proper size in 4d4 days (ad hoc +20 DC), increase HD of object by
92 (+184 DC), grant magical immunity (ad hoc +105 DC), increase
damage reduction to 30 (+29 DC) and to /+7 (+18 DC), make
permanent (x5 DC). Mitigating factors: increase casting time by
10 minutes (–20 DC), increase casting time by 100 days
(– 200 DC), 16d6 backlash (–16 DC), seven additional
casters contributing one epic spell slot (–133 DC), four
additional casters contributing one 2nd-level spell slot (–
12 DC), one additional caster contributing one 1st-level spell
slot (–1 DC), burn 20,000 XP per epic caster (– 1,600
DC).
The character creates a construct known as a living vault to
protect and hide his or her treasures. Upon completion, the vault
initially measures only 5 feet on a side, but it gradually
increases to its proper size over the following 4d4 days. The
vault is attuned to the character, allowing him or her alone
entrance and egress in a manner similar to a dimension door
spell. When the character desires the vault to hide itself, he or
she gives it a simple command. To summon the vault, the character
may cast a sending spell or arrange some other manner to contact
it.
XP Cost: 20,000
XP.
Crown of
Vermin
Conjuration
(Summoning)
Spellcraft DC: 56
Components: V, S
Casting Time: 1
minute
Range: Personal
Effect: Aura of one
thousand insects that surrounds you in a 10-ft.-radius
spread
Duration: 20 rounds
(D)
Saving Throw: None (see
text)
Spell Resistance:
No
To Develop: 504,000 gp;
11 days; 20,160 XP. Seeds: summon (DC 14), fortify (DC 17).
Factors: summon vermin mass instead of one creature (ad hoc +8
DC), grant damage reduction 1/epic (+15 DC), allow mass to move
at your speed (ad hoc +2 DC), perfect control of vermin (ad hoc
+2 DC). Mitigating factor: change range to personal (-2
DC).
After casting crown of vermin, one thousand venomous, biting
and stinging spiders, scorpions, beetles, and centipedes erupt
from the very air around the character. This swarm forms a living
aura around the character to a radius of 10 feet. The character
is immune to his or her own crown of vermin. The swarm goes where
the character goes at his or her speed, even if the character
takes to the air or water (though water drowns the vermin after 1
full round of immersion, unless the spell is cast underwater, in
which case aquatic or marine vermin answer the call and cannot
leave the water). Each vermin in the crown of vermin bites a
creature who enters the area occupied by the effect (or the
character forces the effect into an area occupied by another
creature) for 1 point of damage, and then dies. Each victim takes
enough points of damage to kill it, destroying that number of
vermin in the process. Victims get a Reflex saving throw each
round to avoid the full press, and if successful, take only 10d10
bites (and 10d10 points of damage). A total of 1,000 points of
damage can be dealt to those who fall prey to the crown of
vermin. The vermin have damage reduction 1/epic, so the
vermin’s natural weapons are treated as epic for the
purpose of overcoming damage reduction. If there aren’t
enough vermin to kill all the creatures in the spell’s
effect, the creature with the fewest hit points is affected
first, then the creature with the second fewest hit points, and
so on. After all creatures that can be killed have been killed,
any remaining damage is distributed among the survivors
equally.
The character has utter control over the vermin in his or her
aura, and can force them into areas that would normally deter
common vermin. The character can completely suppress his or her
vermin aura as a free action so that no vermin are visible at
all. The time that vermin are suppressed does not count toward
the spell’s duration. Alternatively, the character can
roughly shape and move the vermin in any fashion he or she
desires within the limits of the 10-foot-radius spread as a
move-equivalent action. The vermin cannot be wrested from the
character’s control through any means. The vermin make all
saving throws to avoid damaging effects using the
character’s base saving throw bonuses. They gain the
character’s spell resistance, if any, and they get saving
throws against spells that would otherwise automatically slay
vermin. A character can see through his or her crown of vermin
without difficulty, but gains one-half concealment against enemy
attacks launched both outside and within the character’s
crown of vermin.
Damnation
Enchantment (Compulsion)
[Teleportation] [Mind-Affecting]
Spellcraft DC: 97
Components: V, S,
XP
Casting Time: 1 standard
action
Target: Creature
touched
Duration: Instantaneous
(20 hours for compulsion)
Saving Throw: Will
negates (see text)
Spell Resistance:
Yes
To Develop: 873,000 gp;
18 days; 34,920 XP. Seeds: foresee (to preview likely hellscape)
(DC 17), transport (DC 27), compel (to keep target in hell) (DC
19). Factors: interplanar travel (+4 DC), unwilling target (+4
DC), 1-action casting time (+20 DC), +15 to DC of subject’s
save (+30 DC). Mitigating factor: burn 2,400 XP (-24 DC).
The character sends his or her foe to hell. If the character
succeeds at a melee touch attack, the target must succeed at a
Will saving throw (DC = the standard epic spell DC + 15). If he
or she fails this saving throw, he or she is sent straight to a
layer of a lawful evil plane (or a chaotic evil plane, at the
character’s option) swarming with fiends. The subject will
not willingly leave the plane for 20 hours, believing that his or
her predicament is a just reward for an ill-spent life. Even
after the compulsion fades, he or she must devise his or her own
escape from the plane. Unless the GM devises a specific location
and scenario in the Nine Hells, the subject encounters a group of
1d4 pit fiends (or balors, if in a chaotic evil plane) every hour
he or she spends in hell.
XP Cost: 2,000
XP.
Demise
Unseen
Necromancy (Death, Evil),
Illusion (Figment)
Spellcraft DC: 80
Components: V, S
Casting Time: 1 standard
action
Range: 300 ft.
Target: One creature of
up to 80 HD
Duration:
Instantaneous
Saving Throw: Fort
negates
Spell Resistance:
Yes
To Develop: 738,000 gp;
15 days; 29,520 XP. Seeds: slay (DC 25), animate dead (DC 23),
delude (DC 14). Factors: change undead type to ghoul (-10 DC),
apply to all five senses (+8 DC), 1-action casting time (+20
DC).
The character instantly slays a single target and at the same
moment animate the body so that it appears that nothing has
happened to the creature. The target’s companions (if any)
do not immediately realize what has transpired. The target
receives a Fortitude saving throw to survive the attack. If the
save fails, the target remains in its exact position with no
apparent ill effects. In reality, it is now a ghoul under the
character’s control. The target’s companions notice
nothing unusual about the state of the target until they interact
with it, at which time each companion receives a Will saving
throw to notice discrepancies. The ghoul serves the character
indefinitely. The character cannot exceed the normal limit for
controlling undead through use of this spell, but other means
that allow the character to exceed the normal limit for
controlled undead work just as well with undead created with
demise unseen.
Dire Winter
Evocation [Cold]
Spellcraft DC: 319
Components: V, S , X
P
Casting Time: 1
minute
Range: 1,000 ft.
Area: 1,000-ft.-radius
emanation
Duration: 20 hours
Saving Throw: None
Spell Resistance:
None
To Develop: 2,871,000 gp;
58 days; 114,840 XP. Seed: energy (emanate 2d6 cold in 10-ft.
radius) (DC 19). Factor: 100 times increase in base area (+400
DC). Mitigating factor: burn 10,000 XP (-100 DC).
The creature or object targeted emanates bitter cold to a
radius of 1,000 feet for 20 hours. The emanated cold deals 2d6
points of damage per round against unprotected creatures (the
target is susceptible if not magically protected or otherwise
resistant to the energy). The intense cold freezes water out of
the air, causing constant snowfall and wind. The snow and wind
produce a blizzard effect within the Area.
XP Cost: 10,000
XP.
Dragon Knight
(Ritual)
Conjuration (Summoning)
[Fire]
Spellcraft DC: 38
Components: V, S,
Ritual
Casting Time: 1 standard
action
Range: 75 ft.
Effect: One summoned
adult red dragon
Duration: 20 rounds
(D)
Saving Throw: None (see
text)
Spell Resistance:
No
To Develop: 342,000 gp; 7
days; 13,680 XP. Seed: summon (DC 14). Factors: summon creature
other than outsider (+10 DC), summon CR 14 creature (+24 DC),
1-action casting time (+20 DC). Mitigating factor: two additional
casters contributing 8th-level spell slots (-30 DC).
This spell summons an adult red dragon. It appears where the
character designates and acts immediately. It attacks the
character’s opponents to the best of its abilities (on the
first round, it prefers to breathe fire on an enemy, if
possible). The character can direct the dragon not to attack, to
attack particular enemies, or to perform other actions. This is a
ritual spell requiring two other spellcasters, each of which must
contribute an unused 8th-level spell slot to the casting.
Dragon Strike
(Ritual)
Conjuration (Summoning)
[Fire]
Spellcraft DC: 50
Components: V, S, Ritual,
XP
Casting Time: 1 standard
action
Range: 75 ft.
Effect: Ten summoned
adult red dragons
Duration: 20 rounds
(D)
Saving Throw: None (see
text)
Spell Resistance:
No
To Develop: 450,000 gp; 9
days; 18,000 XP. Seed: summon (DC 14). Factors: summon creature
other than outsider (+10 DC), summon CR 14 creature (+24 DC),
summon ten creatures (x10 DC), 1-action casting time (+20 DC).
Mitigating factors: eleven additional casters contributing
9th-level spell slots (-187 DC), burn 2,000 XP per caster (-240
DC), 3d6 backlash (-3 DC).
This spell summons ten adult red dragons. They appear where
the character designates and act immediately. They attack the
character’s opponents to the best of their abilities (on
the first round, they all prefer to simultaneously breathe fire
on an enemy, if possible). The character can direct the dragons
not to attack, to attack particular enemies, or to perform other
actions.
XP Cost: 2,000 XP
(per caster).
Dreamscape
Conjuration
[Teleportation]
Spellcraft DC: 29
Components: V, S
Casting Time: 1
minute
Range: Touch
Target: You and other
touched willing creatures weighing up to 1,000 lb.
Duration: Instantaneous
(D)
Saving Throw: Yes
(harmless) (see text) S
pell Resistance: Yes
(harmless)
To Develop: 261,000 gp; 6
days; 10,400 XP. Seed: transport (DC 27). Factor: transport to
region of dreams (+2 DC).
The character and any creatures he or she touches are drawn
into the region of dreams. The character can take more than one
creature along (subject to the character’s weight limit),
but all must be touching each other. The character physically
enters the land of dreams, leaving nothing behind. For every
minute the character moves through the dream landscape, he or she
can “wake” to find him or her self five miles
displaced in the waking world. The character does not know
precisely where he or she will come out in the waking world, nor
the conditions of the waking world through which the character
travels. The character knows approximately where he or she will
end up based on time spent traveling in dream. Dreamscape can
also be used to travel to other planes that contain creatures
that dream, but doing this requires crossing into the dreams of
outsiders, where the character is subject to the dangers of alien
dream realities. This is a potentially perilous proposition.
Transferring to another plane of existence requires 1d4 hours of
uninterrupted journey. Any creatures touched by the character
when dreamscape is cast also make the transition to the borders
of unconscious thought. They may opt to follow the character,
wander off into the dreams of others, or stumble back into the
waking world (50% chance for either of the latter results if they
are lost or abandoned by the character). Creatures unwilling to
accompany the character into the region of dreams receive a Will
save, negating the effect if successful.
Eclipse
Conjuration (Creation)
[Transportation]
Spellcraft DC: 42
Components: V, S , X
P
Casting Time: 10
minutes
Range: 200 miles
Area: 5-mile radius,
centered on you
Duration: Up to 8 hours
(D)
Saving Throw: None
Spell Resistance:
No
To Develop: 378,000 gp; 8
days; 15,1200 XP. Seeds: conjure (DC 21), transport (to move disk
into position 100 miles up) (DC 27). Factors: increase mass by
1,000% (+40 DC), spread mass into paper-thin disk (ad hoc +2 DC),
keep disk in place for 8 hours (ad hoc +10 DC). Mitigating
factors: increase casting time by 9 minutes (-18 DC), burn 4,000
XP (-40 DC).
With this spell, the character can create a limited eclipse,
as though a heavenly body moves between the sun and the earth.
The landscape within a five-mile radius of the character’s
location experiences the dimming of the sun as a disk the
character creates passes in front of it, culminating in a
complete blackout and accompanying coronal ring. The eclipse
follows the character across the landscape for up to 8 hours, or
until the sun goes down, or until the character dismisses the
eclipse. The character does not need to concentrate on the
eclipse while it lasts.
XP Cost: 4,000
XP.
Eidolon
Conjuration (Creation)
[Transportation]
Spellcraft DC: 79
Components: V, S ,
XP
Casting Time: 1
minute
Range: 5 ft.
Effect: One duplicate of
caster
Duration: 8 hours
Saving Throw: None
Spell Resistance:
No
To Develop: 711,000 gp;
15 days; 28,440 XP. Seed: conjure (to make base substance) (DC
21), transform (DC 21), transport (to move part of caster’s
soul into duplicate) (DC 27). Factors: nonliving substance to
humanoid (+10 DC), transform into specific individual (+25 DC).
Mitigating factor: burn 2,500 XP (-25 DC).
Upon casting eidolon, the character creates a duplicate
version of him or her self as the character was when he or she
was a 21st-level character, and the character gains one negative
level while the duplicate persists. For each additional negative
level the character bestow upon him or her self at the time of
casting, the eidolon has one additional character level. No
matter how many negative levels the character bestows on him or
her self, the eidolon can never have more character levels than
the character has (taking the negative levels into account).
Treat the duplicate as the character with a number of negative
levels conferred that would lower him or her to the character
level of the eidolon. The eidolon is considered fresh and rested
when created. It may cast any spell the character has access to,
including an epic spell. Use the eidolon’s Spellcraft
modifier as the basis for the number of epic spells it can cast
in a day, and its effective character level as a basis for its
skills, feats, and other abilities. The eidolon is effectively
lower level than the character and probably can’t cast all
the spells he or she knows. A powerful enough eidolon might
conceivably cast the eidolon spell itself. The eidolon appears in
whatever mundane clothing the character desires when initially
conjured, but it has no other possessions. It shares part of the
character’s soul, so it is the character for all intents
and purposes. The character and his or her eidolon communicate
with each other normally. Usually, the eidolon does not begrudge
its brief existence, because it is still part of the character.
If the eidolon is killed prior to the expiration of the
spell’s duration, the character immediately regains the
lost levels. Normally, the eidolon does not last long enough to
threaten the character with permanent level drain.
XP Cost: 2,500
XP.
Enslave (Ritual)
Enchantment (Compulsion)
[Mind-Affecting]
Spellcraft DC: 80
Components: V, S,
XP
Casting Time: 1 standard
action
Range: 75 ft.
Target: One living
creature
Duration: Permanent
Saving Throw: Will
negates
Spell Resistance:
Yes
To Develop: 720,000 gp;
15 days; 28,800 XP. Seed: compel (DC 19). Factors: stricter
compulsion of any creature (ad hoc +11 DC), 1-action casting time
(+20 DC), permanent (x5 DC). Mitigating factors: 2d6 backlash (-2
DC), four additional casters contributing one 9th-level spell
slot (-68 DC), burn 2,000 XP per caster (-100 DC).
The character makes a permanent thrall of any living creature.
The character establishes a telepathic link with the
subject’s mind. If the creature has a language, the
character can generally force the subject to perform as he or she
desires, within the limits of its abilities. If the creature has
no language, the character can communicate only basic commands.
The character knows what the subject is experiencing, but does
not receive direct sensory input from it. A subject forced to
take an action against its nature receives a saving throw with a
penalty of -10 to resist taking that particular action, but if it
succeeds, it still remains the character’s thrall despite
its minor mutiny. Once a subject makes a successful saving throw
to resist a specific order, it makes all future saving throws to
resist taking that specific action without a penalty. Protection
from evil or a similar spell can prevent the character from
exercising control or using the telepathic link while the subject
is so protected, but it does not prevent the establishment of
enslave or dispel it.
XP Cost: 2,000
XP.
Epic
Counterspell
Abjuration
Spellcraft DC: 69
Components: V, S
Casting Time: 1 standard
action
Range: 300 ft.
Target: One creature or
object
Duration:
Instantaneous
Saving Throw: None
Spell Resistance:
No
To Develop: 621,000 gp;
13 days; 24,840 XP. Seed: dispel (DC 19). Factors: +30 to dispel
check (+30 DC), 1-action casting time (+20 DC).
To use epic counterspell, select an opponent as the target.
The character does this by readying an action, electing to wait
to complete his or her action until the opponent tries to cast a
spell (the character may still move his or her speed, because
readying a counterspell is a standard action). If the target
tries to cast a spell, make a dispel check: Roll d20+40 against a
DC of 11 + the foe’s caster level. If the check is
successful, the character’s spell negates the foe’s
spell.
Epic Mage
Armor
Conjuration (Creation)
[Force]
Spellcraft DC: 46
Components: V, S
Casting Time: 1
minute
Range: Touch
Target: Creature
touched
Duration: 24 hours
(D)
Saving Throw: Will
negates (harmless)
Spell Resistance: Yes
(harmless)
To Develop: 414,000 gp; 9
days; 16,560 XP. Seed: armor (DC 14). Factor: +16 additional
armor bonus (+32 DC).
An invisible but tangible field of force surrounds the subject
of epic mage armor, providing a +20 armor bonus to Armor Class.
Unlike mundane armor, epic mage armor entails no armor check
penalty, arcane spell failure chance, or speed reduction. Because
epic mage armor is made of force, incorporeal creatures
can’t bypass it the way they do normal armor.
Epic
Repulsion
Abjuration
Spellcraft DC: 52
Components: V, S
Casting Time: 10
minutes
Range: Touch
Target: Object or
creature touched
Duration: Permanent
Saving Throw: None
Spell Resistance:
Yes
To Develop: 468,000 gp;
10 days; 18,720 XP. Seed: ward (DC 14). Factor: permanent
5 DC). Mitigating factor: increase casting time by 9
minutes (-18 DC).
The character can create a permanent ward against a specific
creature type. Any creature of the specified type cannot attack
or touch the warded creature or object. The protection ends if
the warded creature makes an attack against or intentionally
moves to within 5 feet of a specified creature. Spell resistance
can allow a creature to overcome this protection and touch the
warded creature.
Epic Spell Reflection
Abjuration
Spellcraft DC: 68
Components: V, S , X
P
Casting Time: 41 days, 11
minutes
Range: Touch
Target: Object or
creature touched
Duration: Permanent
Saving Throw: None
Spell Resistance:
Yes
To Develop: 630,000 gp;
13 days; 25,200 XP. Seed: reflect (DC 27). Factors: reflect up to
9th-level spells (+160 DC), change range to touch (+2 DC),
permanent (x5 DC). Mitigating factors: increase casting time by
10 minutes (-20 DC), increase casting time by 41 days (-82 DC),
20d6 backlash (-20 DC), six additional casters contributing one
8th-level spell slot (-90 DC), burn 9,500 XP per caster (-665
DC).
The character can create a permanent ward against all spells
of 1st through 9th level that target the subject. These spells
are reflected back on the caster. Spells that affect an Area are
not affected by this spell.
XP Cost: 7,500
XP.
Eternal
Freedom
Abjuration
Spellcraft DC: 150
Components: V, S, Ritual,
XP
Casting Time: 1
minute
Range: Touch
Target: Touched creature
or object of 2,000 lb. or less
Duration: Permanent
Saving Throw: Will
negates
Spell Resistance:
Yes
To Develop: 1,350,000 gp;
27 days; 54,000 XP. Seed: ward (DC 14). Factors: specific
protections entangle (+0 DC), hold monster (+8 DC), hold person
(+4 DC), imprisonment (+16 DC), paralysis (ad hoc +6 DC),
petrification (ad hoc +6 DC), sleep (+0 DC), slow (+4 DC),
stunning (ad hoc +6 DC), temporal stasis (+16 DC), and web (+4
DC); permanent 5 DC). Mitigating factors: ten additional
casters contributing 9th-level spell slots (-170 DC), burn 10,000
XP (-100 DC).
The subject becomes permanently immune to the following
specific spells, effects, and spell-like abilities: entangle,
hold, imprisonment, paralysis, petrification, sleep, slow,
stunning, temporal stasis, and web. This is a ritual spell
requiring ten other spellcasters, each of whom must contribute an
unused 9th-level spell slot to the casting.
XP Cost: 10,000
XP.
Greater Spell Resistance
Transmutation
Spellcraft DC: 45
Components: V, S,
Ritual
Casting Time: 1
minute
Range: Touch
Target: Creature
touched
Duration: 20 hours
Saving Throw: Will
negates (harmless)
Spell Resistance: Yes
(harmless)
To Develop: 405,000 gp; 9
days; 16,200 XP. Seed: fortify (DC 27). Factor: +10 additional SR
(+40 DC). Mitigating factor: two additional casters contributing
6th-level spell slots (-22 DC).
The character grants the subject touched spell resistance 35
until the duration expires. The spell resistance granted does not
stack, but overlaps with, any previous spell resistance. This is
a ritual spell, requiring two other spellcasters, each of whom
must contribute an unused 6th-level spell slot to the
casting.
Greater
Ruin
Transmutation
Spellcraft DC: 59
Components: V, S , X
P
Casting Time: 1 standard
action
Range: 12,000 ft.
Target: One creature, or
up to a 10-foot cube of nonliving matter
Duration:
Instantaneous
Saving Throw: Fortitude
half
Spell Resistance:
Yes
To Develop: 531,000 gp;
11 days; 21,240 XP. Seed: destroy (DC 29). Factors: increase
damage to 35d6 (+30 DC), 1- action casting time (+20
DC).Mitigating factor: burn 2,000 XP (-20 DC).
The character deals 35d6 points of damage to a single target
within range and line of sight. If the target is reduced to -10
hit points or less (or a construct, object, or undead is reduced
to 0 hit points), it is utterly destroyed as if disintegrated.
Only a trace of fine dust remains. XP Cost: 2,000 XP.
Hellball
Evocation [Acid, Fire,
Electricity, Sonic]
Spellcraft DC: 90
Components: V, S , X
P
Casting Time: 1 standard
action
Range: 300 ft.
Area: 40-ft.-radius
spread
Duration:
Instantaneous
Saving Throw: Reflex
half
Spell Resistance:
Yes
To Develop: 810,000 gp;
17 days; 32,400 XP. Seed: energy (deals 10d6 each of acid, fire,
electricity, sonic) (DC 76). Factors: double base area (+6 DC),
1-action casting time (+20 DC). Mitigating factors: 10d6 backlash
(-10 DC), burn 200 XP (-2 DC).
A hellball deals 10d6 points of acid damage, 10d6 points of
fire damage, 10d6 points of electricity damage, and 10d6 points
of sonic damage to all creatures within the area. Unattended
objects also take this damage. The character takes 10d6 points of
damage upon casting (in addition to burning 400 XP). The
character points his or her finger and determine the range
(distance and height) at which the hellball is to detonate. A
sun-bright, fist-sized globe of energy streaks forth and, unless
it impacts a material body or solid barrier prior to attaining
the indicated range, expands into its full area.
XP Cost: 200 XP.
Kinetic
Control
Abjuration
Spellcraft DC: 100
Components: V, S
Casting Time: 1
minute
Range: Personal;
touch
Target: You; creature or
object touched
Duration: 12 hours or
until discharged
To Develop: 927,000 gp;
19 days; 37,080 XP. Seeds: ward (5 points against bludgeoning and
piercing) (DC 14), reflect (DC 27). Factors: also against
slashing (+4 DC), additional 15 points of protection (+30 DC),
contingent reflection of damage on creature touched (+25
DC).
Once a character has cast this spell, he or she can absorb,
store, and redirect the energy contained in any physical (melee
or ranged) attack. The character absorbs 20 points of each
separate slashing, bludgeoning, and piercing attack made against
him or her, saving it for later. A character can absorb up to 150
points of damage in this fashion; however, if the stored damage
is not discharged prior to reaching the 150-point limit, the
spell automatically discharges, dealing the 150 points of damage
to the character. The character keeps track of the number of
points of damage he or she has absorbed (the character
doesn’t have to keep track of the type of damage). At any
time during the spell’s duration, the character can make a
touch attack against another creature or object. If successful,
the character deals the target some or all (character’s
choice) of the points of damage he or she has stored. The damage
delivered is considered bludgeoning damage. A character can
absorb and discharge damage any number of times during the
spell’s duration, so long as the character doesn’t
absorb more than 150 points at a time. When the spell expires,
any stored damage the character has not redirected is discharged
into the character.
Let Go of
Me
Transmutation
Spellcraft DC: 43
Components: None
Casting Time: 1 free
action
Range: Touch (see
text)
Target: One creature or
force grappling you
Duration:
Instantaneous
Saving Throw: Fortitude
half
Spell Resistance:
Yes
To Develop: 387,000 gp; 8
days; 15,480 XP. Seed: destroy (DC 29). Factors: quickened (+28
DC), no verbal or somatic components (+4 DC). Mitigating factors:
limited circumstance (ad hoc -8 DC), 10d6 backlash (-10
DC).
The character deals 20d6 points of damage to any creature
grappling him or her. The damage dealt is of no particular type
or energy-it is a purely destructive impulse. If grappled by a
magical force the force is automatically destroyed.
Living
Lightning
Evocation
[Electricity]
Spellcraft DC: 140
Components: None
Casting Time: 1 standard
action
Range: 300 ft. or 150
ft.
Area: A bolt 5 ft. wide
by 300 ft. long, or 10 ft. wide by 150 ft. long
Duration:
Instantaneous
Saving Throw: Reflex
half
Spell Resistance:
Yes
To Develop: 1,260,000 gp;
26 days; 50,400 XP. Seeds: life (DC 27), energy (DC 19). Factors:
1-action casting time (+20 DC), no verbal or somatic components
(+4 DC), giving life to a spell (ad hoc x2 DC).
The character develops a spell that he or she can cast;
thereafter, the spell can effectively “cast itself.”
When the character casts the spell, a stroke of energy deals 10d6
points of electricity damage to each creature within the
spell’s area. Living lightning follows all the standard
rules for epic spell casting when the character casts it. Living
lightning is sentient and generally friendly toward the
character. It has the character’s mental ability scores,
but it has no physical ability scores. It senses the world
through the character’s senses and communicates with him or
her by thought. As a self-triggering spell, it isn’t truly
alive but is a fragment of the character’s personality. It
cares little for the world around it, but at the
character’s urging (and sometimes at its own discretion) it
casts itself at his or her foes. Casters who prepare spells
before casting must prepare living lightning normally in order
for it to cast itself. When the spell casts itself, it acts on
the character’s initiative but does not count against his
or her own actions in the round. The character cannot
simultaneously cast living lightning while it is casting its own
effect, even if it has been prepared more than once. Living
lightning uses up one of the character’s epic spell slots
for the day whenever it casts itself. When the character has used
up all his or her epic spell slots for the day (or has cast all
his or her prepared living lightning spells, if a caster who must
prepare spells), living lightning becomes quiescent. It remains
so until the character has rested to regain his or her epic spell
slots for the next day.
Lord
of Nightmares
Conjuration
(Summoning)
Spellcraft DC: 50
Components: V, S,
XP
Casting Time: 1 standard
action
Range: 75 ft.
Effect: One summoned
creature
Duration: 20 rounds
Saving Throw: None
Spell Resistance:
No
To Develop: 450,000 gp; 9
days; 18,000 XP. Seed: summon (DC 14). Factors: summon CR 31
creature (+58 DC), allow creature to possess body and act at its
own discretion (ad hoc -20 DC), 1-action casting time (+20 DC).
Mitigating factors: 12d6 backlash (-12 DC), burn 1,000 XP (-10
DC).
The character is possessed by a dream larva. For 20 rounds,
the dream larva’s body physically replaces the
character’s, though the dream larva has the
character’s equipment. The dream larva is free to call on
all its own powers and abilities, or use the character’s
equipment. The character’s consciousness and physical form
are suppressed for the duration of the possession. The character
has no way to dismiss the spell, communicate, or otherwise
maintain awareness once possession has commenced. The dream
larva, temporarily freed from its imprisonment in some distant
nightmare, will attempt to slay and incapacitate any creature it
can see or find, whether it is a friend or foe of the caster.
Casting lord of nightmares entails some risk for the caster,
since it’s unknown what a dream larva might do over the
course of 20 rounds. The larva will dispatch all enemies it can
find before turning to its own concerns. Sometimes a dream larva
will attempt to place itself in a dangerous or precarious
situation prior to the end of the spell, leaving the caster to
extricate him or herself. If the dream larva is slain during the
duration of the spell, the character’s consciousness is
instantly restored to aware-ness within his or her own body. The
character’s condition remains what it was when he or she
completed casting lord of nightmares, regardless of what damage
the dream larva received. However, magic item charges used,
potions consumed, and other physical resources used up by the
dream larva are permanent.
XP Cost: 1,000
XP.
Mass Frog
Transmutation
Spellcraft DC: 55
Components: V, S
Casting Time: 1 standard
action
Range: 300 ft.
Area: 40-ft.-radius
hemisphere
Duration: Permanent
Saving Throw: Fortitude
negates
Spell Resistance:
Yes
To Develop: 495,000 gp;
10 days; 19,800 XP. Seed: transform (DC 21). Factors: change
target to area of 20-ft. hemisphere (+10 DC), increase area by
100% (+4 DC), 1 action casting time (+20 DC).
This epic spell turns all Medium or smaller creatures in the
area into frogs. The transformed creatures retain their mental
faculties, including personality, Intelligence, Wisdom, and
Charisma scores, level and class, hit points (despite any change
in Consitution score), alignment, base attack bonus, base save
bonuses, extraordinary abilities, spells, and spell-like
abilities, but not supernatural abilities. They assume the
physical characteristics of frogs, including natural size and
Strength, Dexterity, and Constitution scores. (Use the statistics
for the toad.) All the creatures’ equipment drops to the
ground upon transformation.
Momento
Mori
Necromancy [Death]
Spellcraft DC: 86
Components: None
Casting Time: 1 quickened
action
Range: 300 ft.
Target: One living
creature
Duration:
Instantaneous
Saving Throw: Fortitude
partial (see text)
Spell Resistance:
Yes
To Develop: 774,000 gp;
16 days; 30,960 XP. Seed: slay (DC 25). Factor: increase to 160
HD (+8 DC), quickened (+28 DC), no verbal or somatic components
(+4 DC), +10 to DC of subject’s save (+20 DC).
As a free action that counts as a quickened spell, the
character wills the target dead without a word or gesture. The
character’s thought snuffs out the life force of a living
creature of 160 or fewer HD, killing it instantly. The subject is
entitled to a Fortitude saving throw (DC 30 + relevant ability
modifier) to have a chance of surviving the attack. If the save
is successful, the target instead takes 3d6+20 points of
damage.
Mummy Dust
Necromancy [Evil]
Spellcraft DC: 35
Components: V, S ,M,
XP
Casting Time: 1 standard
action
Range: Touch
Effect: Two 18-HD
mummies
Duration:
Instantaneous
Saving Throw: None
Spell Resistance:
No
To Develop: 315,000 gp; 7
days; 12,600 XP. Seed: animate dead (DC 23). Factors: 1-action
casting time (+20 DC). Mitigating factors: burn 400 XP (-4 DC),
expensive material component (ad hoc -4 DC).
When the character sprinkles the dust of ground mummies in
conjunction with casting mummy dust, two Large 18-HD mummies (see
below) spring up from the dust in an area adjacent to the
character. The mummies follow the character’s every command
according to their abilities, until they are destroyed or the
character loses control of them by attempting to control more Hit
Dice of undead than he or she has caster levels.
Material Component:
Specially prepared mummy dust (10,000 gp).
XP Cost:
2,000 XP.
Mummy, Advanced: CR 8;
Large undead; HD 18d12+3; hp 120; Init -1; Spd 20 ft.; AC 20,
touch 8, flat-footed 20; Base Atk +9; Grp +24; Atk +20 melee
(1d8+16 plus mummy rot); Full Atk +20 melee (1d8+16 plus mummy
rot); Space/Reach 10 ft./10 ft.; SA Despair, mummy rot; SQ Damage
reduction 5/-, darkvision 60 ft., undead traits, vulnerability to
fire; AL LE; SV Fort +8, Ref +7, Will +13; Str 32, Dex 8, Con --,
Int 6, Wis 14, Cha 15. Skills and Feats: Hide -5, Listen +9, Move
Silently +10, Spot +9; Alertness, Blind-Fight, Great Fortitude,
Lightning Reflexes, Power Attack, Toughness, Weapon Focus
(slam).
Despair (Su): At the
sight of a mummy, the viewer must succeed at a Will save (DC 21),
or be paralyzed with fear for 1d4 rounds. Whether or not the save
is successful, that creature cannot be affected again by that
mummy’s despair ability for one day. Mummy Rot (Su):
Supernatural disease-slam, Fortitude save (DC 21), incubation
period 1 minute; damage 1d6 Con and 1d6 Cha. The save DC is
Charisma-based. Unlike normal diseases, mummy rot continues until
the victim reaches Constitution 0 (and dies) or is cured as
described below.? Mummy rot is a powerful curse, not a natural
disease. A character attempting to cast any conjuration (healing)
spell on a creature afflicted with mummy rot must succeed on a DC
20 caster level check, or the spell has no effect on the
afflicted character. To eliminate mummy rot, the curse must first
be broken with break enchantment or remove curse (requiring a DC
20 caster level check for either spell), after which a caster
level check is no longer necessary to cast healing spells on the
victim, and the mummy rot can be magically cured as any normal
disease.
An afflicted creature who dies of mummy rot shrivels away into
sand and dust that blow away into nothing at the first wind.
Nailed
to the Sky
Conjuration
[Teleportation]
Spellcraft DC: 62
Components: V, S
,XP
Casting Time: 1 standard
action
Range: 300 ft.
Target: Creature or
object weighing up to 1,000 lb.
Duration:
Instantaneous
Saving Throw: Will
negates
Spell Resistance:
Yes
To Develop: 558,000 gp;
12 days; 22,320 XP. Seeds: foresee (to preview endpoint of
teleportation) (DC 17), transport (DC 27). Factors: unwilling
target (+4 DC), increase range from touch (+4 DC), 1-action
casting time (+20 DC). Mitigating factor: burn 1,000 XP (-10
DC).
Nailed to the sky actually places the target so far from the
surface of the world and at such a speed that it keeps missing
the surface as it falls back, so it enters an eternal orbit.
Unless the target can magically fly or has some other form of
non-physical propulsion available, the target is stuck until
someone else rescues it. Even if the target can fly, the surface
is 2 to 4 hours away, assuming a fly spell, which allows a
maximum speed of 720 feet per round while descending. The target
may not survive that long. Depending on the world where nailed to
the sky is cast, conditions so far from its surface may be
deadly. Deleterious effects include scorching heat, cold, and
vacuum. Targets subject to these conditions take 2d6 points of
damage each from heat or cold and 1d4 points of damage from the
vacuum each round. The target immediately begins to
suffocate.
XP Cost: 1,000
XP.
Origin of Species:
Achaierai
Conjuration (Creation,
Healing)
Spellcraft DC: 38
Components: V, S, DF,
XP
Casting Time: 100 days,
11 minutes
Range: 0 ft.
Effect: One constructed
creature up to Medium (20 cu. ft.)
Duration: Permanent
Saving Throw: None
Spell Resistance:
No
To Develop: 360,000 gp; 8
days; 14,400 XP. Seeds: conjure (DC 21), life (DC 27), fortify
(DC 17). Factors: +4 HD (5 hp per HD) (+20 DC), +6 to natural AC
(+12 DC), add three more natural attacks (ad hoc +6 DC), add
black cloud spell-like ability (+33 DC), add SR 19 (+15 DC),
permanent (x5 DC). Mitigating factors: 50d6 backlash (-50 DC),
increase casting time by 10 minutes (-20 DC), increase casting
time by 100 days (-200 DC), burn 10,000 XP (-100 DC), eleven
additional casters contributing 9th-level spell slots (-187 DC),
ten additional casters contributing 8th-level spell slots (-150
DC), ten additional casters contributing 1st-level spell slots
(-10 DC).
This spell creates a new creature: an achaierai. When first
created, the achaierai is Medium, but it grows to Large size in
1d4 days. A created achaierai does not possess the treasure,
culture, or specific knowledge of a normal achaierai. If released
to be among its own kind, it quickly picks up achaierai traits
and alignment.
XP Cost: 10,000
XP.
Peripety
Abjuration
Spellcraft DC: 27
Components: V, S
Casting Time: 1
minute
Range: Personal
Target: You
Duration: 12 hours
To Develop: 243,000 gp; 5
days; 9,720 XP. Seed: reflect (DC 27).
Ranged attacks targeted against the character rebound on the
original attacker. Any time during the duration, five attacks are
automatically reflected back on the original attacker; the
character decides which attacks before damage is rolled. The
reflected attack rebounds on the attacker using the same attack
roll. Once five attacks are so reflected, the spell ends.
Pestilence
Conjuration,
Necromancy
Spellcraft DC: 104
Components: V, S, Ritual,
XP
Casting Time: 10
minutes
Range: 0 ft.
Area: 1,000-ft.-radius
hemisphere
Duration:
Instantaneous
Saving Throw: Fortitude
negates
Spell Resistance:
Yes
To Develop: 936,000 gp;
19 days; 37,440 XP. Seed: afflict (DC 19). Factors: additional
target type (plants) (+10 DC). change target to area (+10 DC),
change 20-ft. radius to 1,000-ft. radius (+200 DC), disease
effects (as per contagion spell) (ad hoc +21 DC). Mitigating
factors: casting time increased by 9 minutes (-18 DC), two
additional casters contributing epic spell slots (-38 DC), burn
10,000 XP (-100 DC).
When pestilence is successfully cast, a wave of illness
radites outward from the site of the ritual, instantly infecting
every living thing in the area with the debilitating disease
known as slimy doom. Within 24 hours, everything in the area
begins to show signs of rot and decay.
Each day that a victim fails a Fortitude save, it takes 1d4
points of temporary Constitution damage. If the victim then fails
a second save, 1 point of that damage is permanent drain. If the
victim succeeds at the first saving throw of the day on
consecutive days, he or she has recovered from the disease. This
magical form of the disease is not contagious and will not spread
beyond those initially infected. Fruits and vegetables infected
with slimy doom are unfit for consumption, as are disease-ridden
livestock. This is a ritual spell requiring two other
spellcasters, each of whom must expend an unused epic spell slot
for the casting. The primary caster must also burn 10,000 XP.
XP Cost: 10,000
XP.
Rain of
Fire
Evocation [Fire]
Spellcraft DC: 50
Components: V, S
Casting Time: 1
minute
Range: 0 ft.
Area: 2-mile-radius
emanation
Duration: 20 hours
Saving Throw: Reflex
negates (see text)
Spell Resistance:
Yes
To Develop: 450,000 gp; 9
days; 18,000 XP. Seeds: energy (fire) (DC 19), energy (weather)
(DC 19). Factor: change rain to wisps of flame (ad hoc +12
DC).
This spell summons a swirling thunderstorm that rains fire
rather than raindrops down on the character and everything within
a two-mile radius of him or her. Everything caught unprotected or
unsheltered in the flaming deluge takes 1 point of fire damage
each round. A successful Reflex save results in no damage, but
the save must be repeated each round. Unless the ground is
exceedingly damp, all vegetation is eventually blackened and
destroyed, leaving behind a barren wasteland similar to the
aftermath of a grass or forest fire. The fiery storm is
stationary and persists even if the caster leaves.
Raise
Island
Conjuration
(Creation)
Spellcraft DC: 38
Components: V, S, XP,
Ritual
Casting Time: 65 days, 11
minutes
Range: 0 ft.
Area: 100-ft.-radius
hemispherical island
Duration: Permanent
Saving Throw: None
Spell Resistance:
No
To Develop: 360,000 gp; 8
days; 14,400 XP. Seed: conjure (DC 21). Factors: change area to
10-ft. radius, 30-ft. high cylinder (+2 DC), change radius to 100
ft. (+40 DC), change height to 1,000 feet (+133 DC), permanent
(x5 DC). Mitigating factors: increase casting time by 10 minutes
(-20 DC), increase casting time by 65 days (-130 DC), nineteen
additional casters contributing epic spell slots (-361 DC), one
additional caster contributing one 6th-level spell slot (-11 DC),
burn 2,000 XP per epic caster (-400 DC), spell only works on
liquid (ad hoc -20 DC).
The character can literally raise a new island from out of the
sea, bringing to the surface a sandy or rocky but otherwise
barren protrusion that is solid, stable, and permanently
established. The island is roughly circular and about 200 feet in
diameter. Raise island only works if the ocean is less than 1,000
feet deep where the spell is cast.
XP Cost: 2,000
XP.
Ruin
Transmutation
Spellcraft DC: 27
Components: V, S, X
P
Casting Time: 1 full
round
Range: 12,000 ft.
Target: One creature, or
up to a 10-foot cube of nonliving matter
Duration:
Instantaneous
Saving Throw: Fortitude
half
Spell Resistance:
Yes
To Develop: 243,000 gp; 5
days; 9,720 XP. Seed: destroy (DC 29). Factor: reduce casting
time by 9 rounds (+18 DC). Mitigating factor: burn 2,000 XP (-20
DC).
The character deals 20d6 points of damage to a single target
within range and line of sight. If the target is reduced to -10
hit points or less (or a construct, object, or undead is reduced
to 0 hit points), it is utterly destroyed as if disintegrated.
Only a trace of fine dust remains.
XP Cost: 2,000
XP.
Safe Time
Conjuration
[Teleportation]
Spellcraft DC: 64
Components: V, S
Casting Time: 1
minute
Range: Touch
Target: You or creature
touched
Duration: Contingent
until expended, then 1 round of safe time
Saving Throw: None
Spell Resistance:
No
To Develop: 576,000 gp;
12 days; 23,040 XP. Seed: transport (DC 27). Factors: move to
time stream (+8 DC), reduce static time to 1 round (ad hoc +4
DC), activates when you would otherwise take 50 or more points of
damage (+25 DC).
Safe time can move the character (or the target) out of
harm’s way by shunting him or her into a static time
stream. Once cast, the spell remains quiescent and does not
activate until the trigger conditions have been met. Each day it
remains untriggered, it uses up an epic spell slot, even if you
cast it on another creature. Once triggered, the spell is
expended normally. When the character would otherwise be subject
to any instantaneous effect that would deal him or her 50 or more
points of damage, he or she is instead transported to a static
time stream where time ceases to flow. The character’s
condition becomes fixed-no force or effect can harm him or her
until 1 round of real time has passed. Thus, the character avoids
the damage he or she would otherwise receive, but the character
also misses out on one round of activity. To the character, no
time passes at all, but to onlookers who are part of real time,
the character stands frozen and fixed in space for 1 full
round.
Soul
Dominion
Divination, Enchantment
(Compulsion) [Mind-Affecting]
Spellcraft DC: 72
Components: V, S
Casting Time: 10
minutes
Range: See text
Target: One other living
creature
Duration: 20 minutes
(D)
Saving Throw: Will
negates (see text)
Spell Resistance:
No
To Develop: 648,000 gp;
13 days; 25,920 XP. Seeds: contact (DC 23), reveal (DC 19),
compel (DC 19). Factors: apply to all five senses (+8 DC), total
compulsory control (+10 DC), stricter compulsion of any creature
(ad hoc +11 DC). Mitigating factor: increase casting time by 9
minutes (-18 DC).
When a character casts this spell, he or she is temporarily
able to take control of another sentient creature with whom the
character is familiar (by meeting, observing, or successfully
scrying the subject). The target receives a Will save, and if
successful, prevents the character from making the telepathic
connection. The target is aware of the attempted takeover as a
strange, momentary tingling. If the Will save fails, the
character is able to control the subject’s body as if it
were his or her own, hearing, seeing, feeling, smelling, and
tasting everything the target senses. Once the character
dismisses the spell or its duration ends, the target resumes
control of its body, fully aware of all events that occurred,
having been a helpless witness trapped inside its own body. The
target knows the name and general nature of its possessor if it
succeeds at an additional Will saving throw. A character cannot
control undead or incorporeal creatures with soul dominion.
Soul Scry
Divination
Spellcraft DC: 55
Components: V, S
Casting Time: 10
minutes
Range: See text
Target: One other living
creature
Duration: 20 minutes
(D)
Saving Throw: Will
negates
Spell Resistance:
No
To Develop: 495,000 gp;
10 days; 19,800 XP. Seeds: contact (DC 23), reveal (DC 19),
conceal (DC 17). Factors: apply to all five senses (+8 DC),
conceal detection (ad hoc +6 DC). Mitigating factor: increase
casting time by 9 minutes (-18 DC).
When a character casts this spell, he or she is temporarily
able to tap the consciousness of another sentient creature with
whom the character is familiar (by meeting, observing, or
successfully scrying the subject), experiencing everything he or
she does with all five senses. The target receives a Will save,
and if successful, prevents the character from making the
telepathic connection. Whether the saving throw is successful or
not, the target is unaware of the attempted intrusion. Once the
subject is tapped, the character is able to hear, see, feel,
smell, and taste everything the subject senses. The character
cannot control the subject, however. The character can only see
what the subject chooses to look at, and the character tastes
something only if the subject eats or drinks it during the
spell’s duration. During this time, the character’s
own body remains in a trance-like state. If the subject takes
damage, the character senses the injuries, although his or her
own body does not actually suffer any ill effects. If the subject
is knocked unconscious or killed, the spell immediately ends.
Spell Worm
Enchantment (Compulsion)
[Mind-Affecting]
Spellcraft DC: 45
Components: V, S
Casting Time: 1 standard
action
Range: 75 ft.
Target: One living
creature
Duration: 20 hours or
until completed
Saving Throw: Will
negates
Spell Resistance:
Yes
To Develop: 405,000 gp; 9
days; 16,200 XP. Seed: compel (DC 19). Factors: unobtrusive (ad
hoc +6 DC), 1-action casting time (+20 DC).
On a failed save, the subject must spend a standard action
each round abandoning his or her highest-level spell (or losing
his or her highest-level unused spell slot). Each round, the
subject eliminates another spell or spell slot, moving to
lower-level spells once all the higher-level spells are gone. In
the case of prepared spells, the subject decides which spells to
abandon at each level. If the subject has more than one standard
action allowed in the round, he or she may spend those actions as
he or she desires. The subject doesn’t realize the spells
or spell slots are gone until he or she tries to cast a spell and
finds it unavailable. Abandoning a spell slot or losing a spell
is standard action, but it does not draw an attack of
opportunity. It is a purely mental exercise not obvious to
observers.
Summon
Behemoth
Conjuration
(Summoning)
Spellcraft DC: 72
Components: V, S
Casting Time: 1 standard
action
Range: 75 ft.
Effect: Summoned
creature
Duration: 20 rounds
(D)
Saving Throw: None
Spell Resistance:
No
To Develop: 648,000 gp;
13 days; 25,920 XP. Seed: summon (DC 14). Factors: summon CR 21
creature (DC +38), 1-action casting time (+20 DC).
The character can summon a behemoth to attack his or her
enemies. It appears where the character designates and acts
immediately, on the character’s turn. It attacks the
character’s opponents to the best of its ability. If the
character can communicate with the creature, he or she can direct
it not to attack, to attack particular enemies, or to perform
other actions. Summoned creatures act normally on the last round
of the spell and disappear at the end of their turn.
Superb
Dispelling
Abjuration
Spellcraft DC: 59
Components: V, S
Casting Time: 1 standard
action
Range: 300 ft.
Target: One creature or
object
Duration:
Instantaneous
Saving Throw: None
Spell Resistance:
No
To Develop: 531,000 gp;
11 days; 21,240 XP. Seed: dispel (DC 19). Factors: additional +30
to dispel check (+30 DC), 1-action casting time (+20 DC).
Mitigating factor: 10d6 backlash (-10 DC).
As greater dispel magic, except that the maximum bonus on the
dispel check is +40, and the character takes 10d6 points of
backlash damage.
Time
Duplicate
Conjuration
[Teleportation]
Spellcraft DC: 71
Components: V, S
Casting Time: 1 free
action
Effect: You
Duration: 1 round (see
text)
Saving Throw: None
(harmless)
Spell Resistance: None
(harmless)
To Develop: 639,000 gp;
13 days; 25,560 XP. Seed: transport (to move future you back in
time 1 round) (DC 27). Factors: move to time stream (+8 DC),
stretch the base temporal effect (ad hoc +8 DC), quickened (+28
DC).
The character snatches him or her self from 1 round in the
future, depositing this future self in an adjacent space as a
free action that counts as a quickened spell. The
character’s future self is technically only a possible
future self (the time stream is a maelstrom of multiple
probabilities), but snatching that future self from 1 round in
the future collapses probability, and the possible future becomes
the definite future. The character and his or her future self are
both free to act normally this round (the character has already
used up the limit of one quickened spell per round, but his or
her duplicate hasn’t). The future self has all the
resources the character has at the moment he or she finishes
casting time duplicate. Because the future self was previously
only a possibility, his or her resources are not depleted as a
result of whatever might occur this round (even if the character
dies this round). Likewise, he or she doesn’t have any
special knowledge of what might occur during this round. Because
the future self is still part of the time stream, the round it
spends with the character is a round it misses in its own future.
Because the chracter’s future duplicate is also the
character, the character misses the next round as well. He or she
simply isn’t there. Tampering with the time stream is a
tricky business. Here is a round-by-round summary.
Round One: The
character casts time duplicate, the future self from round two
arrives, and both act normally.
Round Two: The future
self-the character-gets snatched back in time to help the past
self. During this round, there are no versions of the character
present.
Round Three: The
character rejoins the time stream. The character arrives in the
same location and condition that the future self ended with at
the end of the first round. Any resources (spells, damage, staff
charges) the future self used up in round one are gone for real.
Record them now. Using this spell to snatch a single future self
stretches time and probability to its limit; more powerful
versions of time duplicate are not possible. A character cannot
bring more than a single future version of him or her self back
at one time, nor can a character snatch a version of him or her
from farther in the future.
Vengeful Gaze of God
Transmutation
Spellcraft DC: 419
Components: V, S
Casting Time: 1 standard
action
Range: 12,000 ft.
Target: One creature, or
up to a 10-foot cube of nonliving matter in line of sight
Duration:
Instantaneous
Saving Throw: Fortitude
half
Spell Resistance:
Yes
To Develop: 3,771,000 gp;
76 days; 150,840 XP. Seed: destroy (DC 29). Factor: increase
damage to 305d6 (+570 DC), 1-action casting time (+20 DC).
Mitigating factor: 200d6 backlash (-200 DC).
The target of this spell is subject to 305d6 points of damage
(or half of that if a Fortitude save succeeds). If the target is
reduced to -10 hit points or less (or a construct, object, or
undead is reduced to 0 hit points), it is utterly destroyed as if
disintegrated, leaving behind only a trace of fine dust. The
caster is likewise dealt 200d6 points of damage
Verdigris
Conjuration
(Creation)
Spellcraft DC: 58
Components: V, S
Casting Time: 1
minute
Range: 300 ft.
Area: 100-ft.-radius
hemisphere
Duration: 24 hours
Saving Throw: Reflex
half
Spell Resistance:
No
To Develop: 522,000 gp;
11 days; 20,880 XP. Seed: conjure (DC 21). Factors: change Area
to 20-ft.-radius hemi-sphere (+2 DC), increase radius to 100 ft.
(+16 DC), deal 10d6 damage during growth (ad hoc +19 DC).
This spell creates a tsunami of grass, shrubs, and trees that
overgrows the area like a tidal wave. The plant growth creeps and
curls across every-thing in the area, ensnaring it and coiling
around it as if it had been growing there for a century or more.
Creatures in the area must make a Reflex saving throw to avoid
the fast-moving growth, which otherwise deals 10d6 points of
damage from the crushing press. Buildings are engulfed and they
likewise take 10d6 points of damage. Those destroyed by the
damage have their foundations uprooted and walls crumbled. The
plant growth remains for 24 hours, after which it vanishes.
Verdigris Tsunami
Conjuration
(Creation)
Spellcraft DC: 170
?Components: V, S,
Ritual, XP
Casting Time: 10
minutes
Range: 1,500 ft.
Area: 1,000-ft.-radius
hemisphere
Duration: Permanent
Saving Throw: Reflex
half
Spell Resistance:
No
To Develop: 1,530,000 gp;
31 days; 61,200 XP. Seed: conjure (DC 21). Factor: change area to
20-ft.-radius hemisphere (+2 DC), increase radius to 1,000 ft.
(+196 DC), increase range to 1,500 ft. (+8 DC), deal 10d6 damage
during growth (ad hoc +19 DC), increase damage to 40d6 (+60 DC),
permanent (x5 DC). Mitigating factors: increase casting time by 9
minutes (-18 DC), eleven additional casters contributing
6th-level spell slots (-121 DC), three additional casters
contributing 4th-level spell slots (-21 DC), burn 10,000 XP per
6th-level spell contributor plus caster (-1,200 DC).
This spell creates a tsunami of grass, shrubs, and trees that
overgrows the area like a tidal wave. The plant growth creeps and
curls across every-thing in the area, ensnaring it and coiling
around it as if it had been growing there for a century or more.
Creatures in the area must make a Reflex saving throw to avoid
the fast-moving growth, which otherwise deals 40d6 points of
damage from the crushing press. Buildings are engulfed and they
likewise take 40d6 points of damage. Those destroyed by the
damage have their foundations uprooted and walls crumbled. The
plant growth is permanent. This is a ritual spell requiring
fourteen other spellcasters, each of whom must contribute an
unused 6th-level spell slot to the casting.
XP Cost: 10,000
XP.
NON-EPIC SPELL
Genesis
Conjuration
(Creation)
Level: Sor/Wiz 9,
Creation 9
Components: V, S, M,
XP
Casting Time: 1 week (8
hours/day)
Range: 180 ft. (see
text)
Effect: A demiplane
coterminous with the Ethereal Plane, centered on your
location
Duration:
Instantaneous
Saving Throw: None
Spell Resistance:
No
The spellcaster creates a finite plane with limited access: a
demiplane. Demiplanes created by this power are very small, very
minor planes.
A character can only cast this spell while on the Ethereal
Plane. When he or she casts the spell, a local density
fluctuation precipitates the creation of a demiplane. At first,
the fledgling plane grows at a rate of 1 foot in radius per day
to an initial maximum radius of 180 feet as it rapidly draws
substance from surrounding ethereal vapors and protomatter.
The spellcaster determines the environment within the
demiplane when he or she first casts genesis, reflecting most any
desire the spellcaster can visualize. The spellcaster determines
factors such as atmosphere, water, temperature, and the general
shape of the terrain. This spell cannot create life (including
vegetation), nor can it create construction (such as buildings,
roads, wells, dungeons, and so forth). The spellcaster must add
these things in some other fashion if he or she desires. Once the
basic demiplane reaches its maximum size, the spellcaster can
continue to cast this spell to enlarge the demiplane, adding
another 180 feet of radius to the demiplane each time.
Material Component: A
crystalline sphere.
XP Cost: 5,000
XP.
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