| | 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 DESCRIPTIONSEach 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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