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ou dream of power. In shades of shrieking red,
full: Reality is a fragile thing, composed of a host of forces Acquiring Epic Spells 2
beyond the ken of most, awaiting only the hand that knows
Epic Spell Development 2
and eyes that see. Power beckons. Are you ready?
of epic spells
wisdom, or sheer
force of personality,
a spellcaster can
manipulate cosmic
epic spells still follow the basic rules for casting spells, except
You may develop and cast epic spells. If you are likewise prepare epic spells using epic spell slots. A
an arcane spellcaster, you may cast a number of spellcaster can prepare or cast any epic spell she knows as
epic spells per day equal to your arcane bonus many times per day as she has available epic spell slots.
divided by 4 (round up). If you are a divine Even if the epic spell has been developed and an epic spell
spellcaster, you may cast a number of epic spells slot is available, successfully casting an epic spell isn’t
per day equal to your bonus in religion or nature assured. The caster’s Arcane, Religion or Nature skill
divided by 4 (round up). modifier is vital for casting an epic spell. To cast an epic spell,
caster fails the check, the epic spell fizzles and the epic spell
level spells.
power.
2
Developing Your Own Epic Spells
A
n epic spell is developed from smaller pieces Resource Cost: Nothing is free, especially not the resources
called seeds and connecting pieces called required to develop a spell that breaks the supposed levels of
factors. Every epic seed has a base Spellcraft magical power. The development of an epic spell uses up raw
DC, and every factor has a Spellcraft DC materials costing a number of gold pieces equal to 25,000 ×
adjustment. When a desired spell is developed, the final Spellcraft DC of the epic spell being developed.
the spellcaster spends resources and time to Development Time: Developing an epic spell takes one
assemble the pieces that make up the epic spell. day for each 25,000 gp in resources required to develop the
The base Spellcraft DCs of each seed are added together; spell, rounded up to whole days.
then the DC adjustments of the factors are added to that total. XP Cost: To develop an epic spell, you must spend 1/20 of
The sum equals the final Spellcraft DC for the epic spell. its resource price in experience points.
The final Spellcraft DC is the most significant gauge of the Adding Seed DCs: When two or more epic seeds are
epic spell’s power. A spellcaster attempts to cast an epic spell combined in an epic spell, their base Spellcraft DCs are
by making a Spellcraft check against the epic spell’s added together. Both contribute toward the spell’s final
Spellcraft DC. Thus, a spellcaster knows immediately, what Spellcraft DC.
epic spells are within her capability to cast, which are risky, Determining School: When combining two or more seeds
and which are beyond her. Epic casters don’t commit time to develop an epic spell, the school of the finished spell is
and money to develop epic spells until they are powerful decided by the caster from among the seeds that make up the
enough to cast them. epic spell.
An epic spell developed by an arcane spellcaster is arcane, Combining Descriptors: When two or more epic seeds
and an epic spell developed by a divine spellcaster is divine. A are combined in an epic spell, all the descriptors from each
character who can cast both divine and arcane epic spells seed apply to the finished spell.
chooses whether a particular spell he develops will be arcane Combining Components and Casting Times: Almost
or divine. If that same caster uses the heal or life seed in an every epic spell has verbal and somatic components and a 1-
epic spell, that spell is always considered divine. minute casting time, regardless of the number of epic seeds
All the epic spells described in this document can be combined. The only exceptions are epic spells with the heal
developed independently by a character who spends the and life seeds, which have divine focus components.
necessary time, money, and experience points. Alternatively,
you can use those spells as a starting point when you create
customized versions of the spells. For example, if you want a
version of vengeful gaze of god that deals less backlash
damage, you are free to develop it.
Epic Seeds
Seed Base Spellcraft DC
Afflict 1 Energy 6
Animate 12 Foresee 4
Animate dead 10 Fortify 4
Armor 2 Heal* 12
Banish 13 Life* 15
Compel 6 Reflect 15
Conceal 4 Reveal 6
Conjure 8 Slay 12
Contact 6 Summon 1
Delude 1 Transform 8
Destroy 16 Transport 14
Dispel 6 Ward 1
3
Combining Range, Targets, Area, and Effect: One seed Development Is an Art: Be creative when combining
might have a range of 12,000 feet, another seed might have a seeds and factors. Many times developing a completely new
range of 400 feet, and a third seed might not have a range at epic spell requires some guesswork and rule stretching. As
all. Likewise, some seeds have targets, while others have an with making and pricing magic items, a sort of balancing act
effect or an area. To determine which seed takes precedence is required. Often, you will need to stretch the description of a
in the finished epic spell, you must decide which seed is the seed to meet your needs. Developing obscure, unusual epic
base seed. The seed most important to the spell’s overall spells is possible, even if you aren’t sure how to put together
purpose is the base seed, and it determines the casting time, the seeds and factors. If your best effort passes the DM’s
range, target, and so on. The other seeds apply only their examination, then your epic spell is good. If necessary, assess
specific effects to the finished spell. an “ad hoc” Spellcraft DC adjustment for any effect that
For example, consider an epic spell that blasts all targets in cannot be extrapolated from the seeds and factors presented
an area, then compels all the survivors to surrender. The seed here —the example spells in this chapter use ad hoc factors
that provides the blast is the base seed, so its range and frequently. In all cases, the DM determines the actual
targeting criteria are used in the finished spell. It is Spellcraft DC of the new spell.
occasionally difficult to determine a base seed by examining For example, you may want to develop a spell that moves
the spell’s effects. If you’re stuck, simply pick one seed for the an enemy’s soul into an inanimate object. No seed specifically
purposes of making this determination after consulting with describes this ability. It’s time to be creative. You see that the
your DM. transport seed might provide the basic effect you are after;
Combining Durations: When combining two or more you are moving something, even if it’s not physical. Knowing
seeds to develop an epic spell, the seed with the shortest you’ll later need your DM’s approval, you decide that the
duration determines the duration of the finished epic spell. If transport seed could be used to transport a soul instead of a
any seed of an epic spell is dismissible by the caster, the epic body, without adjusting the DC. (The target will of course get
spell is dismissible. a Charisma save, even if you succeed at touching the target.)
Saving Throws: Even if more than one seed has an Normally, you can’t transport a physical object into another
associated saving throw, the final spell will have only a single one, but because you’re transporting an intangible “object”
saving throw. If two or more seeds have the same kind of into a physical object, you hope your DM will be lenient. The
saving throw, then you’ll obviously use that for the spell’s DM might decide to impose an ad hoc factor of +4 DC, which
saving throw. If the seeds have different kinds of saving would be fair. You also realize that to trap an insubstantial
throws, simply choose the saving throw that seems most soul in a physical object, you’ll have to use the compel seed as
appropriate for the final spell. well, forcing the soul to remain within the object you send it
develop an epic spell, if even one seed is subject to spell Approval: This is the final step, and it’s critically important.
resistance, the finished epic spell is subject to it as well. You must show your epic spell development work and
Factors: Factors are not part of epic seeds, but they are the reasoning to your DM and get his approval. If you DM doesn’t
tools used to modify specific parameters of any given seed. approve, then the epic spell cannot be developed. However,
Applying factors to the seeds of an epic spell can increase or the DM should explain why the epic spell wasn’t approved
decrease the final Spellcraft DC, increase the duration, and possibly offer suggestions on how to create an epic spell
change the area of a spell, and affect many other aspects of that will pass muster. Extending the approval process further,
the spell. the DM must approve each epic spell contained in this book
There are three kinds of factors: before you can develop it for your own character.
last, after all the factors that increase the DC have been
accounted for.
4
Canabulum rolls the fire, acid and lightning damage
Example of Development separately because the atropal has fire, acid and lightning
resistance, but rolls the rest of the damage together: 33
and Casting points of fire damage (of which the atropal takes only 16), 40
Canabulum, an epic spellcaster, decides to develop an epic points of lightning damage (of which the atropal takes only
spell that allows him to throw an exploding ball that 20), 32 points of lightning damage (of which the atropal takes
simultaneously deals 15d6 points of damage each of acid, only 16) and 45 points of thunder damage. He also burns 400
fire, thunder, and lightning (he dubs it a hellball). The base XP and takes 10d6 points of damage as his eyes bleed from
DC of the energy seed is 6. Combining all four energy effects the hellball’s terrible, uncontrolled energies.
immediately increases the Spellcraft DC to 24 (DC 6 × 4 =
DC 24). Furthermore, the base seed describes a bolt effect; to DOES IT LOOK COOL?
change the effect to a 20- foot-radius spread, Canabulum Epic spells are amazing sculptures of magic, and every
applies the “change area” factor from Table Epic Spell casting should reflect that. Don’t be afraid to add special
Factors, which increases the Spellcraft DC by +2. Deciding visual effects to the description of the spell. While these
he’d rather have a 40-foot- radius spread, he increases the special visual effects should not have any specific game
Spell- craft DC by an additional +6, bringing the Spellcraft effect, they do serve to reinforce the idea that you’re casting a
DC to 32. Canabulum doesn’t want to spend 1 minute casting truly powerful spell. For example, when you cast an epic spell
hellball, so he applies the “1-action casting time” factor (+10 using the slay seed, you might include the following
DC) which brings the Spellcraft DC to 42. description: “The caster’s eyes turn midnight black as a
A Spellcraft DC of 42 is fairly high, torrent of soul-numbing energy pours over the target like a
and Canabulum decides that he’d like tsunami, striking the target dead."
to bring the DC down by applying
mitigating factors. Because
Canabulum has hit points to
spare, he takes the “backlash”
mitigating factor: In exchange for
a -20 reduction to the Spellcraft
DC, his hellball will now deal
Canabulum 10d6 points of damage
each time he casts it. He further modifies
the spell to burn his own experience
points with each casting. In exchange
for a –8 DC reduction, hellball will burn
400 XP per casting. The Spellcraft DC
now stands at 14.
If Canabulum wanted to reduce the
Spellcraft DC ever further, he could
eliminate the factor that reduces casting
time to 1 action. That would lower the
Spellcraft DC by 10 points, but he decides to go
ahead and develop the spell with the faster casting.
An epic spell with a Spellcraft DC of 14 uses up
resources with a total cost of 350,000 gp, takes 14
days of Canabulum’s time to develop, and drains
17.500 XP from Canabulum. But, when all is said
and done, hellball is ready (and you’ll find the spell in the
Epic Spells section earlier in this chapter).
Canabulum has a arcane modifier of +11. He must
roll 3 to cast hellball, and he does so on his first turn
when he stumbles across a rampaging Yuan-Ti
Anathema (from Volo's Guide to Monsters, p.202).
Hellball is successfully cast when Canabulum takes
3 on his d20 roll on his Arcane check, so it will
deal 15d6 points of fire damage, 15d6 points
of acid damage, 15d6 points of lightning damage,
and 15d6 points of thunder damage.The Yuan-Ti
Anathema makesone saving throw against
hellball’s Dexterity save DC of 33 (16 + 11 + 6). The
Yuan-Ti Anathema has a Dexterity save bonus
of +1, and it rolls an 8 for a total of 9. The Yuan-Ti
Anathema misses its save against hellball.
5
EPIC SPELL FACTORS
.
Spellcraft
DC
Casting Time Modifier Spell Resistance
Reduce casting time by 1 action (minimum 1 +1 Gain overcome to target’s resistance (or take +5
action) immunity to resistance)
1-action casting time +10 Gain overcome to target’s immunity (or take +10
1-bonus action casting time +18 resistance and nothing to vulnerability )
No Somatic Components +2
Duration (2)
Unless stated otherwise, the same factor can be applied more
Target (3) target a save. Area spells changed to touch or ranged attacks
Change from target to area (pick area option +5 targeted seed, the seed no longer requires an attack roll if it
below) deals damage, instead requiring a saving throw from the
Change from personal to area (pick area option +8 target. On a failed saving throw, the target takes half damage.
below) Area seeds changed to targeted seeds now only affect the
Change from target to touch or ray (300-ft. +4 target. The DM determines the most appropriate kind of
Area (4) the creator is willing to share the discovery. Epic spells may
Change area to bolt (5 ft. × 300 ft. or 10 ft. × +2 only be inscribed on stone tablets or other substances of
6
Epic Spell Mitigating
Additional participants in a ritual spell reduce the
Backlash 1d6 points of damage (max. d6 –2 treated as if normally cast. A wizard may contribute either a
= your HD×2) (1) prepared, uncast spell slot, or an open, unprepared slot. The
longer than instantaneous, the backlash damage is per round. Special: A ritual epic spell that takes longer than 1 action
If backlash damage kills a caster, no spell or method exists to cast requires all extra participants to stand as if casting for
that will return life to the caster’s body. the same amount of time. If an extra participant is attacked
2- If you want to increase the casting time of a spell in while contributing a spell slot, the participant must make a
order to reduce the Spellcraft DC, you must first “use up” the Concentration check as if casting a spell of the same level as
maximum of 10 minutes (for a total DC modifier of –30). the slot contributed. If the attack disrupts the participant in
After that, you can continue to add days to the casting time, the ritual, the epic spell is not necessarily ruined. However,
with a further modifier of –3 per day, up to the maximum of the Spellcraft DC reduction that would have been provided by
Spellcraft DC of the epic spell. Thus the ritual epic spell will
spell slot of a specified level for the day. During an epic spell’s
his or her raw spell energy when the primary caster begins
7
Seed Desciptions
Seed: Afflict Finally, if you increase the Spellcraft DC by +2, you can afflict
Enchantment whichever one of the target’s senses you select: sight, smell,
Spellcrat DC: 1 If the target fails its saving throw, the sense you select doesn’t
Components: V S function for the spell’s duration, with all attendant penalties
Casting Time: 1 action that apply for losing the specified sense.
checks, and saving throws. For each additional –1 penalty Casting Time: 1 minute
assessed on either the target’s attack rolls, checks or saving Range: 300 feet
throws, increase the Spellcraft DC by +2. Target: Object or 20 cu. ft. of matter
You may also develop a spell with this seed that afflict the Duration: 20 rounds
target with a–1 penalty spellcasint ability checks, a –1 Saving Throw: None
additional –1 penalty assessed in one of the above categories, semblance of life (not actual life). The animated object attacks
8
Statistics for animated objects are found in the variable
Seed: Armor
Bestiaries. For each additional Hit Die granted to an
Conjuration
animated object of a given size, increase the Spellcraft DC by
Duration: 1 Day
Spellcrat DC: 10
Saving Throw: None
Components: V S
Range: Touch bonus to Armor Class. The bonus is either an armor bonus or
Target: One or more corps touched a natural armor bonus, whichever you select.
Duration: Instantaneous Incorporeal creatures can’t bypass the armor seed the way
Saving Throw: None they can ignore normal armor. For each additional point of
The undead remain animated until they are destroyed. (A Spellcrat DC: 13
The animate dead seed allows you to create total 20 CR of Range: 75 ft.
undead. Statistics for undead of all types are found in the Target: One or more extraplanar creatures, no two of
Monster Manual. For each additional 1 CR of undead created, which can be more than 30 ft. apart
increase the Spellcraft DC by +2. The undead you create Duration: Instantaneous
remain under your con- trol indefinitely. You can naturally Saving Throw: Charisma
Wraith 0 Urging a red dragon to stop attacking your party so that the
+8. Then the creauture must fail a Wisdom save with -10
9
The compelled course of activity can continue for the entire Conjuration
duration, such as in the case of the red dragon mentioned
Spellcrat DC: 8
above. If the compelled activity can be completed in a shorter
Components: V S
time, the spell ends when the subject finishes what he was
Casting Time: 1 minute
asked to do. You can instead specify conditions that will
Range: 0 ft.
trigger a special activity during the duration. For example,
Target: Unattended, nonmagical object of nonliving
you might compel a noble knight to give her warhorse to the
matter up to 20 cu. ft
first beggar she meets. If the condition is not met before the
Duration: 8 hours
spell using this seed expires, the activity is not performed.
Saving Throw: None
You can conceal a creature or object touched from sight, ponent or a resource during epic spell development causes
even from darkvision. If the subject is a creature carrying the spell to fail and the object to disappear.
spell using the conceal seed ends if the subject attacks any Seed: Contact
creature. Actions directed at unattended objects do not break Divination
the spell, and causing harm indirectly is not an attack. To
Spellcrat DC: 6
create invisibility that lasts regardless of the actions of the
Components: V S
subject, increase the Spellcraft DC by +4.
Casting Time: 1 minute
Alternatively, you can conceal the exact location of the
Range: See text
subject so that it appears to be about 2 feet away from its true
Target: One creature
location; this increases the Spellcraft DC by +2. The subject
Duration: 200 minutes
benefits from a 50% miss chance as if it had total
Saving Throw: None
concealment. However, unlike actual total concealment, this
You can use the conjure seed in conjunction with the regardless of language, increase the Spellcraft DC by +2. No
life and fortify seeds for an epic spell that creates an special influence is established as a result of the bond, only
Seed: Conjure
10
Seed: Delude Seed: Dispel
Illusion Abjuration
Spellcrat DC: 6
Spellcrat DC: 1
Components: V S
Components: V S
Casting Time: 1 minute
Casting Time: 1 minute
Range: 300 ft.
Range: 12.000 ft
Target: One creature, object, or spell
Effect: Visual figment that can extend for up to twenty 30-
Duration: Instantaneous
ft. cubes (S)
Saving Throw: None
Duration: Up to 20 hours with concentration
A spell developed with the delude seed creates the visual creature or object, temporarily suppress the magical abilities
illusion of an object, creature, or force, as visualized by you. of a magic item, or end ongoing spells (or at least their
You can move the image within the limits of the size of the effects) within an area. A dispelled spell ends as if its
effect by concentrating (the image is otherwise stationary). duration had expired. The dispel seed can defeat all spells,
The image disappears when struck by an opponent unless even those not normally subject to dispel magic.
you cause the illusion to react appropriately. For an illusion If the object you target is a magic item, all the item’s
that includes audible, olfactory, tactile, taste, and thermal magical properties are suppressed for 1d4 rounds, after
aspects, increase the Spellcraft DC by +2 per extra aspect. which the item recovers on its own. A suppressed item
Even realistic tactile and thermal illusions can’t deal damage, becomes nonmagical for the duration of the effect. An
For each additional image to be created, increase the temporarily closed. A magic item’s physical properties are
Spellcraft DC by +1. For an illusion that follows a script unchanged. Any creature, object, or spell is potentially subject
determined by you, increase the Spellcraft DC by +6. The to the dispel seed, even the spells of gods and the abilities of
For an illusion that makes any area appear to be some- Seed: Energy
thing other than it is (such as making a swamp appear as a Evocation
grassland or a village), increase the Spellcraft DC by +4.
Spellcrat DC: 6
Additional components, such as sounds, can be added as
Components: V S
noted above. Concealing creatures requires additional spell
Casting Time: 1 minute
development using this or other seeds
Range: 300 ft. or touched creature or object of 2,000 lb. or
less
Seed: Destroy
Transmutation
Area: A bolt 5 ft. wide to 300 ft. long; or a 10-ft.-radius
Components: V S 20 ft.
the destroy seed destroys only part of any very large object or
structure targeted.
11
If your spell developed using the energy seed releases a bolt, You are 90% likely to receive a meaningful reading of the
that bolt instantaneously deals 15d6 points of damage of the future of the next 30 minutes. If successful, you know if a
appropriate energy type, and all in the bolt’s area must make particular action will bring good results, bad results, or no
a Dexterity save for half damage. For each additional 1d6 result. For each additional 30 minutes into the future,
points of damage dealt, increase the Spellcraft DC by +1. The multiply the Spellcraft DC by ×1.5.
bolt begins at your fingertips. If you wish to imbue another For better results, you can pose up to ten specific ques-
creature with the ability to use an energy bolt as a spell- like tions (one per round while you concentrate) to unknown
ability at its option or when a particular condition is met, powers of other planes, but the base Spellcraft DC for such
increase the Spellcraft DC by +12. an attempt is 10. Your questions reverberate through planar
You can also cause a creature or object to emanate the interstices, seeking an answer from some willing entity. The
specific energy type out to a radius of 10 feet for 20 hours answers return in a language you understand, but use only
The emanated energy deals 3d6 points of energy damage per one-word replies: “yes,” “no,” “maybe,” “never,” “irrelevant,” or
round against unprotected creatures (the target crea- ture is some other one-word answer. Unlike 1 to 9th-level spells of
susceptible if not separately warded or otherwise resistant to similar type, all questions answered are 90% likely to be
the energy). For each additional 1d6 points of damage answered truth- fully. However, a specific spell using the
emanated, increase the Spellcraft DC by +1. foresee seed can only be cast once every five weeks.
You may also create a wall, half-circle, circle, dome, or The foresee seed is also useful for epic spells requiring
sphere of the desired energy that emanates the energy for up specific information before functioning, such as spells using
to 20 hours. One side of the wall, selected by you, sends forth the reveal and transport seeds.
waves of energy, dealing 4d4 points of energy damage to You can also use the foresee seed to gain one basic piece of
creatures within 10 feet and 2d4 points of energy damage to information about a living target: level, class, alignment, or
those past 10 feet but within 20 feet. The wall deals this some special ability (or one of an object’s magical abilities, if
damage when it appears and in each round that a creature any). For each additional piece of information revealed,
enters or remains in the area. In addition, the wall deals increase the Spellcraft DC by +2.
4d6+20 points of energy damage to any creature passing
through it. The wall deals double damage to undead Seed: Fortify
creatures. For each additional 1d4 points of damage, Transmutation
increase the Spellcraft DC by +1.
Spellcrat DC: 4 (see text)
Components: VS
Casting Time: 1 minute
You can also use the energy seed to create a spell Range: Touch
that carefully releases and balances the emanation of Target: Creature touched
cold, electricity, and fire, creating specific weather Duration: 20 hours; permanent for age adjustment (see
effects for a period of 20 hours. Using the energy
sidebar)
seed this way has a base Spellcraft DC of 12. The area
Saving Throw: None
extends to a two-mile-radius centered on you.
Once the spell is cast, the weather takes 10 Spells using the fortify seed grant a +3 bonus to whichever
minutes to manifest. Ordinarily, you can’t directly one of the following you choose
target a creature or object, though indirect effects are
possible. You can create cold snaps, heatwaves, Any one ability score.
thunderstorms, fogs, blizzards—even a tornado that Any one kind of saving throw.
moves randomly in the affected area. Creating Natural armor.
targeted damaging effects requires an additional use
of the energy seed. The fortify seed can also grant energy resistance for one
damage type or 5 temporary hit point. For each additional
bonus, energy resistance, or hit point, increase the Spellcraft
DC by +1.
If you apply a factor to make the duration permanent, the
Seed: Foresee bonus must be an inherent bonus, and the maximum
Divination inherent bonus allowed is +5.
If a spell with the fortify seed grants an inanimate object an
Spellcrat DC: 4 ability score it would not normally possess (such as
Components: VS Intelligence), the spell must also incorporate the life seed.
Casting Time: 1 minute
Granting spell resistance to a creature that doesn’t already
Range: Personal
have it is a special case; the base Spellcraft DC of 10 grants
Target: You
for spell resistance, and 40 grants for spell immunity.
Duration: Instantaneous or concentration (see text)
Granting non-magical resistance to a creature that doesn’t
You can foretell the immediate future, or gain information already have it is a special case; the base Spellcraft DC of 5
about specific questions. grants for non-magical damage resistance, and 20 grants for
non-magical damage immunity.
12
The creature is immediately restored to full hit points,
A special use of the fortify seed grants the target a vigor, and health, with no loss of prepared spells. However,
permanent +1 year to its current age category. For the subject loses one level (or 1 point of Constitution if the
each additional +1 year added to the creature’s subject was 1st level).
current age category, increase the Spellcraft DC by An epic caster with 15 point in arcana, nature, or religion
+1. can cast a spell developed with a special version of the life
Spells developed with the heal seed channel positive animals, and plants speak one language that you know, plus
energy into a creature to wipe away disease and injury. Such one additional language that you know per point of
a spell completely cures all diseases, blindness, deafness, hit Intelligence bonus (if any).
A spell developed with the life seed will restore life and
its body.) The creature can have been dead for no longer than
Spellcraft DC by +1.
13
Seed: Reveal Seed: Slay
Divination Necromancy
Spellcrat DC: 6 (see text) Spellcrat DC: 12
Components: VS Components: VS
Casting Time: 1 minute Casting Time: 1 minute
14
If you increase the Spellcraft DC by +10, you can summon a
the multiverse. You must know the target’s name and some
Seed: Transform
Transmutation
Spellcrat DC: 8
Components: V S
Duration: Permenant
in size from Tiny to one size larger than the subject normal
Spellcraft DC by+10.
The transform seed can also change its target into some-
new likeness, it can only use the abilities of the creature at its
your option.
15
The transformed creature or object acquires the physical and As a special use of the transport seed, you can develop a
natural abilities of the creature or object it has been changed spell that temporarily transports you into a different time
into while retaining its own memories and mental ability stream (leaving you in the same physical location); this
scores. Mental abilities include personality, Intelli- gence, increases the Spellcraft DC by +8. If you move yourself or the
Wisdom, and Charisma scores, level and class, hit points subject into a slower time stream for 5 rounds, time ceases to
(despite any change in its Constitution score), align- ment, flow for the subject, and its condition becomes fixed —no
extraordinary abilities, spells, and abilities. Physical abilities force or effect can harm it until the duration expires. If you
include natural size and Strength, Dexterity, and Constitution move yourself into a faster time stream, you speed up so
scores. Natural abilities include armor, natural weapons, and greatly that all other creatures seem frozen, though they are
similar gross physical qualitities (presence or absence of actually still moving at their normal speeds. You are free to
wings, number of extremities, and so forth), and possibly act for 5 rounds of apparent time. Normal and magical fire,
hardness. Creatures transformed into inanimate objects do cold, poison gas, and similar effects can still harm you. While
not gain the benefit of their untransformed physical abilities, you are in the fast time stream, other creatures are
and may well be blind, deaf, dumb, and unfeeling. Objects invulnerable to your attacks and spells; however, you can
transformed into creatures gain that creature’s average create spell effects and leave them to take effect when you
physical ability scores, but are considered to have mental reenter normal time.
ability scores of 0 (the fortify seed can add points to each Because of the branching nature of time, epic spells used
mental ability, if desired). to transport a subject into a faster time stream cannot be
For each normal extraordinary ability or supernatural made permanent, nor can the duration of 5 rounds be
human transformed into a basilisk to use the basilisk’s More simply, you can haste or slow a subject for 20 rounds
petrifying gaze, for example), increase the Spellcraft DC by by transporting it to the appropriate time stream. This
case, for each Hit Die the assumed form has above 15,
Seed: Transport
Transmutation
Spellcrat DC: 14
Components: V S
Range: Touch
transport
16
Seed: Ward A ward against magic creates an immobile, faintly
Spellcrat DC: 1 Alternatively, you can ward just the target and not create the
Casting Time: 1 minute excluded, increase the Spellcraft DC by +10 (but see above).
Range: Touch The area or effect of any such spells does not include the area
Target: Touched creature or object of 2,000 lb. or less; or of the ward, and such spells fail to affect any target within the
10-ft.-radius spherical emanation, centered on you ward. However, any type of spell can be cast through or out of
Duration: 24 hours the ward. You can leave and return to the protected area
Saving Throw: None without penalty (unless the spell specifically targets a
bludgeoning, piercing, and slashing. For a ward against all Instead of creating an epic spell that uses the ward
three types, increase the Spellcraft DC by +4. seed to nullify all spells of a given level and lower, you
A ward against energy grants a creature protection from can create a ward that nullifies a specific spell (or
whichever one you select of the five energy types: acid, cold, specific set of spells). For each specific spell so
lightning, fire, or thunder. nullified, increase the Spellcraft DC by +2 per spell
A ward against a specific type of creature prevents bodily
level above 1st. For example, if you want to create an
contact from whichever one of several monster types you
epic spell that protects you specifically against charm
select from the Monster Manual (giants, humanoids, or out-
person and dominate person, the Spellcraft DC would
increase by +0 and +8, respectively.
siders, for example). This causes the natural weapon attacks
17
Epic Spells
S
everal dozen epic spells developed by epic Dreamspace: You physically travel the region of dreams.
spellcasters ate presented here. Your epic Epic Counterspell: Cancel another’s epic spell.
character can personally develop these spells if Let Go of Me: Grappler takes 20d6 damage, you take
Epic Repulsion: One creature or object is warded against Soul Dominion: You achieve remote control of the target
Spellcraft DC: 18
Spellcraft DC: 9 Crown of Vermin: You have an aura of one thousand
Enslave (Ritual): Subject is a permanent thrall. venomous vermin
Eternal Freedom: Permanent immunity to many hold, Damnation: Send your foe to hell.
stun, stasis and other spells and effects Raise Island (Ritual): You create a small island in the
sea.
Spellcraft DC: 10 Spell Worm: Subject abandons all her spells
Living Lightning: Spell can cast itself, dealing 15d6
Time Duplicate: You and your future self exist together
electricity damage to foe.
for 1 round.
Verdigris: 100-ft.-area overrun by tsunami of plant growth Momento Mori: A thought that kills.
Spellcraft DC: 28
Spellcraft DC: 12 Demise Unseen: Animated ghoul of slain victim fools its
Hellball: You deal 15d6 each of acid, fire, lightning, and companions that all is well.
thunder damage; you take 10d6.
Mass Frog: All in 40-ft.-radius are transformed into frogs. Spellcraft DC: 30
Soul Scry: You experience everything the target Animus Blizzard: Victims of your 30d6 coldball animate
Spellcraft DC: 14
Create Living Vault (Ritual): You fashion a living vault
attuned to you.
Spellcraft DC: 15
Kinetic Control: You store and redirect damage.
on your attacker
Spellcraft DC: 16
Animus Blast: Victims of your 15d6 coldball animate as
18
These six wights serve you indefinitely. You cannot exceed
Epic Spell Descriptions the normal limit for controlling undead through use of this
The epic spells herein are presented in alphabetical order. spell, but other means that allow you to exceed the normal
Spellcraft DC: This is the DC of the Spellcraft check limit for controlled undead work just as well with undead
required to cast the epic spell. created with animus blizzard.
To Develop: The first part of this entry shows the
resources in gold, time, and experience points you must Contingent Resurrection
expend to develop the spell shown. If you expend the Conjuration
resources, you develop the spell if you have access to all the
seeds. Spells containing the life or heal seed only available to Spellcraft DC: 30
those with 10 or more point in religion or nature. Components: V,S
Casting Time: 1 minute
The rest of the development entry details the seeds and
Range: Touch
factors used to create the epic spell. This information is
Target: You or creature touched
provided as an example for you when you attempt to create
Duration: Contingent until expended, then instantaneous
and develop your own unique epic spells.
Saving Throw: None (see text)
Spellcraft DC: 16
Components: V, S Contingent resurrection returns the subject to life if she is
Casting Time: 1 action
slain. Once cast, the spell remains quiescent and does not
Range: 300 feet
activate until the trigger conditions have been met (but each
Area: 20-ft.-radius hemisphere burst
day it remains untriggered, it uses up an epic spell slot, even
Duration: Instantaneous
if you cast it on another creature). Once triggered, the spell is
Saving Throw: Dexterity to half
expended.
To Develop: 400,000 gp; 16 days; 20,000 XP.
If the subject is killed (the trigger), she is restored to life
Seeds: energy (DC +6), animate dead (DC +10).
and complete health 1 minute later, so long as even a tiny bit
Factors: 1-action casting time (+10 DC)
of dust remains for contingent resurrection to act upon. A
Mitigating factors: set undead type to skeleton (–10 DC)
golden shaft of light shines down from the heavens,
illuminating the subject and everything within 20 feet, as the
When this spell is cast, you can engulf your enemies in a target’s life is visibly restored. The creature is restored to full
coldball that deals 15d6 points of cold damage. However, up hit points, vigor, and health, with no loss of prepared spells.
to eighty of those victims that perish as a result of this blast However, the subject loses one level (or 1 point of
are then instantly animated as skeletons. These skeletons Constitution if the subject was 1st level).
serve you indefinitely. You cannot exceed the normal limit for
controlling undead through use of this spell, but other means Create Living Vault (Ritual)
that allow you to exceed the normal limit for controlled Conjuration
undead work just as well with undead created with animus
blast. Spellcraft DC: 14
Components: Ritual, V,S, XP
Casting Time: 100 days, 11 minutes
Animus Blizzard
Range: 0 ft.
Evocation
Effect: One living vault, 50 ft. by 50 ft. by 10 ft.
Area: 20-ft.-radius hemisphere burst Factors: allow vault to “grow” to proper size in 4d4 days
Factors: increase damage to 30d6 (+15 DC) (–30 DC), increase casting time by 100 days (–300 DC),
Mitigating factors: set undead type to wight (–1 DC). 16d6 backlash (–32 DC), seven additional casters
contributing one epic spell slot (–133 DC), four additional
When this spell is cast, you can engulf your enemies in an
casters contributing one 2nd-level spell slot (–12 DC), one
unusually powerful burst of cold that deals 30d6 points of
additional casters contributing one 1st-level spell slot (–1
damage. However, up to five victims that perish as a result of
DC), burn 10.700 XP (–214 DC).
this blast are then instantly animated as wights.
19
You can create a construct known as a living vault (see below) When you “don” a crown of vermin, one thousand
to protect and hide your treasures. Upon completion, the venomous, biting and stinging spiders, scorpions, beetles,
vault initially measures only 5 feet on a side, but it gradually and centipedes apparently erupt from the very air around
increases to its proper size over the following 4d4 days. The you. This swarm forms a living aura around you to a radius of
vault is attuned to you and you only, allowing you entrance 10 feet. You are immune to your own crown of vermin. The
and egress in a manner similar to a dimension door spell. swarm goes where you go at your speed, even if you take to
When you desire the vault to hide itself, you give it a simple the air or water (though water drowns the vermin after 1 full
command. To summon the vault, you may cast a sending spell round of immersion, unless the spell is cast underwater, in
or arrange some other manner to contact it. which case aquatic or marine vermin answer the call and
enters the area occupied by the effect (or you force the effect
STR DEX CON INT WIS CHA weapons. If there aren’t enough vermin to kill all the
creatures in the spell’s effect, the creature with the fewest hit
30 (+10) 7 (-2) --- 9 (-1) 12 (+1) 7 (-2)
points is affected first, then the creature with the second
fewest hit points, and so on. After all creatures that can be
Saving Throws Constitution +16, Dexterity, +13,
killed have been killed, any remaining damage is distributed
Wisdom +8, Charisma +10
among the survivors equally.
Damage Immunities All damages
Condition Immunities charmed, exhaustion, You can force them into areas
Senses Blindsight 120 ft., passive Perception 16 common vermin. You can
Actions
at all. The time that vermin are
Multiattack: The blood demon makes two slam toward the spell’s duration.
10-foot-radius spread as a
20
Damnation Dire Winter
Enchantment Evocation
Spellcraft DC: 18 Spellcraft DC: 16
To Develop: : 450,000 gp; 18 days; 22,500 XP. To Develop: 400,000 gp; 16 days; 20.000 XP.
Seeds:foresee (to preview likely hellscape) (DC 4), Seeds: energy (emanate 2d6 cold in 10-ft. radius) (DC 6).
transport (DC 14), compel (to keep target in hell) (DC 6). Factors: 100 times increase in base area (+400 DC), 1-
Factors: unwilling target (+4 DC), 1-action casting time action casting time (+10 DC).
–
Mitigating factors: burn 1.500 XP ( 30 DC).
You summon winter. The creature or object you target
You send your foe to hell, if you succeed at a melee touch emanates bitter cold to a radius of 1,000 feet for 20 hours.
attack, the target must succeed at a Charisma saving throw The emanated cold deals 2d6 points of damage per round
(DC = the standard epic spell DC + 5). If he fails his saving against unprotected creatures (the target is susceptible if not
throw, he is sent straight to a layer of the Nine Hells (or the magically protected or otherwise resistant to the energy). The
Abyss, at your option) swarming with fiends. The subject will intense cold freezes water out of the air, causing constant
not willingly leave the Nine Hells for 20 hours, believing that snowfall and wind. The snow and wind produce a blizzard
his predicament is a just reward for an ill-spent life. Even effect within the area.
after the compulsion fades, he must devise his own escape XP Cost: 20,000 XP.
Unless your DM devises a specific location and scenario in Dragon Knight (Ritual)
the Nine Hells, the subject encounters a group of 1d4 pit Conjuration
fiends (or balors, if in the Abyss) every hour he spends in hell.
Spellcraft DC: 17
See the Monster Manual for statistics for these creatures.
Components: V,S, Ritual
XP Cost: 1.500 XP.
Casting Time: 1 action
Duration: 20 rounds
Casting Time: 1 action Factors: summon creature other than outsider (+10 DC),
Range: 300 ft. summon CR 17 creature (+26 DC), 1-action casting time
Seeds: slay (DC 12), animate dead (DC 10), delude (DC 1).
This spell summons an adult red dragon. It appears where
Factors: apply figment element to all 5 senses (+10 DC),
you designate and acts immediately. It attacks your
1-action casting time (+10 DC)
–
Mitigating factors: change undead type to ghoul ( 8 DC),
opponents to the best of its abilities (on the first round, it
–
burn 1.000 XP ( 20 DC).
prefers to breathe fire on an enemy, if possible). You can
You instantly slay a single target and at the same moment or to perform other actions. This is a ritual spell requiring
animate the body so that it appears that nothing has two other spellcasters, each of which must contribute an
happened to the creature. The target’s companions (if any) do unused 8th-level spell slot to the casting
the save fails, the target remains in its exact position with no
21
Dragon Strike (Ritual) Conjuration
Conjuration
Spellcraft DC: 19
Spellcraft DC: 20 Components: V,S, XP
Casting Time: 10 minutes
Components: V, S, Ritual, XP
Range: 200 miles
Casting Time: 1 action
Area: 5-mile radius, centered on you
Range: 75 ft.
Duration: Up to 8 hours
Effect: Ten summoned adult red dragon
To Develop: 475,000 gp; 19 days; 23.750 XP.
Duration: 20 rounds
Seeds : conjure (DC 8), transport (to move disk into
To Develop: 500,000 gp; 20 days; 25,000 XP.
summon CR 17 creature (+26 DC), 1-action casting time into paperthin disk (DM decision +2 DC), keep disk in
(+10 DC), summon ten creatures (×10 DC). place for 8 hours (DM decision +10 DC).
Mitigating factors: increase casting time by 9 minutes (–
Mitigating factors: ten additional casters contributing
7th-level spell slots (–130 DC), burn 1,455 XP per caster 27 DC), burn 1,400 XP (–28 DC).
(–320 DC) With this spell, you can create a limited eclipse, as though a
As dragon knight, except the spell summons ten adult red heavenly body moves between the sun and the earth. The
dragons. On the first round, they all prefer to simultaneously landscape within a five-mile radius of your location
breathe fire on an enemy, if possible. experiences the dimming of the sun as a disk you create
XP Cost: 1.455 XP (per caster)
passes in front of it, culminating in a complete blackout and
accompanying coronal ring. The eclipse follows you across
Dreamspace the landscape for up to 8 hours, or until the sun goes down,
Transmutation
or until you dismiss the eclipse. You do not need to
concentrate on the eclipse while it lasts.
Spellcraft DC: 16 XP Cost: 1.400 XP.
Components: V,S,
Casting Time: 1 minute Enslave (Ritual)
Range: Touch Enchantment
You and any creatures you touch are drawn along a crystal To Develop: 225,000 gp; 9 days; 11.250 XP.
arc of reverie to the edge of conscious thought and into the Seeds : compel (DC 6).
region of dreams. You can take more than one creature along Factors: stricter compulsion of any creature (DM decision
with you (subject to your weight limit), but all must be +8 DC), 1-action casting time (+10 DC), permanent (×3
touching each other. You physically enter the land of dreams, DC).
leaving nothing behind. Mitigating factors: two additional casters contributing
In the region of dreams, you move through a menagerie of one 5th-level spell slot (–18 DC), burn 750 XP per caster
thoughts, desires, and phantoms created by the minds of (–45 DC).
dreamers everywhere. For every minute you move through
the dream landscape, you can “wake” to find yourself five You make a permanent thrall of any living creature. You
miles displaced in the waking world. Thus, a character can establish a telepathic link with the subject’s mind. If the
use this power to travel rapidly by physically entering where creature has a language, you can generally force the subject
only dreams normally prowl, moving for a certain length of to perform as you desire, within the limits of its abilities. If
time (at five miles per minute) and then stepping back into the creature has no language, you can communicate only
the waking world. basic commands, such as “Come here,” “Go there,” “Fight,”
You do not know precisely where you will come out in the and “Stand still.” You know what the subject is experiencing,
waking world, nor the conditions of the waking world through but you do not receive direct sensory input from it.
which you travel. You know approximately where you will end A subject forced to take an action against its nature
up based on time spent traveling in dream. receives a Wisdom saving throw with a penalty of –10 to
Dreamscape can also be used to travel to other planes that resist taking that particular action, but if it succeeds, it still
contain creatures that dream, but doing this requires remains your thrall despite its minor mutiny. Once a subject
crossing into the dreams of outsiders, where you are subject makes a successful saving throw to resist a specific order, it
to the dangers of alien dream realities. This is a potentially makes all future saving throws to resist taking that specific
perilous proposition, at your DM’s option. Transferring to action without a penalty.
another plane of existence requires 1d4 hours of
uninterrupted journey.
Eclipse
22
Protection from evil and good or a similar spell can prevent Epic Spell Reflection (Ritual)
you from exercising control or using the telepathic link while Abjuration
the subject is so protected, but it does not prevent the
establishment of enslave or dispel it. Spellcraft DC: 11
XP Cost: 750 XP. Components: V,S, Ritual
Casting Time: 41 days, 11 minutes
Duration: Permanent
Spellcraft DC: 16 To Develop: 275.000 gp; 11 days; 13.750 XP.
Components: V,S Seeds : reflect (DC 15).
Casting Time: 1 action
Factors: reflect up to 9th-level spells (+45 DC), change
Range: 300 ft.
range to touch (+2 DC), permanent (×3 DC).
Target: One creature or object
Mitigating factors: increase casting time by 10 minutes
Duration: Instantaneous
(–30 DC), increase casting time by 41 days (–123 DC), two
To Develop: 400,000 gp; 16 days; 20.000 XP.
additional casters contributing one 6th-level spell slot (–22
Seeds : dispel (DC 6).
DC)
Factors: 1-action casting time (+10 DC).
Spellcraft DC: 3
Components: V,S The subject goes boldly where others fear to tread,
Casting Time: 1 minutes
becoming permanently immune to the following specific
Range: Touch
spells, effects, and spell-like abilities: entangle, hold,
Target: Object or creature touched
imprisonment, paralysis, petrification, sleep, slow, stunning
Duration: Permanent
and web.
To Develop: 75.000 gp; 3 days; 3.750 XP.
XP Cost: 15,000 XP.
23
Greater Spell Resistance A hellball is a massive blast of energy that detonates with a
Spellcraft DC: 14 15d6 points of thunder damage to all creatures within the
Components: V,S area. Unattended objects also take this damage. The spell is
Casting Time: 1 minute barely controlled, and you take 10d6 points of damage as you
Target: Creature touched You point your finger and determine the range (distance
To Develop: 35.000 gp; 14 days; 17.500 XP. fist-sized globe of strobing energy streaks forth and, unless it
Seeds: fortify (DC 4). impacts a material body or solid barrier prior to attaining the
Factors: granting spell resistance (+10 DC) indicated range, blossoms into an effect described by the rare
Components: V,S, XP
Spellcraft DC: 11
Casting Time: 1 action
Components: V,S, XP
Range: Personal; touch
Casting Time: 1 action
Target: You; creature or object touched
Range: 12.000 ft
Duration: 12 hours or until discharged
Target: One creature, or up to a 10-foot cube of nonliving
To Develop: 375.000 gp; 15 days; 18.750 XP.
matter
Seeds: ward (from bludgeoning and piercing) (DC 1),
Duration: Instantaneous
reflect (DC 15)
Saving Throw: Constitution for half
Factors: also against slashing (+4 DC), contingent
To Develop: 275.000 gp; 11 days; 13.750 XP.
reflection of damage on creature touched (+15 DC)
Seeds:destroy(DC 16).
–
Mitigating factors: burn 1,000 XP ( 20 DC)
Factors: increase damage to 35d6 (+15 DC), 1-action
casting time (+10 DC). Once you’ve cast this spell, you can absorb, store, and
–
Mitigating factors: burn 1,500 XP ( 30 DC) redirect the energy contained in the swing of a club, the slash
–
Mitigating factors: 10d6 backlash ( 20 DC), burn 400 XP
–
( 8 DC).
24
Let Go of Me Living lightning uses up one of your epic spell slots for the
Transmutation day whenever it casts itself. When you’ve used up all your epic
spell slots for the day (or you’ve cast all your prepared living
Spellcraft DC: 16 lightning spells, if you are a caster who must prepare spells),
Components: None living lightning becomes quiescent. It remains so until you’ve
Casting Time: 1 action rested to regain your epic spell slots for the next day.
Range: Touch (see text) XP Cost: 4,000 XP.
You radiate destruction, dealing 20d6 points of damage to Saving Throw: Constitution to negate
any creature grappling you. The damage dealt is of no To Develop: 300.000 gp; 12 days; 15.000 XP.
particular type or energy —it is a purely destructive impulse, Seeds : transform (DC 8).
if grappled by a magical force, such as Bigby’s grasping hand Factors: change target to area of 20-ft. hemisphere (+10
or Bigby’s crushing hand, the force is automatically destroyed. DC), increase area by 100% (+4 DC), 1-action casting time
Being grappled is dangerous for most spellcasters, so few (+10 DC).
mind taking 3d6 points of backlash damage. Mitigating factors: Backlash 10d6 points of damage (-20
DC)
Living Lightning
Evocation Culled from the repertoire of the legendary wizard Miko,
this epic spell turns all Medium-size or smaller creatures in
Spellcraft DC: 10 the area into frogs. The transformed creatures retain their
Components: XP mental faculties, including personality, Intelligence, Wisdom,
Casting Time: 1 action and Charisma scores, level and class, hit points (despite any
Range: 300 ft. or 150 ft change in Constitution score), alignment, extraordinary
Area: A bolt 5 ft. wide by 300 ft. long, or 10 ft. wide by 150 abilities, spells etc. They assume the physical characteristics
ft. long of frogs, including natural size and Strength, Dexterity, and
Duration: Instantaneous Constitution scores. (Use the statistics for the toad as given
Saving Throw: Dexterity to half in the Monster Manual.) All the creatures’ equipment drops to
To Develop: 250,000 gp; 10 days; 12,500 XP. the ground upon transformation.
Seeds : life (DC 15), energy (DC 6).
You develop a spell that you can cast; thereafter, the spell
can effectively “cast itself.” When you cast the spell, a stroke
of energy deals 15d6 points of lightning damage to each
creature within the spell’s area. Living lightning follows all
the standard rules for epic spell casting when you cast it.
Living lightning is sentient and generally friendly toward
you. It has your mental ability scores, but it has no physical
ability scores. It senses the world through your senses and
communicates with you by thought. As a selftriggering spell,
it isn’t truly alive but is a fragment of your personality. It cares
little for the world around it, but at your urging (and
sometimes at its own discretion) it casts itself at your 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 your initiative but
does not count against your own actions in the round.
Assuming you had enough epic spell slots for the day, you
could be simultaneously taking another action, including
casting another epic spell or nonepic spell. You cannot
simultaneously cast living lightning while it is casting its own
effect, even if it has been prepared more than once.
25
Momento Mori Nailed to the Sky
Necromancy Transmutation
Spellcraft DC: 20 Spellcraft DC: 16
Components: XP Components: V, S, XP
Target: One living creature Target: Creature or object weighing up to 1,000 lb.
To Develop: 500,000 gp; 20 days; 25,000 XP. To Develop: 400,000 gp; 16 days; 20.000 XP.
Seeds: : slay (DC 12). Seeds: foresee (to preview endpoint of teleportation) (DC
Factors: increase to 160 HP (+6 DC), 1-bonus action 4), transport (DC 14).
casting time (+18 DC), no verbal or somatic components Factors: unwilling target (+4 DC), increase range from
(+4 DC), +10 to DC of subject’s save (+20 DC). touch (+4 DC), 1-action casting time (+10 DC)
–
Mitigating factors: burn 2,000 XP ( 40 DC) –
Mitigating factors: burn 1,000 XP ( 20 DC).
Your passing thought connotes death for the target. As a Your spell fixes the target to the heavens. Nailed to the sky
bonus action, you will the target dead without a word or actually places the target so far from the surface of the world
gesture. Your bloodthirsty wish snuffs out the life force of a and at such a speed that it keeps missing the surface as it
living creature of 320 or fewer HP, killing it instantly. The falls back, so it enters an eternal orbit. Unless the target can
subject is entitled to a Constitution saving throw (DC 30 + magically fly or has some other form of non-physical
relevant ability modifier) to have a chance of surviving the propulsion available, the target is stuck until someone else
attack. If the save is successful, the target instead takes rescues it. Even if the target can fly, the surface is 2 to 4
40d6+20 points of damage. hours away, assuming a fly spell, which allows a maximum
XP Cost: 2,000 XP. speed of 720 feet per round while descending. The target
Mummy Dust Depending on the world where nailed to the sky is cast,
Duration: Instantaneous
(10,000 gp).
26
Peripety This potent and terrible ritual might be perpetrated upon a
Casting Time: 1 minute alike. Fruits and vegetables infected with slimy doom are
Target: You This is a ritual spell requiring two other spellcasters, each
Duration: 12 hours of whom must expend an unused 5th level spell slot for the
To Develop: 375.000 gp; 15 days; 18.750 XP. casting. Each caster must also burn 2,830 XP.
decide which attacks before damage is rolled. The reflected Spellcraft DC: 16
attack rebounds on the attacker using the same attack roll. Components: V, S,
Once five attacks are so reflected, the spell ends. Casting Time: 1 minute
Range: 0 ft.
Duration: Instantaneous This spell summons a swirling thunderstorm that rains fire
Saving Throw: Constitution to negate rather than raindrops down on you and everything within a
To Develop: 325,000 gp; 13 days; 16.250 XP. two-mile radius of you. Everything caught unprotected or
Seeds: afflict (DC 1) unsheltered in the flaming deluge takes d4 point of fire
Factors: change target to area (+10 DC), change 20-ft. damage each round. A successful Dexterity save results in
radius to 1,000-ft. radius (+200 DC), disease effects (as per half damage, but the save must be repeated each round.
contagion spell) (DM decision +7 DC), additional target Unless the ground is exceedingly damp, all vegetation is
type (plants) (+10 DC). eventually blackened and destroyed, leaving behind a barren
Mitigating factors: casting time increased by 9 minutes wasteland similar to the aftermath of a grass or forest fire.
–
( 27 DC), two additional casters contributing 5th level The fiery storm is stationary and persists even if the caster
spell slots (-18), each caster burnS 2,830 XP (-170 DC) leaves.
area begins to show signs of rot and decay, plants liquefy and
infected.
27
Raise Island (Ritual) When you would otherwise be subject to any instantaneous
Conjuration
effect that would deal you 50 or more points of damage, you
are instead transported to a static time stream where time
Spellcraft DC: 18 ceases to flow for you. Your condition becomes fixed—no
Components: V, S, Ritual, XP force or effect can harm you until 1 round of real time has
Casting Time: 65 days, 11 minutes passed. Thus, you duck the damage you would otherwise
Range: 0 ft. receive, but you also miss out on one round of activity. To you,
Area: 100-ft.-radius hemispherical island no time passes at all, but to onlookers who are part of real
Duration: Permanent time, you stand frozen and fixed in space for 1 round.
To Develop: 450,000 gp; 18 days; 22,500 XP. XP Cost: 1,500 XP.
Factors: change area to 10-ft. radius, 30-ft. high cylinder Soul Dominion
(+2 DC), change radius to 100 ft. (+40 DC), change height Divination
You can literally raise a new island from out of the sea, Seeds : contact (DC 6), reveal (DC 6), compel (DC 6).
bringing to the surface a sandy or rocky but otherwise barren Factors: apply to all five senses (+8 DC), total compulsory
protrusion that is solid, stable, and permanently established. control (+10 DC), stricter compulsion of any creature (DM
The island is roughly circular and about 200 feet in diameter. Decision +8 DC).
Raise island only works if the ocean is less 1,000 feet deep Mitigating factors: increase casting time by 9 minutes
time
To Develop: 275.000 gp; 11 days; 13.750 XP.
Safe time can move you (or the target) out of harm’s way by
shunting you 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.
28
Soul Scry The subject doesn’t realize the spells or spell slots are gone
Duration: 20 minutes
Spellcraft DC: 16
Saving Throw: Wisdom to negate (see text)
Components: V, S
To Develop: 300.000 gp; 12 days; 15.000 XP.
Casting Time: 1 action
Seeds: contact (DC 6), reveal (DC 6), compel (DC 6).
Range: 300 ft.
Factors: apply to all five senses (+8 DC), conceal detection
Target: One creature or object
(DM Decision +6 DC), 1-action casting time (+10 DC).
Duration: Instantaneous
Mitigating factors: burn 1,500 XP (-30 DC)
To Develop: 400,000 gp; 16 days; 20.000 XP.
When you cast this spell, you are temporarily able to tap Seeds: dispel (DC 6).
the consciousness of another sentient creature with whom Factors: 1-action casting time (+10 DC).
Once the subject is tapped, you are able to hear, see, fell,
Spellcraft DC: 18
smell, and taste everything the subject senses. You cannot
Components: V, S, XP
control the subject, however. You can only see what the
Casting Time: 1 bonus action
subject chooses to look at, and you taste something only if the
Effect: You
subject eats or drinks it during the spell’s duration!
Duration: 1 round (see text)
During this time, your own body remains in a trancelike
To Develop: 450,000 gp; 18 days; 22,500 XP.
state. If the subject takes damage, you sense the injuries,
Seeds: transport (to move future you back in time 1
although your own body does not actually suffer any ill
round) (DC 14).
effects. If the subject is knocked unconscious or killed, the
Factors: move to time stream (+8 DC), stretch the base
spell immediately ends.
temporal effect (DM Decision +8 DC), 1-bonus action
XP Cost: 1,500 XP.
casting time (+18 DC).
desires.
29
—you—gets snatched back in
Round Two: Your future self
Verdigris
time to help your past self. During this round, there are no
Transmutation
versions of you present.
Round Three: You rejoin the time stream. You arrive in the Spellcraft DC: 11
same location and condition that your future self ended with Components: V, S
at the end of the first round. Any resources (spells, damage, Casting Time: 1 action
staff charges) your future self used up in round one are gone Range: 300 ft.
Using this spell to snatch a single future self stretches time Duration: 24 hours
and probability to its limit; more powerful versions of time Saving Throw: Dexterity to half
duplicate are not possible. You cannot bring more than a To Develop:
single future version of yourself back to help you at one time, Seeds: conjure (DC 8).
nor can you snatch a version of you from farther in the future. Factors: change area to 20-ft.-radius hemisphere (+2 DC),
XP Cost: 1,500 XP. increase radius to 100 ft. (+16 DC), deal 15d6 damage
Spellcraft DC: 16 When you cast this spell, you create a tsunami of grass,
Components: V, S, XP shrubs, and trees that overgrows the area like a tidal wave.
Casting Time: 1 action The plant growth creeps and curls across everything in the
Range: 12,000 ft. area, ensnaring it and coiling around it as if it had been
Target: One creature, or up to a 10-foot cube of nonliving growing there for a century or more, like some ancient ruin
matter in line of sight overrun by jungle. Creatures in the area must make a
Duration: Instantaneous Dexterity saving throw to avoid the fastmoving growth, which
Saving Throw: Constitution to half otherwise deals 15d6 points of damage from the crushing
To Develop: 400,000 gp; 16 days; 20.000 XP. press. Buildings are engulfed by tendrils of vines, creepers,
Seeds: destroy (DC 16). thick roots, and branches, and they likewise take 15d6 points
Factors: increase damage to 200d6 (+180 DC), 1-action of damage. Those destroyed by the damage have their
casting time (+10 DC). foundations uprooted and walls crumbled. The plant growth
Mitigating factors: burn 9,500 XP (-190 DC) remains for 24 hours, after which it vanishes.
This document revised from Epic Level Handbook page 71 to All other original material in this work is copyright 2019 by
92 from 3.5th Edition. Berkay Sert and published under the Community Content
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Agreement for Dungeon Masters Guild.
product names, and their respective logos are trademarks of Arts in this document are coming from DMs Guild Creator
Resources.
Wizards of the Coast in the USA and other countries.
Written by Berkay Sert
This work contains material that is copyright Wizards of
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