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Epic Spells: Revised for 5th Edition

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Contents
ou dream of power. In shades of shrieking red,

endless black, and brilliant yellow, the cosmic

forces underlying the multiverse make


Page
themselves known to you. Inexplicable

equations scribed in a thousand for- gotten


Epic Spells for Cults & Demigods 1
alphabets take up arcane orbit around your Beyond 9th Level Spells 1
head . . . but you understand them. What’s more,
What Are Epic Spells? 1
something you suspected all along is now revealed to you in

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?

You’ve heard about spells that transcend the com- monly


Epic Spellcasting 2
understood arts, scribed in the margins of ancient tomes and Developing Your Own Epic Spells 3
whispered, among the acolytes of mageguilds. In various
Example of Development and Casting 5
times and places, epic spells have been personified as “the

Serpent,” codified as Trite Dweomers, and encoded as part of Seed Descriptions 8


an ancient lore called the Language Primeval. Whether epic
Epic Spells 18
spells really are straight from the Serpent’s maddening

whispers or are revealed to you over countless curious

volumes of hidden lore, you are ready to grasp the ultimate

level of, mortal magic.

Casting epic spells is nothing less than the direct

manipulation of reality itself. Even deities fear mortal casters

of epic spells

Beyond 9th Level Spells


Epic spellcasters begin to understand how

magic really works. Through application

of formidable intellect, vast

wisdom, or sheer

force of personality,

a spellcaster can

manipulate cosmic

and personal energy directly. Such a spellcaster is released

from the shackles imposed by level- dependent spell casting.

The classification of power by level loses all meaning to the

caster of epic spells.

The tradeoff for such transcendent power is time and

resources. Developing and casting epic spells is a time-

consuming and costly undertaking. Only spellcasters who

have already mastered the ability to cast 9th-level spells can

hope to tread the road of epic spellcasting.

What Are Epic Spells?


Epic spells are spells developed from the ground up using a

list of magical ingredi- ents called seeds. Despite their power,

epic spells still follow the basic rules for casting spells, except

as specifically noted otherwise in this chapter.

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 Epic Spell Development
Before it can be cast, an epic spell must be developed. The
A character with the Epic Spellcasting feat may start
process of development can be a time-consuming and
acquiring epic spells immediately. However, the Dungeon
expensive process. It is during development that a caster
Master has final say as to whether a particular epic spell is
determines whether a given epic spell lies within her abilities
allowed in the campaign for player characters, for non- player
or beyond them. The basis of that determination lies in an
character only, or not at all. The DM has the option of
epic spell’s Spellcraft DC.
eliminating the Epic Spellcasting feat completely from the
The easiest way to develop an epic spell is to use one
game.
already given in this book. The description of each of these
Using epic spells is a two-step procedure: development and
unique spells gives the amount of gold, time, and experience
Spellcasting.
points required to develop the spell. If you pay a spell’s

development cost, you develop (and thus know) that spell.

For information on developing an epic spell com- pletely

from scratch, see Developing Unique Epic Spells, below.


Epic Spellcasting; You can create and cast spells that
transcend the most powerful existing spells.
Epic Spellcasting
Prerequisite: Once an epic spell is developed, the caster knows the spell. A
Arcane proficiency for Wizard, Sorcerer developed epic spell becomes an indelible part of the caster
Bard and Warlock and may be prepared without a spellbook (if a wizard is the
Divine proficiency for Cleric,
caster). Characters who cast spells spontaneously, such as
Nature proficiency for Druid,
Ability to cast 9th-level spells. sorcerers, can cast a developed epic spell by using any open

epic spell slot. Druids, clerics, and similar spellcasters can

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,

a spellcaster makes a skill 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 Arcane, Religion or Nature

modifier cannot casting.

Epic Spell Levels: Epic spells have no fixed level.

However, for purposes of possible situations where spell level

is important, epic spells are all treated as if they were loth-

level spells.

Metamagic, Items, and Epic Spells: Metamagic feats and

other epic feats that manipulate normal spells cannot be used

with epic spells.

You 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 your epic spell has a DC of

16 + your spelcasting ability modifier + your proficiency

bonus. It’s possible to develop epic spells that have even

higher DCs, however, by applying the relevant factor.

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

*Spellcasters without at least 10 point in religion or nature


skills may not use heal or life spell seeds.

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

Spell Resistance: When combining two or more seeds to to.

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.

Those that can affect a number of seeds. For example, the

“1-action casting time” factor reduces the casting time of

an epic spell no matter what seeds you use to make it. If

you choose this factor, you’ll add +10 to the Spellcraft DC

of the epic spell.

Those that can only be used with specific seeds. The

summon seed, for example, lets you summon an outsider

of CR 2 or less. But for each +1 CR of the summoned out-

sider, the Spellcraft DC is increased by +2. This factor only

applies to epic spells with the summon seed.

Those that reduce the Spellcraft DC rather than

increasing it. These are referred to as mitigating factors.

To calculate the final Spellcraft DC of an epic spell cor-

rectly, it’s important to determine the mitigating factors

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 )

Contingent on specific trigger (1) +15 Other

Components Recorded onto stone tablet (4) ×1.5

No Verbal Components +2 Increase damage die by one step (d20 maximum) +7

No Somatic Components +2
Duration (2)
Unless stated otherwise, the same factor can be applied more

Increase duration by 100% +2 than once.

1- Each contingent spell in use counts as a slot used from


Permanent duration (apply this factor after all ×3 the caster’s daily epic spell slots.
otherepic spell factors, but before mitigating
2- Seeds that already have an instantaneous or permanent
factors)
duration cannot be increased.
Dismissible by caster (if not already) +2 3- When changing a targeted or area seed to a touch or

Range ranged attack, the seed no longer requires a save if it deals

damage, instead requiring a successful attack roll. Seeds with


Increase range by 100% +2 a nondamaging effect, such as compel or slay, still allow the

Target (3) target a save. Area spells changed to touch or ranged attacks

now affect only the creature successfully attacked.


Add extra target within 300 ft. +5
4- When changing a touch or ranged attack seed to a

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

range) saving throw for the epic spell.

5- Epic spells inscribed on stone tablets were usually


Change from touch or ranged touch attack to +4 developed by spellcasters deep in the mists of history,
target
although a new epic spell could also be developed this way if

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

150 ft.) equal or greater hardness. Once a spell is so inscribed,

another epic spellcaster can learn it without going through


Change area to cylinder (10-ft. radius, 30 ft. +2
the process of development. Once an inscribed epic spell is
high)
learned by another epic spellcaster in this fashion, the tablet
Change area to 40-ft. cone +2 upon which it is inscribed is destroyed and cannot be

Change area to four 10-ft. cubes +2 mended.

Change area to 20-ft. radius +2


Change area to target +4
Increase area by 100% +4
Saving Throw
Increase spell’s saving throw DC by +1 +2

6
Epic Spell Mitigating
Additional participants in a ritual spell reduce the

Spellcraft DC, as shown on Table: Additional Participants in

Factors Rituals. Each additional participant may only contribute one

spell slot. It doesn’t matter whether the additional

Spellcraft DC participants are arcane or divine spellcasters; only the level of

Modifier the spell slot contributed matters. A contributed spell slot is

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

Spellcraft DC adjustments for each additional participant


Burn 100 XP during casting (max 20,000 –2 stack.
XP)
Increase casting time by 1 minute (max –3 ADDITIONAL PARTICIPANTS IN RITUALS
10 minutes) (2) Spell Slot Level Contributed Spellcraft DC Reduction
Increase casting time by 1 day (max 100 –3 1st -1
days) (2)
2nd -3
Additional participants (ritual) see Table at
below 3th -5
Decrease damage die by one step (d4 –7 4th -7
minimum) 5th -9
Change from target, touch, or area to –3 6th -11
personal
7th -13
8th -15
Note: Mitigating factors are always applied after all epic spell
9th -17
factors are accounted for in the development of an epic spell.

1- The caster cannot somehow avoid or make himself


Epic Slot -19
immune to backlash damage. For spells with durations

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

100 days. that additional participant cannot be applied to the final

Spellcraft DC of the epic spell. Thus the ritual epic spell will

Additional Participants be harder for the primary spellcaster to cast.

You can develop epic spells specifically require additional

participants (sometimes called celebrants). Epic spellcasters

might call such an epic spell a cooperative spell, a mythal, or a

ceremonial spell. These rules simply call it a ritual.

An epic spell developed as a ritual requires a specific

number of additional participants, who each must use up one

spell slot of a specified level for the day. During an epic spell’s

development, the spell’s creator determines the number of

additional participants and the level of the spell slots to be

contributed. If the exact number of spellcasters does not

partake in the casting, or if the casters do not each contribute

the proper spell slot, the epic spell automatically fails. To

participate, each participant readies an action to contribute

his or her raw spell energy when the primary caster begins

the epic spell.

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,

hearing, taste, touch, or a special sense the target pos- sesses.

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.

Range: 300 feet

Target: One living creature Seed: Animate


Duration: 20 minutes Transmutation
Saving Throw: Charisma
Spellcrat DC: 12

–4 penalty on attack rolls,


You afflict the target with a Components: V S

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

penalty to an ability score, or a –1 penalty to some other


You can imbue inanimate objects with mobility and a
aspect of the target that you and your DM agree on. For each

additional –1 penalty assessed in one of the above categories, semblance of life (not actual life). The animated object attacks

whomever or whatever you initially designate. The animated


increase the Spellcraft DC by +4.
object can be of any nonmagical material wood, metal, stone,
You can afflict a character’s ability scores to the point
fabric, leather, ceramic, glass, and so forth. You can also
where they reach 1. When they reach 1, target falls into a
animate part of a larger mass of raw matter, such as a volume
coma.
of water in the ocean, part of a stony wall, or the earth itself,
If you apply a factor to increase the duration of this seed,
as long as the volume of material does not exceed 20 cubic
ability score penalties instead become temporary ability
feet. For each additional 20 cubic feet of matter animated,
damage. If you apply a factor to make the duration
increase the Spellcraft DC by +1, up to 1,000 cubic feet. For
permanent, any ability score penalties become permanent
each additional 100 cubic feet of matter animated after the
ability drain.
first 1,000 cubic feet, increase the spellcraft DC by +1.

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

+2. To animate attended objects (objects carried or worn by Spellcrat DC: 2

another creature), increase the Spellcraft DC by +10. Components: V S

Casting Time: 1 minute

Seed: Animate Dead Range: Touch

Necromancy Target: Creature touched

Duration: 1 Day
Spellcrat DC: 10
Saving Throw: None
Components: V S

Casting Time: 1 minute You grant a creature additional armor, providing a +8

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

Armor Class bonus, increase the Spellcraft DC by +1.


You can turn the bones or bodies of dead creatures into

undead that follow your spoken commands. The undead can


Seed: Banish
follow you, or they can remain in an area and attack any
Abjuration
creature (or a specific type of creature) entering the place.

The undead remain animated until they are destroyed. (A Spellcrat DC: 13

destroyed undead can’t be animated again.) Intelligent Components: V S

undead can follow more sophisticated commands. Casting Time: 1 minute

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

control 1 CR per caster level of undead creatures you’ve


You force extraplanar creatures out of your home plane.
person- ally created, regardless of the method you used. If you
You can banish up to 14 HD of extraplanar creatures. For
exceed this number, newly created crea- tures fall under your
each additional 4 HD of extraplanar creatures you banish,
control, and excess undead from previous cast- ings become
increase the Spellcraft DC by +1. To specify a type or sub-
uncontrolled (you choose which creatures are released).
type of creature other than outsider to be banished, increase
For each additional 2 CR of undead to be controlled,
the Spellcraft DC by +10. For example, giants, humanoids
increase the Spellcraft DC by +1. Only undead in excess of 20
(orcs), and undead could all be banished in this way.
CR created with this seed can be controlled using this DC

adjustment. If you want to both create and con- trol more

than 20 CR of undead, increase the Spellcraft DC by +3 per


Seed: Compel
additional 2 CR of undead.
Enchantment
Type of Undead: All types of undead can be created with
Spellcrat DC: 6
the animate dead seed, although creating more pow- erful
Components: V M
undead increases the Spellcraft DC of the epic spell,
Casting Time: 1 minute
according to the table below. The DM must set the Spellcraft
Range: 75 ft.
DC for undead not included on the table, using similar
Target: One living creature
undead as a basis for comparison.
Duration: 20 hours or until completed

Undead Spellcraft DC Modifier Saving Throw: Wisdom

Skeleton -10 You compel a target to follow a course of activity.

At the basic level of effect, a spell using the compel seed


Zombie -10
must be worded in such a manner as to make the activity

Ghoul -8 sound reasonable. Asking the creature to stab itself, throw

Shadow -6 itself onto a spear, immolate itself, or do some other obviously

harmful act automatically negates the effect (unless you


Wight -1 increase the Spellcraft DC to avoid this limitation; see below).

Wraith 0 Urging a red dragon to stop attacking your party so that the

dragon and the party could jointly loot a rich treasure


Ghost 0
elsewhere would be a reasonable use of the spell’s power.

Vampire Spawn +3 If you wish to compel a creature to follow an outright

unreasonable course of action, increase the Spellcraft DC by

+8. Then the creauture must fail a Wisdom save with -10

penalty versus your Epic Spell Save DC.

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

Seed: Conceal You create a nonmagical, unattended object of nonliving


Illusion matter of up to 20 cubic feet in volume. You must succeed at

an appropriate skill check to make a complex item. You can


Spellcrat DC: 6
create matter ranging in hardness and rarity from vegetable
Components: V S
matter all the way up to mithral and even adamantine.
Casting Time: 1 minute
Simple objects, such as linen clothes, a hemp rope, a wooden
Range: Personal or touch
ladder, or raw vegetables, have a natural duration of 24
Target: You or a creature or object of up to 2,000 lb.
hours. For each additional cubic foot of matter created,
Duration: 200 minutes or until expended (D)
increase the Spellcraft DC by +2.
Saving Throw: None
Attempting to use any created object as a material com-

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.

gear, the gear vanishes too, rendering the creature invisible. A

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

displacement effect does not prevent enemies from targeting


You forge a telepathic bond with a particular creature with
him normally.
which you are familiar (or one that you can currently see
The conceal seed can also be used to block divination
directly or through magical means) and can converse back
spells and epic spells developed using the reveal seed; this
and forth. The subject recognizes you if it knows you. It can
increases the Spellcraft DC by +4. In all cases where
answer in like manner immediately, though it does not have
divination magic of any level, including epic level, is employed
to.
against the subject of a spell using the conceal seed for this
You can forge a communal bond among more than two
purpose, an opposed Intelligence save will determines which
creatures. For each additional creature contacted, increase
spell works.
the Spellcraft DC by +1. The bond can be established only

among willing subjects, which therefore receive no saving

throw. For telepathic communication through the bond

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

entirely new creature, if made permanent. the power to communicate at a distance.

To give a creature spell-like abilities, apply other


epic seeds to the epic spell that replicate the desired
ability. To give the creature a supernatural or
extraordinary ability rather than a spell-like ability, At the base Spellcraft DC of 20, you can also use the
double the cost of the relevant seed. Remember that contact seed to imbue an object (or creature) with a
two doublings equals a tripling, and so forth. message you prepare that appears as written text for
To give a creature Hit Dice, use the fortify seed. the spell’s duration or is spoken aloud in a language
Each 5 hit points granted to the creature gives it an you know. The spoken message can be of any length,
additional 1 HD. but the length of written text is limited to what can
Once successfully created, the new creature will be contained (as text of a readable size) on the
breed true (assuming you create a mate or an surface of the target. The message is delivered when
alternative means of repro- duction for the newly specific conditions are fulfilled according to your
created creature). desire when the spell is cast.

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

Saving Throw: Intelligence (if interacted with)


You can end ongoing spells that have been cast on a

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

however. interdimensional interface (such as a bag of holding) is

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

figment follows the script without your having to concentrate artifacts.

on it. The illusion can include intelligible speech if you wish.

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

emanation; or a wall whose area is up to one 200-ft.

Spellcrat DC: 16 square; or a sphere or hemi- sphere with a radius of up to

Components: V S 20 ft.

Casting Time: 1 minute Duration: Instantaneousous or 20 hours (see text)

Range: 12,000 ft. Saving Throw: Dexterity to half

Target: One creature, or up to a 10-foot cube of nonliving


You can work with whichever one of five energy types you
matter
choose: acid, cold, lightning, fire, or thunder. You can cast the
Duration: Instantaneous
energy forth as a bolt, imbue an object with the energy, or
Saving Throw: Constitution to half
create a freestanding manifestation of the energy.

You deal 20d6 points of damage to the target. The damage

is of no particular type or energy — it is a purely destructive


impulse. For each additional 1d6 points of damage dealt,

increase the Spellcraft DC by +1. If the target is reduced to

30 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. Up to a

10-foot cube of nonliving matter is affected, so a spell using

the destroy seed destroys only part of any very large object or

structure targeted.

The destroy seed affects even magical matter, energy fields,

and force effects that are normally only affected by the

disintegrate spell, such as wall of force, globe of

invulnerability, and antimagic field. Such effects are

automatically destroyed. Epic spells using the ward seed may

also be destroyed, though you must succeed at an opposed

spellcasting ability chech against the other spellcaster to

bring down a ward spell.

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

seed that gives actual life to normally inanimate objects. You

can give inanimate plants and animals a soul, personality, and

humanlike sentience. To succeed, you must make a

Spellcasting Ability Check (DC 10 + the target’s Hit Dice, or


Seed: Heal
Conjuration
the Hit Dice a plant will have once it comes to life).

The newly living object, intelligent animal, or sentient plant

is friendly toward you. An object or plant has characteristics


Spellcrat DC: 12
as if it were an animated object, except that its Intelligence,
Components: V S
Wisdom, and Charisma scores are all 3d6. Animated objects
Casting Time: 1 minute
and plants gain the ability to move their limbs, projections,
Range: Touch
roots, carved legs and arms, or other appendages, and have
Target: Creature touched
senses similar to a human’s. A newly intelligent animal gets
Duration: Instantaneous
3d6 Intelligence, +1d3 Charisma, and +2 HD. Objects,

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).

point damage, and temporary ability damage. To restore

permanently drained ability score points, increase the Seed: Reflect


Spellcraft DC by +6. The heal seed neutralizes poisons in the Abjuration
subject’s system so that no additional damage or effects are
Spellcrat DC: 14
suffered. It offsets feeblemindedness and cures mental
Components: V S
disorders caused by spells or injury to the brain. It dispels all
Casting Time: 1 minute
magical effects penalizing the character’s abilities, including
Range: Personal
effects caused by spells, even epic spells developed with the
Target: You
afflict seed. Only a single application of the spell is needed to
Duration: Until expended or 12 hours
simultaneously achieve all these effects. This seed does not

restore levels or Constitution points lost due to death.


Attacks targeted against you rebound on the original
Against undead, the influx of positive energy causes the
attacker. Each use of the reflect seed in an epic spell is
loss of all but 1d4 hit points if the undead fails a Constitution
effective against one type of attack only: spells, ranged
saving throw.
attacks, or melee attacks. To reflect an area spell, where you
An epic caster with 15 point in arcana, nature, or religion
are not the target but are caught in the vicinity, increase the
can cast a spell developed with a special version of the heal
Spellcraft DC by +10. A single successful use of reflect
seed flushes negative energy into the subject, healing undead
expends its protection.
completely but causing the loss of all but 1d4 hit points in
Spells developed with the reflect seed against spells return
living creatures if they fail a Constitution saving throw.
all spell effects of up to 1st level. For each additional level of

spells to be reflected, increase the Spellcraft DC by +5. Epic


Seed: Life spells are treated as 10th-level spells for this purpose.
Conjuration If the reflect seed is used against a melee attack or ranged

attack, five such attacks are automatically reflected back on


Spellcrat DC: 14
the original attacker. For each additional attack reflected,
Components: V S
increase the Spellcraft DC by +2. The reflected attack
Casting Time: 1 minute
rebounds on the attacker using the same attack roll. Once the
Range: Touch
allotted attacks are reflected, the spell using the reflect seed
Target: Dead creature touched
is expended.
Duration: Instantaneous

A spell developed with the life seed will restore life and

complete vigor to any deceased creature. The condition of the

remains is not a factor. So long as some small portion of the

creature’s body still exists, it can be returned to life, but the

portion receiving the spell must have been part of the

creature’s body at the time of death. (The remains of a

creature hit by a disintegrate spell count as small portion of

its body.) The creature can have been dead for no longer than

two hundred years. For each additional 20 years, increase the

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

Range: See Text Range: 300 ft.

Effect: Magical sensor Target: One living creature

Duration: 20 minutes Duration: Instantaneous

Saving Throw: Constitution


You can see some distant location or hear the sounds at
some distant location almost as if you were there. To both A spell developed using the slay seed snuffs out the life
hear and see, increase the Spellcraft DC by +2. Distance is force of a living creature, killing it instantly. The slay seed
not a factor, but the locale must be known—a place familiar kills a creature of up to 160 HP. The subject is entitled to a
to you or an obvious one (such as behind a door, around a Constitution saving throw to survive the attack. If the save is
corner, or in a grove of trees). The spell creates an invisible successful, it instead takes 40d6+20 points of damage. For
sensor, similar to that created by a scrying spell, that can be each additional 160 HP affected (or each additional crea- ture
dispelled. Lead sheeting or magical protection (such as affected), increase the Spellcraft DC by +6.
antimagic field, mind blank, or non- detection) blocks the Alternatively, you can use the day seed in an epic spell to
spell, and you sense that the spell is so blocked. suppress the life force of the target by bestowing 2d4
If you prefer to create a mobile sensor (speed 30 feet) that negative levels on the target (or half as many negative levels
you control, increase the Spellcraft DC by +2. To use the on a successful Constitution save). For each additional 1d4
reveal seed to reach one specific different plane of existence, negative levels bestowed, increase the Spellcraft DC by +3. If
increase the Spellcraft DC by +6. To allow magically the subject has at least as many negative levels as Hit Dice, it
enhanced senses to work through a spell built with the reveal dies. If the subject survives and the negative levels persist for
seed, increase the Spellcraft DC by +3. 24 hours or longer, the subject must make another
To cast any spell from the sensor whose range is touch or Constitution saving throw, or the negative levels are
greater, increase the Spellcraft DC by +6; however, you must converted to actual level loss.
maintain line of effect to the sensor at all times. If your line of
effect is obstructed, the spell ends. To free yourself of the line Seed: Summon
of effect restriction for casting spells through the sensor, Conjuration
multiply the Spellcraft DC by ×8.
The reveal seed has a base Spellcraft DC of 12 if you use it Spellcrat DC: 1
to pierce illusions and see things as they really are. You can Components: VS
Casting Time: 1 minute
see through normal and magical darkness, notice secret
Range: 75 ft.
doors hidden by magic, see the exact locations of creatures
Effect: One summoned creature
or objects under blur or displacement effects, see invisible
Duration: 20 rounds
creatures or objects normally, see through illusions, see onto
Saving Throw: Charisma (see text)
the Ethereal Plane (but not into extradimensional spaces),
and see the true form of poly- morphed, changed, or You can summon an outsider. It appears where you desig-
transmuted things. The range of such sight is 120 feet. nate and acts immediately, on your turn, if its fails a
Charisma saving throw. It attacks your opponents to the best
of its ability. If you can communicate with the outsider, you
can direct it not to attack, to attack particular enemies, or to
You can also use the reveal seed to develop spells perform other actions.
that will do any one of the following: duplicate the The spell conjures an outsider you select from the Monster
read magic spell, comprehend the written and verbal Manual (or an alternative source allowed by your DM) of CR
language of another, or speak in the written or verbal 4 or less. For each +1 CR of the summoned outsider, increase
language of another. To both comprehend and speak the Spellcraft DC by +2. For each additional outsider of the
a language, increase the Spellcraft DC by +3. same Challenge Rating summoned, multiply the Spellcraft
DC by ×2. When you develop a spell with the summon seed
that summons an air, chaotic, earth, evil, fire, good, lawful, or
water creature, the completed spell is also of that type.

14
If you increase the Spellcraft DC by +10, you can summon a

creature of CR 4 or less from another monster type or

subtype, such as giant, humanoid (goblinoid), or undead. The

summoned creature is assumed to have been plucked from

some other plane (or somewhere on the same plane). The

summoned creature attacks your opponents to the best of its

ability; or, if you can communicate with it, it will perform

other actions. However, the summoning ends if the creature

is asked to perform a task inimical to its nature, such as

commanding a good creature to attack an innocent, or

commanding any creature to commit suicide. For each +1 CR

of the summoned creature, increase the Spellcraft DC by +2.

Finally, if you increase the Spellcraft DC by +60, you can

summon a unique individual you specify from anywhere in

the multiverse. You must know the target’s name and some

facts about its life, defeat any magic protection against

discovery or other protection possessed by the target, and

overcome the target’s spell resistance, and it must fail a

Charisma saving throw. Again, the target is under no special

compulsion to serve you.

Seed: Transform
Transmutation
Spellcrat DC: 8

Components: V S

Casting Time: 1 minute

Range: 300 ft.

Target: One creature or inanimate, nonmagical object

Duration: Permenant

Saving Throw: Constitution (see text)

Spells using the transform seed change the subject into

another form of creature or object. The new form can range

in size from Tiny to one size larger than the subject normal

form. For each additional increment of size change, increase

the Spellcraft DC by +4. If you want to transform a

nonmagical, inanimate object into a creature of your type or

transform a creature into a nonmagical, inanimate object,

increase the Spellcraft DC by +8. If you want to change a

creature of one type into another type (for example, undead

to outsider), increase the Spellcraft DC by +5.

To transform a creature into an incorporeal or gaseous

form, increase the Spellcraft DC by +10. Conversely, if you

want to overcome the natural immunity of a gaseous or

incorporeal creature to transformation, increase the

Spellcraft DC by+10.

The transform seed can also change its target into some-

one specific. To transform an object or creature into the

specific likeness of another individual (including memories

and mental abilities), increase the Spellcraft DC by +18. If the

transformed creature doesn’t have the levels or Hit Dice of its

new likeness, it can only use the abilities of the creature at its

own level or Hit Dice.

If slain or destroyed, the transformed creature or object

reverts to its original form. The subject’s equipment, if any,

remains untransformed or melds into the new form’s body, at

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

ability granted to the transformed creature (allowing a extended.

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

+10. decreases the Spellcraft DC by –4.


The transformed subject can have no more Hit Dice than

you have or than the subject has (whichever is greater). In any

case, for each Hit Die the assumed form has above 15,

increase the Spellcraft DC by +2.

Seed: Transport
Transmutation
Spellcrat DC: 14

Components: V S

Casting Time: 1 minute

Range: Touch

Target: You and touched objects or other touched willing

creatures weighing up to 1,000 lb.

Duration: Instantaneous, or 5 rounds for temporal

transport

Saving Throw: Charisma (see text)

Spells using the transport seed instantly take you to a des-

ignated destination, regardless of distance. For interplanar

travel, increase the Spellcraft DC by +4. For each additional

50 pounds in objects and willing creatures beyond the base

1,000 pounds, increase the Spellcraft DC by +2.

The base use of the transport seed provides instanta-

neous travel through the Astral Plane. To shift the trans-

portation medium to another medium (such as the Plane of

Shadow), increase the Spellcraft DC by +2. You need not

make a saving throw. For a spell intended to transport

unwilling creatures, increase the Spellcraft DC by +4.

You must have at least a reliable description of the place to

which you are transporting. If you attempt to use the

transport seed with insufficient or misleading information,

you disappear and simply reappear in your original location.

16
Seed: Ward A ward against magic creates an immobile, faintly

Abjuration shimmering magical sphere (with radius 10 feet) that sur-

rounds you and excludes all spell effects of up to 1st level.

Spellcrat DC: 1 Alternatively, you can ward just the target and not create the

Components: V S radius effect. For each additional level of spells to be

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

creature and does not provide a radius effect).


You can grant a creature protection from damage of a
The ward could be brought down by a targeted dispel
specified type. You can protect a creature from standard
magic spell. Epic spells using the dispel seed may bring down
damage or from energy damage. You can protect a creature
a ward if the enemy spellcaster succeeds at a check.
or area from magic. Alternatively, you can hedge out a type of

creature from a specified area.

A ward against standard damage protects a creature from

whichever two you select of the three damage types:

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

of such creatures to fail and the creatures to recoil if such

attacks require touching the warded creature. The protec-

tion ends if the warded creature makes an attack against or

intentionally moves within 5 feet of the blocked creature.

Spell resistance can allow a creature to overcome this pro-

tection and touch the warded creature.

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

desired for his or her own arsenal of wondrous 3d6.

magic. Nailed to the Sky: Affix foe to the heavens.

Rain of Fire: You create a 2-mile-radius fire storm dealing

d4 point of fire damage per round.

Vengeful Gaze of God: Target takes 200d6.

Epic Spells by Spellcraft DC Spellcraft DC: 17


Dragon Knight (Ritual): An adult red dragon appears and

attacks your enemies.

Spellcraft DC: 3 Mummy Dust: Create two mummy lord.

Epic Repulsion: One creature or object is warded against Soul Dominion: You achieve remote control of the target

one type of creature.

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.

Spellcraft DC: 11 Spellcraft DC: 19


Epic Spell Reflection (Ritual): Creature or object
Eclipse: A solar eclipse follows you.
permanently warded against spells.

Greater Ruin: Object or target takes 35d6 damage. Spellcraft DC: 20


Safe Time: You contingently duck damage in a static time Dragon Strike (Ritual): Ten adult red dragons appear

stream for 1 round. and attack your enemies

Verdigris: 100-ft.-area overrun by tsunami of plant growth Momento Mori: A thought that kills.

dealing 15d6 damage

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

experiences. as wights and serve you.

Contingent Resurrection: Subject automatically

Spellcraft DC: 13 resurrected if slain.

Epic Mage Armor: Subject gains +20 AC bonus

Pestilence (Ritual): Inflict slimy doom on all creatures

and plants in a half-mile-diameter area.

Spellcraft DC: 14
Create Living Vault (Ritual): You fashion a living vault

attuned to you.

Greater Spell Resistance: Subject gains Spell

Resistance for 20 hours

Spellcraft DC: 15
Kinetic Control: You store and redirect damage.

Peripety: Ranged attacks against you are reflected back

on your attacker

Spellcraft DC: 16
Animus Blast: Victims of your 15d6 coldball animate as

skeletons and serve you.

Dire Winter: 1,000-ft.-radius emanation deals 2d6 cold

damage for 20 hours

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)

To Develop: 750.000 gp; 30 days; 37.500 XP.


Animus Blast
Seeds : life (DC 15).
Evocation
Factors: activates when subject is slain (+15 DC).

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.

Spellcraft DC: 30 Duration: Instantaneous

Components: V,S Saving Throw: None (see text)

Casting Time: 1 minute To Develop: 35.000 gp; 14 days; 17.500 XP.

Range: 300 feet Seeds : animate (DC 12), fortify (DC 4)

Area: 20-ft.-radius hemisphere burst Factors: allow vault to “grow” to proper size in 4d4 days

Duration: Instantaneous (DM decision +20 DC), increase HD of object by 40 (+80


Saving Throw: Dexterity to half DC), grant magical immunity (+40 DC), grant non-magical
To Develop: 750.000 gp; 30 days; 37.500 XP. damage immunity (+20 DC), make permanent (×3 DC).
Seeds : energy (DC 6), animate dead (DC 10). Mitigating factors: increase casting time by 10 minutes

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

XP Cost: 10.700 XP. cannot leave the water).

Each vermin in the crown of vermin bites a creature who

enters the area occupied by the effect (or you force the effect

Living Vault into an area occupied by another creature) for 1 point of

damage, and then dies. Each victim takes enough points of


Gargantuan Construct, non-aligned damage to kill it, destroying that number of vermin in the

process. Victims get a Dexterity saving throw each round to


Armor Class 30 (Natural Armor)
avoid the full press, and if successful, take only 15d10 bites
Hit Points 240 (40d10)
Speed 10 ft. (can't run) (and 15d10 points of damage). A total of 1,500 points of

damage can be dealt to those who fall prey to the crown of

vermin. The vermin have damage resistant from non-magical

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

frightened, paralyzed, petrified, poisoned that would normally deter

Senses Blindsight 120 ft., passive Perception 16 common vermin. You can

Languages understands the languages of its creator completely suppress your

but can't speak vermin aura as a free action

Challenge 24 (62,000 XP) so that no vermin are visible

Actions
at all. The time that vermin are

suppressed does not count

Multiattack: The blood demon makes two slam toward the spell’s duration.

attacks Alternatively, you can roughly

shape and move the vermin


Slam. Melee Weapon Attack: +35 to hit, reach 15ft.,
in any fashion you desire
one target. Hit 60 (10d6+10) slashing.
within the limits of the

10-foot-radius spread as a

move-equivalent action. For

example, you could leave a

Crown of Vermin corridor within the area free

Conjuration of vermin, or give a functional

or fanciful shape to the mass.


Spellcraft DC: 18
The vermin cannot be
Components: V,S
wrested from your control
Casting Time: 1 minute
through any means. The
Range: Personal
vermin make all saving
Effect: Aura of one thousand insects that surrounds you
throws to avoid damaging
in a 10-ft.-radius spread
effects using your bonuses.
Duration: 20 rounds
They gain your spell
To Develop: 450.000 gp; 18 days; 22.500 XP.
resistances, if any.
Seeds: summon (DC 1), fortify (DC 4).
You can see through your
Factors: summon vermin mass instead of one creature
crown of vermin without
(DM decision +6 DC), grant non-magical damage
difficulty, but you gain half
resistanve (+5 DC), allow mass to move at your speed (DM
cover against enemy attacks
decision +2 DC), perfect control of vermin (DM decision
launched both outside and
+2 DC).
within your crown of vermin.

Mitigating factors: change range to personal ( 2 DC).

20
Damnation Dire Winter
Enchantment Evocation
Spellcraft DC: 18 Spellcraft DC: 16

Components: V,S, XP Components: V,S, XP

Casting Time: 1 action Casting Time: 1 action

Target: Creature touched Range: 1.000 ft.

Duration: Instantaneous (20 hours for compulsion) Area: 1,000-ft.radius emanation

Saving Throw: Charisma (see text) Duration: 20 Hours

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).

(+10 DC), +5 to DC of subject’s save (+10 DC). –


Mitigating factors: burn 20,000 XP ( 400 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.

from the Nine Hells.

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

Demise Unseen Range: 75 ft.

Necromancy Effect: One summoned adult red dragon

Duration: 20 rounds

Spellcraft DC: 28 To Develop: 425,000 gp; 17 days; 21,250 XP.

Components: V,S, XP Seeds: summon (DC 1).

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

Target: One creature of up to 160 HP (+10 DC).

Duration: Instantaneous Mitigating factors: two additional casters contributing

To Develop: : 700,000 gp; 28 days; 35,000 XP. –


8th-level spell slots ( 30 DC).

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

direct the dragon not to attack, to attack particular enemies,

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

not immediately realize what has transpired. The target

receives a Constitution 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 your 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 Intelligence saving throw to notice

discrepancies (“By Moradin’s beard, you move slowly today!”).

The ghoul serves you indefinitely.

XP Cost: 1.000 XP.

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.

Seeds : summon (DC 1).


position 100 miles up) (DC 14)
Factors: increase mass by 1,000% (+40 DC), spread mass
Factors: summon creature other than outsider (+10 DC),

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

Target: You and other touched willing creatures weighing

up to 1,000 lb. Spellcraft DC: 9


Duration: Instantaneous
Components: V,M, Ritual, XP
Casting Time: 1 action
To Develop: 400,000 gp; 16 days; 20.000 XP.
Range: 75 ft.
Seeds : transport(DC 14)
Target: One living creature
Factors: transport to region of dreams (+2 DC).
Duration: Permanent

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

Epic Counterspell Range: Touch

Abjuration Target: Object or creature touched

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).

You can create a permanent ward against all spells of 1st


You can cancel another caster’s epic spell or standard spell. through 9th level that target the subject. These spells are
To use epic counterspell, select an opponent as the target. reflected back on the caster. Spells that affect an area are not
affected by this spell.
Epic Mage Armor
Conjuration Eternal Freedom
Spellcraft DC: 13 Abjuration
Components: V,S
Spellcraft DC: 9
Casting Time: 1 minute
Components: V,S, XP
Range: Touch
Casting Time: 1 minute
Target: Creature touched
Range: Touch
Duration: 24 hours
Target: Touched creature or object of 2,000 lb. or less
To Develop: 325,000 gp; 13 days; 16.250 XP.
Duration: Permanent
Seeds :armor (DC 1)
To Develop: 225,000 gp; 9 days; 11.250 XP.
Factors: +12 additional armor bonus (+12 DC).
Seeds : ward (DC 1).

Factors: specific protections entangle (+0 DC), hold


An invisible but tangible field of force surrounds the
subject of epic mage armor, providing a +20 armor bonus to monster (+8 DC), hold person (+4 DC), imprisonment (+16
Armor Class. DC), paralysis condition (DM decision +6 DC),
petrification effect (DM decision +6 DC), sleep (+0 DC),
Epic Repulsion slow (+4 DC), stunning effect (DM decision +6 DC) and
Abjuration web (+2 DC); permanent (×3 DC).
Mitigating factors: burn 15,000 XP (–150 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.

Seeds : ward (DC 1)

Factors: permanent (×3 DC)

You can create a permanent ward against a specific type of


creature (choose from among those in the Monster Manual).
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.

23
Greater Spell Resistance A hellball is a massive blast of energy that detonates with a

Transmutation thundering roar. It deals 15d6 points of acid damage, 15d6

points of fire damage, 15d6 points of lightning damage, and

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

Range: Touch release it (in addition to burning 400 XP).

Target: Creature touched You point your finger and determine the range (distance

Duration: 10 hours and height) at which the hellball is to detonate. A sun-bright,

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

survivor as “hell on earth.”


You grant the subject spell resistance until the duration
XP Cost: 400 XP.
expires. The spell resistance granted does not stack, but

overlaps with, any previous spell resistance.


Kinetic Control
Abjuration
Greater Ruin
Transmutation Spellcraft DC: 15

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

of a sword, or the piercing flight of an arrow. You absorb each


You deal 35d6 points of damage to a single target within
slashing, bludgeoning, and piercing attack made against you,
range and line of sight. If the target is reduced to 30 hit
saving it for later. You can absorb up to 150 points of damage
points or less (or a construct, object, or undead is reduced to
in this fashion; however, if the stored damage is not
0 hit points), it is utterly destroyed as if disintegrated. Only a
discharged prior to reaching the 150-point limit, the spell
trace of fine dust remains.
automatically discharges, dealing the 150 points of damage
XP Cost: 1,500 XP.
to you.

You keep track of the number of points of damage you’ve


Hellball absorbed (you don’t have to keep track of the type of damage).
Evocation At any time during the spell’s duration, you can make a touch

attack against another creature or object. If successful, you


Spellcraft DC: 12
deal the target some or all (your choice) of the points of
Components: V,S, XP
damage you’ve stored. The damage delivered is considered
Casting Time: 1 action
bludgeoning damage. You can absorb and discharge damage
Range: 300 ft
any number of times during the spell’s duration, so long as
Area: 40-ft.-radius spread
you don’t absorb more than 150 points at a time. When the
Duration: Instantaneous
spell expires, any stored damage you have not redirected is
Saving Throw: Dexterity for half
discharged into you.
To Develop: 300.000 gp; 12 days; 15.000 XP.
XP Cost: 1,000 XP.
Seeds: energy (deals 15d6 each of acid, fire, lightning,

thunder) (DC 24).

Factors: change area from bolt to ball (+2 DC), double

base area (+4 DC), 1-action casting time (+10 DC)


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.

Target: One creature or force grappling you

Duration: Instantaneous Mass Frog


Saving Throw: Constitution to half Transmutation
To Develop: 400,000 gp; 16 days; 20.000 XP.

Seeds : destroy (DC 16).


Spellcraft DC: 12
Factors: 1 action casting time (+10 DC), no verbal or
Components: V,S
Casting Time: 1 action
somatic components (+4 DC).
Range: 300 ft
Mitigating factors: limited circumstance (DM decision –8
Area: 40-ft.-radius hemisphere
DC), 3d6 backlash (–6 DC)
Duration: Permanent

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).

Factors: 1-action casting time (+20 DC), no verbal or

somatic components (+4 DC), giving life to a spell (DM


decision ×2 DC).
Mitigating factors: burn 4,000 XP (–80 DC)

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

Casting Time: 1 bonus action Casting Time: 1 action

Range: 300 ft Range: 300 ft.

Target: One living creature Target: Creature or object weighing up to 1,000 lb.

Duration: Instantaneous Duration: Instantaneous

Saving Throw: Constitution (see text) Saving Throw: Charisma to negate

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

may not survive that long.

Mummy Dust Depending on the world where nailed to the sky is cast,

Necromancy conditions so far from its surface may be deadly. Deleterious

effects include scorching heat, cold, and vacuum. Targets


Spellcraft DC: 17
subject to these conditions take 2d6 points of damage each
Components: V, S, M (Specially prepared mummy dust)
from heat or cold and 1d4 points of damage from the vacuum
Casting Time: 1 action
each round. The target immediately begins to suffocate.
Range: Touch
XP Cost: 1,000 XP.
Effect: Two mummy lords

Duration: Instantaneous

To Develop: 425,000 gp; 17 days; 21,250 XP.

Seeds: animate (DC 10).


Suffocation: A character who has no air to breathe
Factors: 15 CR undead (DM decision +15 DC), 1-action
can hold her breath for 2 rounds per point of
casting time (+10 DC).
Constitution. After this period of time, the
character must make a DC 10 Constitution check

Mitigating factors: backlash 5d6 damage ( 10 DC),
in order to continue holding her breath. The save
expensive material component (DM decision –8 DC).
must be repeated each round, with the DC
When you sprinkle the dust of ground mummies in
increasing by +1 for each previous success.
conjunction with casting mummy dust, two mummy lord (see
When the character fails one of these
Constitution checks, she begins to suffocate. In the
monster manual) spring up from the dust in an area adjacent
first round, she falls unconscious (0 hit points). In
to you. The mummies follow your every command according
the following round, she drops to 1 hit points and
to their abilities, until they are destroyed or you lose control
is dying.
of them.

Material Component: Specially prepared mummy dust

(10,000 gp).

26
Peripety This potent and terrible ritual might be perpetrated upon a

Abjuration small rural farming community, spreading in every direction

and afflicting crops, orchards, farm animals and residents

Spellcraft DC: 15 alike in devastating fashion. Or it could be cast in the middle

Components: V, S, of a bustling metropolis, infecting commoners and nobility

Casting Time: 1 minute alike. Fruits and vegetables infected with slimy doom are

Range: Personal unfit for consumption, as are disease-ridden livestock.

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.

Seeds: reflect (DC 15) XP Cost: 2,830 XP.

Ranged attacks targeted against you rebound on the


Rain of Fire
original attacker. Any time during the duration, five attacks
Evocation
are automatically reflected back on the original attacker; you

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.

Pestilence (Ritual) Area: 20 hours

Necromancy Duration: Instantaneous

Saving Throw: Dexterity to half (see text)


Spellcraft DC: 13
To Develop: 400,000 gp; 16 days; 20.000 XP.
Components: V, S, Ritual, XP
Seeds: energy (fire) (DC 6), energy (weather) (DC 6).
Casting Time: 10 minutes
Factors: change rain to wisps of flame (DM decision +4
Range: 0 ft.
DC).
Area: 1,000-ft.-radius hemisphere

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.

When pestilence is successfully cast, a wave of illness

radiates 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, plants liquefy and

yellow, drooping to the ground as they begin to dissolve.

Animals and people are consumed from within by the

disease, initially bleeding from the gums, eyes, nose, and

other soft tissue, and eventually exhibiting ghastly, purple

blotches. The disease culminates in open, scabrous wounds

over the entirety of the victims’ bodies. The entire region

afflicted by this horrid disease is quickly engulfed in fetid

stenches and overrun by flies and maggots, adding further

discomfort to the victims.

Each day that a victim fails a Constitution save, it takes 1d4

points of temporary Constitution damage and contagion spell

effect. 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 has

recovered from the disease. This magical form of the disease

is not contagious and will not spread beyond those initially

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.

Seeds : conjure (DC 8).

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

to 1,000 feet (+133 DC), permanent (×3 DC).


Mitigating factors: casting time by 10 minutes (–30 DC),
Spellcraft DC: 17
increase casting time by 65 days (–195 DC), nineteen Components: V, S
Casting Time: 10 minutes
additional casters contributing 6th level spell slots (–99
Range: See text
DC), one additional caster contributing 9th-level spell slots
Target: One other living creature
(–17 DC), burn 4,000 XP, per caster can cast 9th level spell
Duration: 20 minutes
(–160 DC), spell only works on liquid (DM decision –30
Saving Throw: Wisdom to negate (see text)
DC).
To Develop: 425,000 gp; 17 days; 21,250 XP.

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

where the spell is cast. (–27 DC).


Rumors exist of extremely powerful rituals involving epic
spellcasters and dozens or even hundreds of other As soul scry, except you can also take total control of the
contributors, summoning forth great masses of land from the target’s body. The target receives a Wisdom saving throw, and
middle of the ocean or, in acts of terrible devastation, sinking if successful, prevents you from making the telepathic
small continents and the civilizations that dwelt on them. A connection. The target is aware of the attempted takeover as
variant reversal of the spell could be developed separately, a strange, momentary tingling.
causing small islands and sandbars to sink (perhaps to help If the Wisdom save fails, you are able to control the
clear shipping channels). subject’s body as if it were your own, hearing, seeing, feeling,
XP Cost: 4,000 XP.
smelling, and tasting everything the target senses.
Once you dismiss the spell or its duration ends, the target
Safe Time resumes control of its body, fully aware of all events that
Transmutation
occurred, having been a helpless witness trapped inside its
own body. The target knows the name and general nature of
Spellcraft DC: 11 its possessor if it succeeds at an additional Will saving throw.
Components: V, S, XP You cannot control undead or incorporeal creatures with
Casting Time: 1 minute soul dominion.
Range: Touch

Target: You or creature touched

Duration: Contingent until expended, then 1 round of safe

time
To Develop: 275.000 gp; 11 days; 13.750 XP.

Seeds : transport (DC 14).

Factors: move to time stream (+8 DC), reduce static time

to 1 round (DM decision +4 DC), activates when you


would otherwise take 50 or more points of damage
(+15 DC).
Mitigating factors: burn 1,500 XP (-30 DC)

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

until she tries to cast a spell and finds it unavailable.


Divination
Abandoning a spell slot or losing a spell is standard action,

Spellcraft DC: 12 but it does not draw an attack of opportunity. It is a purely

Components: V, S, XP mental exercise not obvious to observers.

Casting Time: 10 minutes

Range: See text Superb Dispelling


Target: One other living creature Abjuration

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).

you are familiar (by meeting, observing, or successfully


Choose one creature, object, or magical effect within
scrying the subject), experiencing everything she does with all
range. Any spell on the target ends.
five senses. The target receives a Wisdom save, and if

successful, prevents you from making the telepathic

connection. Whether the saving throw is successful or not,


Time Duplicate
Transmutation
the target is unaware of the attempted intrusion.

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).

Mitigating factors: burn 1,500 XP (-30 DC)


Spell Worm
Enchantment You snatch yourself from 1 round in the future, depositing

your future self in an adjacent space as a bonus action. Your


Spellcraft DC: 18
future self is technically only a possible future self (the time
Components: V, M
stream is a maelstrom of multiple probabilities), but
Casting Time: 1 minute
snatching that future self from 1 round in the future collapses
Range: 75 ft.
probability, and the possible future becomes the definite
Target: One other living creature
future. You and your future self are both free to act normally
Duration: 20 hours or until completed
this round (you’ve already used up your limit of one bonus
Saving Throw: Wisdom to negate (see text)
action per round, but your duplicate hasn’t). Your future self
To Develop: 450,000 gp; 18 days; 22,500 XP.
has all the resources you have at the moment you finish
Seeds: compel (DC 6).
casting time duplicate. Because your future self was
Factors: unobtrusive (DM Decision +6 DC), 1-action
previously only a possibility, his or her resources are not
casting time (+10 DC).
depleted as a result of whatever might occur this round (even

if you die this round). Likewise, he or she doesn’t have any


You infect the subject with a compulsive urge that uses up
special knowledge of what might occur during this round.
her spells for the day. On a failed save, the subject must
Because your future self is still part of the time stream, the
spend an action each round abandoning her highest-level
round it spends with you is a round it misses in its own
spell (or losing her highest-level unused spell slot). Each
future. Because your future duplicate is also you, you miss
round, the subject eliminates another spell or spell slot,
the next round as well. You simply aren’t there.
moving to lower-level spells once all the higher-level spells
Tampering with the time stream is a tricky business. Here
are gone. In the case of prepared spells, the subject decides
is a round-by-round summary.
which spells to abandon at each level. If the subject has more
Round One: You cast time duplicate, your future self from
than one standard action allowed in the round (from a haste
round two arrives, and you both act normally.
spell or other magic), she may spend those actions as she

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.

for real. Record them now. Area: 100-ft.-radius hemisphere

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

during growth (DM Decision +15 DC), 1-action casting

Vengeful Gaze of God time (+10 DC)

Transmutation Mitigating factors: burn 2,000 XP (-40 DC)

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.

XP Cost: 2,000 XP.


The target of this spell is subject to a fury like unto

heavenly wrath that deals 200d6 points of damage (or half of

that if a Constitution save succeeds). If the target is reduced

to 30 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.

XP Cost: 9,500 XP.

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.

Forgotten Realms, Ravenloft, Eberron, the dragon

ampersand, Ravnica and all other Wizards of the Coast

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

the Coast and/or other authors. Such material is used with

permission under the Community Content Agreement for

Dungeon Masters Guild.

30

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