This material is Open Game Content, and
is licensed for public use under the terms of the Open Game License v1.0a.
WHAT ARE EPIC SPELLS?
Epic
spells are spells developed from the ground up using a list of magical
ingredients called seeds. Despite their power, epic spells still follow the
basic rules for casting spells, except as specifically noted otherwise. Epic
casters can manipulate the seeds of true magic, but knowing the seeds and how
to manipulate them does not instantly grant ultimate power. Each epic spell
must be laboriously developed before it can be used.
ACQUIRING EPIC
SPELLS
A
character with the Epic Spellcasting feat may start acquiring epic spells
immediately. Using epic spells is a two-step procedure: development and
spellcasting.
EPIC SPELL
DEVELOPMENT
Before
it can be cast, an epic spell must be developed. The process of development can
be a time-consuming and expensive process. It is during development that a
caster determines whether a given epic spell lies within his or her abilities
or beyond them. The basis of that determination lies in an epic spell’s
Spellcraft DC.
The
easiest way to develop an epic spell is to use one already given. The
description of each of these unique spells gives the amount of gold, time, and
experience points required to develop the spell. If a character pays a spell’s
development cost, he or she develops (and thus knows) that spell.
For
information on developing an epic spell completely from scratch, see Developing
Unique Epic Spells, below.
EPIC SPELLCASTING
Once
an epic spell is developed, the caster knows the spell. A developed epic spell
becomes an indelible part of the caster and may be prepared without a spellbook
(if a wizard is the caster). Characters who cast spells spontaneously, such as
sorcerers, can cast a developed epic spell by using any open epic spell slot.
Druids, clerics, and similar spellcasters can likewise prepare epic spells
using epic spell slots.
A
spellcaster can prepare or cast any epic spell he or she knows as many times
per day as he or she has available epic spell slots. A spellcaster who can cast
epic spells has a number of open epic spell slots per day equal to one-tenth
his or her ranks in the Knowledge skill appropriate to the spell and the
caster’s class. Knowledge (arcana) is appropriate for arcane casters, and
Knowledge (religion) or Knowledge (nature) is appropriate for divine casters.
The rules for rest between casting a day’s allotment of epic spells are the
same as for rest required to prepare standard spells. If the caster doesn’t use
up a day’s allotment of epic spell slots, the unused slots remain available
whether or not the spellcaster receives appropriate rest.
Even
if the epic spell has been developed and an epic spell slot is available,
successfully casting an epic spell isn’t assured. The caster’s Spellcraft skill
modifier is vital for casting an epic spell. To cast an epic spell, a
spellcaster makes a Spellcraft check against the epic spell’s Spellcraft DC. If
the check succeeds, the spell is cast. If the caster fails the check, the epic
spell fizzles and the epic spell slot is used for the day.
Because
epic spells require Spellcraft checks, a spell is beyond the caster’s ability
if the final Spellcraft DC is greater than 20 + the spellcaster’s Spellcraft
modifier. Epic spells with DCs higher than 10 + the spellcaster’s Spellcraft
modifier are risky; a caster can take 10 when casting an epic spell, but he or
she can’t take 20. When routinely casting epic spells, most spellcasters take
10 on their Spellcraft checks.
Epic
Spell Levels:
Epic spells have no fixed level. However, for purposes of Concentration checks,
spell resistance, and other possible situations where spell level is important,
epic spells are all treated as if they were 10th-level spells.
Metamagic,
Items, and Epic Spells: Metamagic feats and other epic feats that manipulate normal
spells cannot be used with epic spells.
A
character can’t craft a magic item that casts an epic spell, regardless of
whether the item is activated with spell completion, a spell trigger, a command
word, or simple use. Only major artifacts, which are beyond the means of even
epic characters to create, can possibly contain magic of this power.
The
saving throw against a character’s epic spell has a DC of 20 + the character’s
relevant ability score modifier. It’s possible to develop epic spells that have
even higher DCs, however, by applying the appropriate factor.
EPIC SPELL TERMS
Epic
Spell: Spells
that are different from common spells. Epic spells are usually custom-made.
Epic spells do not take up normal spell slots, but instead are gained and used
under a completely separate progression.
Epic
Spell Slots: A
character must have an available epic spell slot to prepare or cast an epic
spell, just as he or she needs a normal spell slot for a nonepic spell. A
character doesn’t gain epic spell slots by virtue of his or her level and
class, however. A character gets one epic spell slot for every 10 ranks he or
she has in the relevant Knowledge skill.
Factor:
When
creating an epic spell, a character can modify the basic use of a seed. Each
modification is called a factor, and most factors increase the difficulty of
casting the spell.
Mitigating
Factor: The
opposite of a normal factor, a mitigating factor modifies the spell but makes
it easier to cast.
Seed:
Every
custom epic spell created by spellcasters begins with a base effect called a
seed. Seeds are the fundamental building blocks of epic spells.
Spellcraft
DC: For
epic spells, the Spellcraft DC is a measure of how difficult the spell is for a
spellcaster to cast. It also measures how powerful an epic spell is.
The
following formulas are important to epic spellcasters.
Epic
Spells Per Day: Knowledge
(arcana), Knowledge (religion), or Knowledge (nature) ranks ÷ 10 (round down).
To
Cast an Epic Spell: Spellcraft check (DC = epic spell’s Spellcraft DC).
Level
of an Epic Spell: Epic spells are considered 10th level for the purpose of
Concentration checks, spell resistance, and other determinations.
Saving
Throw for an Epic Spell: DC = 20 + key ability modifier.
DISPELLING,EPIC
SPELLS,AND ANTIMAGIC FIELD
A
lucky nonepic spellcaster casting greater dispel magic might be able to
dispel an epic spell. The game mechanics do not change, and epic spells do not
occupy any privileged position allowing them to resist being dispelled other
than their presumably high caster level. Likewise, epic spells using the dispel
seed can dispel nonepic spells. Such epic spells use the same game
mechanic: The check to dispel is 1d20 + a specified number (usually dispeller’s
level), and the DC is 11 + the spellcaster’s level.
Antimagic
field does
not automatically suppress epic spells as it does standard spells. Instead,
each time an epic spell is subject to an antimagic field, make a dispel
check as a 20th-level caster (1d20 + 20). The epic spell has a DC of 11 + the
epic spell’s spellcaster level. If the suppression check is successful, the
epic spell is suppressed like any other spell. If the dispel check is
unsuccessful, the epic spell functions normally.
EPIC SPELL
DESCRIPTIONS
Each
epic spell description follows the same format used for 0- to 9th-level spells.
There are two additional entries for epic spells: Spellcraft DC and To Develop.
Spellcraft
DC: This
is the DC of the Spellcraft check required to cast the epic spell. When casting
an epic spell, the character gains a +5 bonus on his or her Spellcraft check if
the base seed of the epic spell is from the character’s arcane school specialty
or primary psionic discipline. The character takes a –15 penalty if the epic
spell seed is from his or her prohibited arcane school.
To
Develop:
The first part of this entry shows the resources in gold, time, and experience
points a character must expend to develop the spell shown. If the character
expends the resources, he or she develops the spell if he or she has access to
all the seeds. Spells containing the life or heal seed are
typically only available to those with 24 or more ranks in Knowledge (religion)
or Knowledge (nature). The rest of the development entry details the seeds and
factors used to create the epic spell. This information is provided as an
example for characters when they attempt to create and develop their own unique
epic spells.
Evocation
[Cold]
Spellcraft
DC: 50
Components: V, S
Casting
Time: 1
standard action
Range: 300 ft.
Area: 20-ft.-radius hemisphere
burst
Duration: Instantaneous
Saving
Throw:
Reflex half
Spell
Resistance:
Yes
To
Develop:
450,000 gp; 9 days; 18,000 XP. Seeds: energy (DC 19), animate dead (DC
23). Factors: set undead type to skeleton (–12 DC), 1-action casting time (+20
DC).
When
this spell is cast, enemies within range are dealt 10d6 points of cold damage.
However, up to twenty of those victims that perish as a result of this blast
are then instantly animated as Medium skeletons. These skeletons serve the
character indefinitely. The character cannot exceed the normal limit for
controlling undead through use of this spell, but other means that allow the
character to exceed the normal limit for controlled undead work just as well
with undead created with animus blast.
Evocation
[Cold]
Spellcraft
DC: 78
Components: V, S
Casting
Time: 1
minute
Range: 300 ft.
Area: 20-ft.-radius hemisphere
burst
Duration: Instantaneous
Saving
Throw:
Reflex half
Spell
Resistance:
Yes
To
Develop:
702,000 gp; 15 days; 28,080 XP. Seeds: energy (DC 19), animate dead (DC
23). Factors: increase damage to 30d6 (+40 DC), set undead type to wight (–4
DC).
When
this spell is cast, enemies within range are dealt 30d6 points of cold damage.
However, up to five victims that perish as a result of this blast are then
instantly animated as wights. These five wights serve the character
indefinitely. The character cannot exceed the normal limit for controlling
undead through use of this spell, but other means that allow the character to
exceed the normal limit for controlled undead work just as well with undead
created with animus blizzard.
Conjuration
(Healing)
Spellcraft
DC: 52
Components: V, S , D F
Casting
Time: 1
minute
Range: Touch
Target: You or creature touched
Duration: Contingent until
expended, then instantaneous
Saving
Throw:
None (see text)
Spell
Resistance:
Yes (harmless)
To
Develop:
468,000 gp; 10 days; 18,720 XP. Seed: life (DC 27). Factor: activates
when subject is slain (+25 DC).
Contingent
resurrection returns
the subject to life if he or she is slain. Once cast, the spell remains
quiescent and does not activate until the trigger conditions have been met (but
each day it remains untriggered, it uses up an epic spell slot, even if the
character cast it on another creature). Once triggered, the spell is expended.
If the subject is killed (the trigger), he or she is restored to life and
complete health 1 minute later, so long as even a tiny bit of dust remains for contingent
resurrection to act upon. A shaft of light shines down from the heavens,
illuminating the subject and everything within 20 feet. The creature is
restored to full hit points, vigor, and health, with no loss of prepared
spells. However, the subject loses one level (or 1 point of Constitution if the
subject was 1st level). Contingent resurrection does not work on a
creature that has died of old age.
Conjuration
(Creation)
Spellcraft
DC: 58
Components: V, S, XP
Casting
Time: 100
days, 11 minutes
Range: 0 ft.
Effect: One living vault, 50 ft.
by 50 ft. by 10 ft.
Duration: Instantaneous
Saving
Throw:
None
Spell
Resistance:
None
To
Develop:
540,000 gp; 11 days; 21,600 XP. Seeds: animate (DC 25) large chunk of
stone, fortify (DC 27). Factors: allow vault to “grow” to proper size
after created in 4d4 days (ad hoc +20 DC), increase HD of object by 92 (+184
DC), grant magical immunity (ad hoc +105 DC), increase damage reduction to 15
(+28 DC) and to /epic (+15 DC), make permanent (x5 DC). Mitigating factors:
increase casting time by 10 minutes (–20 DC), increase casting time by 100 days
(–200 DC), 9d6 backlash (–9 DC), seven additional casters contributing one epic
spell slot (‑133 DC), burn 20,000 XP per epic caster (‑1,600 DC).
The
character creates a construct known as a living vault to protect and hide his
or her treasures. Upon completion, the vault initially measures only 5 feet on
a side, but it gradually increases to its proper size over the following 4d4
days. The vault is attuned to the character, allowing him or her alone entrance
and egress in a manner similar to a dimension door spell. When the
character desires the vault to hide itself, he or she gives it a simple
command. To summon the vault, the character may cast a sending spell or
arrange some other manner to contact it.
XP
Cost: 20,000
XP.
Conjuration
(Summoning)
Spellcraft
DC: 56
Components: V, S
Casting
Time: 1
minute
Range: Personal
Effect: Aura of one thousand
insects that surrounds you in a 10-ft.-radius spread
Duration: 20 rounds (D)
Saving
Throw:
None (see text)
Spell
Resistance:
No
To
Develop:
504,000 gp; 11 days; 20,160 XP. Seeds: summon (DC 14), fortify (DC
17). Factors: summon vermin mass instead of one creature (ad hoc +8 DC), grant
damage reduction 1/epic (+15 DC), allow mass to move at your speed (ad hoc +2
DC), perfect control of vermin (ad hoc +2 DC). Mitigating factor: change range
to personal (–2 DC).
After
casting crown of vermin, one thousand venomous, biting and stinging
spiders, scorpions, beetles, and centipedes erupt from the very air around the
character. This swarm forms a living aura around the character to a radius of
10 feet. The character is immune to his or her own crown of vermin. The
swarm goes where the character goes at his or her speed, even if the character
takes to the air or water (though water drowns the vermin after 1 full round of
immersion, unless the spell is cast underwater, in which case aquatic or marine
vermin answer the call and cannot leave the water). Each vermin in the crown
of vermin bites a creature who enters the area occupied by the effect (or
the character forces the effect into an area occupied by another creature) for
1 point of damage, and then dies. Each victim takes enough points of damage to
kill it, destroying that number of vermin in the process. Victims get a Reflex
saving throw each round to avoid the full press, and if successful, take only
10d10 bites (and 10d10 points of damage). A total of 1,000 points of damage can
be dealt to those who fall prey to the crown of vermin. The vermin have
damage reduction 1/epic, so the vermin’s natural weapons are treated as epic
for the purpose of overcoming damage reduction. If there aren’t enough vermin
to kill all the creatures in the spell’s effect, the creature with the fewest
hit points is affected first, then the creature with the second fewest hit
points, and so on. After all creatures that can be killed have been killed, any
remaining damage is distributed among the survivors equally.
The
character has utter control over the vermin in his or her aura, and can force
them into areas that would normally deter common vermin. The character can
completely suppress his or her vermin aura as a free action so that no vermin
are visible at all. The time that vermin are suppressed does not count toward
the spell’s duration. Alternatively, the character can roughly shape and move
the vermin in any fashion he or she desires within the limits of the
10-foot-radius spread as a move-equivalent action. The vermin cannot be wrested
from the character’s control through any means. The vermin make all saving
throws to avoid damaging effects using the character’s base saving throw
bonuses. They gain the character’s spell resistance, if any, and they get
saving throws against spells that would otherwise automatically slay vermin. A
character can see through his or her crown of vermin without difficulty,
but gains one-half concealment against enemy attacks launched both outside and
within the character’s crown of vermin.
Enchantment
(Compulsion) [Teleportation] [Mind-Affecting]
Spellcraft
DC: 97
Components: V, S, XP
Casting
Time: 1
standard action
Target: Creature touched
Duration: Instantaneous (20 hours
for compulsion)
Saving
Throw:
Will negates (see text)
Spell
Resistance:
Yes
To
Develop:
873,000 gp; 18 days; 34,920 XP. Seeds: foresee (to preview likely
hellscape) (DC 17), transport (DC 27), compel (to keep target in
hell) (DC 19). Factors: interplanar travel (+4 DC), unwilling target (+4 DC),
1-action casting time (+20 DC), +15 to DC of subject’s save (+30 DC).
Mitigating factor: burn 2,400 XP (–24 DC).
The character sends his or her foe to
hell. If the character succeeds at a melee touch attack, the target must
succeed at a Will saving throw (DC = the standard epic spell DC + 15). If he or
she fails this saving throw, he or she is sent straight to a layer of a lawful
evil plane (or a chaotic evil plane, at the character’s option) swarming with
fiends. The subject will not willingly leave the plane for 20 hours, believing
that his or her predicament is a just reward for an ill-spent life. Even after
the compulsion fades, he or she must devise his or her own escape from the
plane. Unless the GM devises a specific location and scenario in the Nine
Hells, the subject encounters a group of 1d4 pit fiends (or balors, if in a
chaotic evil plane) every hour he or she spends in hell.
XP
Cost: 2,000
XP.
Necromancy
(Death, Evil), Illusion (Figment)
Spellcraft
DC: 80
Components: V, S
Casting
Time: 1
standard action
Range: 300 ft.
Target: One creature of up to 80
HD
Duration: Instantaneous
Saving
Throw:
Fort negates
Spell
Resistance:
Yes
To
Develop:
738,000 gp; 15 days; 29,520 XP. Seeds: slay (DC 25), animate dead (DC
23), delude (DC 14). Factors: change undead type to ghoul (–10 DC),
apply to all five senses (+8 DC), 1-action casting time (+20 DC).
The
character instantly slays a single target and at the same moment animate the
body so that it appears that nothing has happened to the creature. The target’s
companions (if any) do not immediately realize what has transpired. The target
receives a Fortitude saving throw to survive the attack. If the save fails, the
target remains in its exact position with no apparent ill effects. In reality,
it is now a ghoul under the character’s control. The target’s companions notice
nothing unusual about the state of the target until they interact with it, at
which time each companion receives a Will saving throw to notice discrepancies.
The ghoul serves the character indefinitely. The character cannot exceed the
normal limit for controlling undead through use of this spell, but other means
that allow the character to exceed the normal limit for controlled undead work
just as well with undead created with demise unseen.
Evocation
[Cold]
Spellcraft
DC: 319
Components: V, S , X P
Casting
Time: 1
minute
Range: 1,000 ft.
Area: 1,000-ft.-radius emanation
Duration: 20 hours
Saving
Throw:
None
Spell
Resistance:
None
To
Develop:
2,871,000 gp; 58 days; 114,840 XP. Seed: energy (emanate 2d6 cold in
10-ft. radius) (DC 19). Factor: 100 times increase in base area (+400 DC).
Mitigating factor: burn 10,000 XP (–100 DC).
The
creature or object targeted emanates bitter cold to a radius of 1,000 feet for
20 hours. The emanated cold deals 2d6 points of damage per round against
unprotected creatures (the target is susceptible if not magically protected or
otherwise resistant to the energy). The intense cold freezes water out of the
air, causing constant snowfall and wind. The snow and wind produce a blizzard
effect within the area.
XP
Cost: 10,000
XP.
Conjuration
(Summoning) [Fire]
Spellcraft
DC: 38
Components: V, S, Ritual
Casting
Time: 1
standard action
Range: 75 ft.
Effect: One summoned adult red
dragon
Duration: 20 rounds (D)
Saving
Throw:
None (see text)
Spell
Resistance:
No
To
Develop:
342,000 gp; 7 days; 13,680 XP. Seed: summon (DC 14). Factors: summon
creature other than outsider (+10 DC), summon CR 14 creature (+24 DC), 1-action
casting time (+20 DC). Mitigating factor: two additional casters contributing
8th-level spell slots (–30 DC).
This
spell summons an adult red dragon. It appears where the character designates
and acts immediately. It attacks the character’s opponents to the best of its
abilities (on the first round, it prefers to breathe fire on an enemy, if
possible). The character can direct the dragon not to attack, to attack
particular enemies, or to perform other actions. This is a ritual spell
requiring two other spellcasters, each of which must contribute an unused
8th-level spell slot to the casting.
Conjuration
(Summoning) [Fire]
Spellcraft
DC: 50
Components: V, S, Ritual, XP
Casting
Time: 1
standard action
Range: 75 ft.
Effect: Ten summoned adult red
dragons
Duration: 20 rounds (D)
Saving
Throw:
None (see text)
Spell
Resistance:
No
To
Develop:
450,000 gp; 9 days; 18,000 XP. Seed: summon (DC 14). Factors: summon
creature other than outsider (+10 DC), summon CR 14 creature (+24 DC), summon
ten creatures (x10 DC), 1-action casting time (+20 DC). Mitigating factors:
eleven additional casters contributing 9th-level spell slots (–187 DC), burn
2,000 XP per caster (–240 DC), 3d6 backlash (‑3 DC).
This
spell summons ten adult red dragons. They appear where the character designates
and act immediately. They attack the character’s opponents to the best of their
abilities (on the first round, they all prefer to simultaneously breathe fire
on an enemy, if possible). The character can direct the dragons not to attack,
to attack particular enemies, or to perform other actions.
XP
Cost: 2,000
XP (per caster).
Conjuration
[Teleportation]
Spellcraft
DC: 29
Components: V, S
Casting
Time: 1
minute
Range: Touch
Target: You and other touched
willing creatures weighing up to 1,000 lb.
Duration: Instantaneous (D)
Saving
Throw:
Yes (harmless) (see text) S
pell
Resistance: Yes (harmless)
To
Develop:
261,000 gp; 6 days; 10,400 XP. Seed: transport (DC 27). Factor:
transport to region of dreams (+2 DC).
The
character and any creatures he or she touches are drawn into the region of
dreams. The character can take more than one creature along (subject to the
character’s weight limit), but all must be touching each other. The character
physically enters the land of dreams, leaving nothing behind. For every minute
the character moves through the dream landscape, he or she can “wake” to find
him or her self five miles displaced in the waking world. The character does
not know precisely where he or she will come out in the waking world, nor the
conditions of the waking world through which the character travels. The character
knows approximately where he or she will end up based on time spent traveling
in dream. Dreamscape can also be used to travel to other planes that
contain creatures that dream, but doing this requires crossing into the dreams
of outsiders, where the character is subject to the dangers of alien dream
realities. This is a potentially perilous proposition. Transferring to another
plane of existence requires 1d4 hours of uninterrupted journey. Any creatures
touched by the character when dreamscape is cast also make the
transition to the borders of unconscious thought. They may opt to follow the
character, wander off into the dreams of others, or stumble back into the
waking world (50% chance for either of the latter results if they are lost or
abandoned by the character). Creatures unwilling to accompany the character
into the region of dreams receive a Will save, negating the effect if
successful.
Conjuration
(Creation) [Transportation]
Spellcraft
DC: 42
Components: V, S , X P
Casting
Time: 10
minutes
Range: 200 miles
Area: 5-mile radius, centered
on you
Duration: Up to 8 hours (D)
Saving
Throw:
None
Spell
Resistance:
No
To
Develop:
378,000 gp; 8 days; 15,1200 XP. Seeds: conjure (DC 21), transport (to
move disk into position 100 miles up) (DC 27). Factors: increase mass by 1,000%
(+40 DC), spread mass into paper-thin disk (ad hoc +2 DC), keep disk in place
for 8 hours (ad hoc +10 DC). Mitigating factors: increase casting time by 9
minutes (–18 DC), burn 4,000 XP (–40 DC).
With
this spell, the character can create a limited eclipse, as though a heavenly
body moves between the sun and the earth. The landscape within a five-mile
radius of the character’s location experiences the dimming of the sun as a disk
the character creates passes in front of it, culminating in a complete blackout
and accompanying coronal ring. The eclipse follows the character across the
landscape for up to 8 hours, or until the sun goes down, or until the character
dismisses the eclipse. The character does not need to concentrate on the
eclipse while it lasts.
XP
Cost: 4,000
XP.
Conjuration
(Creation) [Transportation]
Spellcraft
DC: 79
Components: V, S , X P
Casting
Time: 1
minute
Range: 5 ft.
Effect: One duplicate of caster
Duration: 8 hours
Saving
Throw:
None
Spell
Resistance:
No
To
Develop:
711,000 gp; 15 days; 28,440 XP. Seed: conjure (to make base substance)
(DC 21), transform (DC 21), transport (to move part of caster’s
soul into duplicate) (DC 27). Factors: nonliving substance to humanoid (+10
DC), transform into specific individual (+25 DC). Mitigating factor: burn 2,500
XP (–25 DC).
Upon
casting eidolon, the character creates a duplicate version of him or her
self as the character was when he or she was a 21st-level character, and the
character gains one negative level while the duplicate persists. For each
additional negative level the character bestow upon him or her self at the time
of casting, the eidolon has one additional character level. No matter how many
negative levels the character bestows on him or her self, the eidolon can never
have more character levels than the character has (taking the negative levels
into account). Treat the duplicate as the character with a number of negative
levels conferred that would lower him or her to the character level of the
eidolon. The eidolon is considered fresh and rested when created. It may cast
any spell the character has access to, including an epic spell. Use the
eidolon’s Spellcraft modifier as the basis for the number of epic spells it can
cast in a day, and its effective character level as a basis for its skills,
feats, and other abilities. The eidolon is effectively lower level than the
character and probably can’t cast all the spells he or she knows. A powerful
enough eidolon might conceivably cast the eidolon spell itself. The
eidolon appears in whatever mundane clothing the character desires when
initially conjured, but it has no other possessions. It shares part of the
character’s soul, so it is the character for all intents and purposes. The
character and his or her eidolon communicate with each other normally.
Usually, the eidolon does not begrudge its brief existence, because it is still
part of the character. If the eidolon is killed prior to the expiration of the
spell’s duration, the character immediately regains the lost levels. Normally,
the eidolon does not last long enough to threaten the character with permanent
level drain.
XP
Cost: 2,500
XP.
Enchantment
(Compulsion) [Mind-Affecting]
Spellcraft
DC: 80
Components: V, S, XP
Casting
Time: 1
standard action
Range: 75 ft.
Target: One living creature
Duration: Permanent
Saving
Throw:
Will negates
Spell
Resistance:
Yes
To
Develop:
720,000 gp; 15 days; 28,800 XP. Seed: compel (DC 19). Factors: stricter
compulsion of any creature (ad hoc +11 DC), 1-action casting time (+20 DC),
permanent (x5 DC). Mitigating factors: 2d6 backlash (–2 DC), four additional
casters contributing one 9th-level spell slot (–68 DC), burn 2,000 XP per
caster (–100 DC).
The
character makes a permanent thrall of any living creature. The character
establishes a telepathic link with the subject’s mind. If the creature has a
language, the character can generally force the subject to perform as he or she
desires, within the limits of its abilities. If the creature has no language,
the character can communicate only basic commands. The character knows what the
subject is experiencing, but does not receive direct sensory input from it. A
subject forced to take an action against its nature receives a saving throw
with a penalty of –10 to resist taking that particular action, but if it
succeeds, it still remains the character’s thrall despite its minor mutiny.
Once a subject makes a successful saving throw to resist a specific order, it
makes all future saving throws to resist taking that specific action without a
penalty. Protection from evil or a similar spell can prevent the
character from exercising control or using the telepathic link while the
subject is so protected, but it does not prevent the establishment of enslave
or dispel it.
XP
Cost: 2,000
XP.
Abjuration
Spellcraft
DC: 69
Components: V, S
Casting
Time: 1
standard action
Range: 300 ft.
Target: One creature or object
Duration: Instantaneous
Saving
Throw:
None
Spell
Resistance:
No
To
Develop:
621,000 gp; 13 days; 24,840 XP. Seed: dispel (DC 19). Factors: +30 to
dispel check (+30 DC), 1-action casting time (+20 DC).
To
use epic counterspell, select an opponent as the target. The character
does this by readying an action, electing to wait to complete his or her action
until the opponent tries to cast a spell (the character may still move his or
her speed, because readying a counterspell is a standard action). If the target
tries to cast a spell, make a dispel check: Roll d20+40 against a DC of 11 +
the foe’s caster level. If the check is successful, the character’s spell
negates the foe’s spell.
Conjuration
(Creation) [Force]
Spellcraft
DC: 46
Components: V, S
Casting
Time: 1
minute
Range: Touch
Target: Creature touched
Duration: 24 hours (D)
Saving
Throw:
Will negates (harmless)
Spell
Resistance:
Yes (harmless)
To
Develop:
414,000 gp; 9 days; 16,560 XP. Seed: armor (DC 14). Factor: +16
additional armor bonus (+32 DC).
An
invisible but tangible field of force surrounds the subject of epic mage
armor, providing a +20 armor bonus to Armor Class. Unlike mundane armor, epic
mage armor entails no armor check penalty, arcane spell failure chance, or
speed reduction. Because epic mage armor is made of force, incorporeal
creatures can’t bypass it the way they do normal armor.
Abjuration
Spellcraft
DC: 52
Components: V, S
Casting
Time: 10
minutes
Range: Touch
Target: Object or creature
touched
Duration: Permanent
Saving
Throw:
None
Spell
Resistance:
Yes
To
Develop:
468,000 gp; 10 days; 18,720 XP. Seed: ward (DC 14). Factor: permanent (5
DC). Mitigating factor: increase casting time by 9 minutes (–18 DC).
The
character can create a permanent ward against a specific creature type. Any
creature of the specified type cannot attack or touch the warded creature or
object. The protection ends if the warded creature makes an attack against or
intentionally moves to within 5 feet of a specified creature. Spell resistance
can allow a creature to overcome this protection and touch the warded creature.
Abjuration
Spellcraft
DC: 68
Components: V, S , X P
Casting
Time: 41
days, 11 minutes
Range: Touch
Target: Object or creature
touched
Duration: Permanent
Saving
Throw:
None
Spell
Resistance:
Yes
To
Develop:
630,000 gp; 13 days; 25,200 XP. Seed: reflect (DC 27). Factors: reflect up to
9th-level spells (+160 DC), change range to touch (+2 DC), permanent (x5 DC).
Mitigating factors: increase casting time by 10 minutes (–20 DC), increase
casting time by 41 days (–82 DC), 20d6 backlash (–20 DC), six additional
casters contributing one 8th-level spell slot (–90 DC), burn 9,500 XP per caster
(–665 DC).
The
character can create a permanent ward against all spells of 1st through 9th
level that target the subject. These spells are reflected back on the caster.
Spells that affect an area are not affected by this spell.
XP
Cost: 9,500
XP.
Abjuration
Spellcraft
DC: 150
Components: V, S, Ritual, XP
Casting
Time: 1
minute
Range: Touch
Target: Touched creature or
object of 2,000 lb. or less
Duration: Permanent
Saving
Throw:
Will negates
Spell
Resistance:
Yes
To
Develop:
1,350,000 gp; 27 days; 54,000 XP. Seed: ward (DC 14). Factors: specific
protections entangle (+0 DC), hold monster (+8 DC), hold
person (+4 DC), imprisonment (+16 DC), paralysis (ad hoc +6 DC),
petrification (ad hoc +6 DC), sleep (+0 DC), slow (+4 DC), stunning
(ad hoc +6 DC), temporal stasis (+16 DC), and web (+4 DC);
permanent (5 DC). Mitigating factors: ten additional casters contributing
9th-level spell slots (–170 DC), burn 10,000 XP (–100 DC).
The
subject becomes permanently immune to the following specific spells, effects,
and spell-like abilities: entangle, hold, imprisonment,
paralysis, petrification, sleep, slow, stunning, temporal
stasis, and web. This is a ritual spell requiring ten other
spellcasters, each of whom must contribute an unused 9th-level spell slot to
the casting.
XP
Cost: 10,000
XP.
Transmutation
Spellcraft
DC: 45
Components: V, S, Ritual
Casting
Time: 1
minute
Range: Touch
Target: Creature touched
Duration: 20 hours
Saving
Throw:
Will negates (harmless)
Spell
Resistance:
Yes (harmless)
To
Develop:
405,000 gp; 9 days; 16,200 XP. Seed: fortify (DC 27). Factor: +10
additional SR (+40 DC). Mitigating factor: two additional casters contributing
6th-level spell slots (–22 DC).
The
character grants the subject touched spell resistance 35 until the duration
expires. The spell resistance granted does not stack, but overlaps with, any
previous spell resistance. This is a ritual spell, requiring two other
spellcasters, each of whom must contribute an unused 6th-level spell slot to
the casting.
Transmutation
Spellcraft
DC: 59
Components: V, S , X P
Casting
Time: 1
standard action
Range: 12,000 ft.
Target: One creature, or up to a
10-foot cube of nonliving matter
Duration: Instantaneous
Saving
Throw:
Fortitude half
Spell
Resistance:
Yes
To
Develop:
531,000 gp; 11 days; 21,240 XP. Seed: destroy (DC 29). Factors: increase
damage to 35d6 (+30 DC), 1-action casting time (+20 DC).Mitigating factor: burn
2,000 XP (–20 DC).
The
character deals 35d6 points of damage to a single target within range and line
of sight. If the target is reduced to –10 hit points or less (or a construct,
object, or undead is reduced to 0 hit points), it is utterly destroyed as if
disintegrated. Only a trace of fine dust remains. XP Cost: 2,000 XP.
Evocation
[Acid, Fire, Electricity, Sonic]
Spellcraft
DC: 90
Components: V, S , X P
Casting
Time: 1
standard action
Range: 300 ft.
Area: 40-ft.-radius spread
Duration: Instantaneous
Saving
Throw:
Reflex half
Spell
Resistance:
Yes
To
Develop:
810,000 gp; 17 days; 32,400 XP. Seed: energy (deals 10d6 each of acid,
fire, electricity, sonic) (DC 76). Factors: double base area (+6 DC), 1-action
casting time (+20 DC). Mitigating factors: 10d6 backlash (–10 DC), burn 200 XP
(–2 DC).
A
hellball deals 10d6 points of acid damage, 10d6 points of fire damage,
10d6 points of electricity damage, and 10d6 points of sonic damage to all
creatures within the area. Unattended objects also take this damage. The
character takes 10d6 points of damage upon casting (in addition to burning 200
XP). The character points his or her finger and determine the range (distance
and height) at which the hellball is to detonate. A sun-bright,
fist-sized globe of energy streaks forth and, unless it impacts a material body
or solid barrier prior to attaining the indicated range, expands into its full
area.
XP
Cost: 200
XP.
Abjuration
Spellcraft
DC: 100
Components: V, S
Casting
Time: 1
minute
Range: Personal; touch
Target: You; creature or object
touched
Duration: 12 hours or until
discharged
To
Develop:
927,000 gp; 19 days; 37,080 XP. Seeds: ward (5 points against
bludgeoning and piercing) (DC 14), reflect (DC 27). Factors: also
against slashing (+4 DC), additional 15 points of protection (+30 DC),
contingent reflection of damage on creature touched (+25 DC).
Once
a character has cast this spell, he or she can absorb, store, and redirect the
energy contained in any physical (melee or ranged) attack. The character
absorbs 20 points of each separate slashing, bludgeoning, and piercing attack
made against him or her, saving it for later. A character can absorb up to 150
points of damage in this fashion; however, if the stored damage is not discharged
prior to reaching the 150-point limit, the spell automatically discharges,
dealing the 150 points of damage to the character. The character keeps track of
the number of points of damage he or she has absorbed (the character doesn’t
have to keep track of the type of damage). At any time during the spell’s
duration, the character can make a touch attack against another creature or
object. If successful, the character deals the target some or all (character’s
choice) of the points of damage he or she has stored. The damage delivered is
considered bludgeoning damage. A character can absorb and discharge damage any
number of times during the spell’s duration, so long as the character doesn’t
absorb more than 150 points at a time. When the spell expires, any stored
damage the character has not redirected is discharged into the character.
Transmutation
Spellcraft
DC: 43
Components: None
Casting
Time: 1
free action
Range: Touch (see text)
Target: One creature or force
grappling you
Duration: Instantaneous
Saving
Throw:
Fortitude half
Spell
Resistance:
Yes
To
Develop:
387,000 gp; 8 days; 15,480 XP. Seed: destroy (DC 29). Factors: quickened
(+28 DC), no verbal or somatic components (+4 DC). Mitigating factors: limited
circumstance (ad hoc –8 DC), 10d6 backlash (–10 DC).
The
character deals 20d6 points of damage to any creature grappling him or her. The
damage dealt is of no particular type or energy—it is a purely destructive
impulse. If grappled by a magical force the force is automatically destroyed.
Evocation
[Electricity]
Spellcraft
DC: 140
Components: None
Casting
Time: 1
standard action
Range: 300 ft. or 150 ft.
Area: A bolt 5 ft. wide by 300
ft. long, or 10 ft. wide by 150 ft. long
Duration: Instantaneous
Saving
Throw:
Reflex half
Spell
Resistance:
Yes
To
Develop:
1,260,000 gp; 26 days; 50,400 XP. Seeds: life (DC 27), energy (DC
19). Factors: 1-action casting time (+20 DC), no verbal or somatic components
(+4 DC), giving life to a spell (ad hoc x2 DC).
The
character develops a spell that he or she can cast; thereafter, the spell can
effectively “cast itself.” When the character casts the spell, a stroke of
energy deals 10d6 points of electricity damage to each creature within the
spell’s area. Living lightning follows all the standard rules for epic
spell casting when the character casts it. Living lightning is sentient
and generally friendly toward the character. It has the character’s mental
ability scores, but it has no physical ability scores. It senses the world
through the character’s senses and communicates with him or her by thought. As
a self-triggering spell, it isn’t truly alive but is a fragment of the
character’s personality. It cares little for the world around it, but at the
character’s urging (and sometimes at its own discretion) it casts itself at his
or her foes. Casters who prepare spells before casting must prepare living
lightning normally in order for it to cast itself. When the spell casts
itself, it acts on the character’s initiative but does not count against his or
her own actions in the round. The character cannot simultaneously cast living
lightning while it is casting its own effect, even if it has been prepared
more than once. Living lightning uses up one of the character’s epic
spell slots for the day whenever it casts itself. When the character has used
up all his or her epic spell slots for the day (or has cast all his or her
prepared living lightning spells, if a caster who must prepare spells), living
lightning becomes quiescent. It remains so until the character has rested
to regain his or her epic spell slots for the next day.
Conjuration
(Summoning)
Spellcraft
DC: 50
Components: V, S, X P
Casting
Time: 1
standard action
Range: 75 ft.
Effect: One summoned creature
Duration: 20 rounds
Saving
Throw:
None
Spell
Resistance:
No
To
Develop:
450,000 gp; 9 days; 18,000 XP. Seed: summon (DC 14). Factors: summon CR
31 creature (+58 DC), allow creature to possess body and act at its own
discretion (ad hoc –20 DC), 1-action casting time (+20 DC). Mitigating factors:
12d6 backlash (–12 DC), burn 1,000 XP (–10 DC).
The
character is possessed by a dream larva. For 20 rounds, the dream larva’s body
physically replaces the character’s, though the dream larva has the character’s
equipment. The dream larva is free to call on all its own powers and abilities,
or use the character’s equipment. The character’s consciousness and physical
form are suppressed for the duration of the possession. The character has no
way to dismiss the spell, communicate, or otherwise maintain awareness once
possession has commenced. The dream larva, temporarily freed from its
imprisonment in some distant nightmare, will attempt to slay and incapacitate
any creature it can see or find, whether it is a friend or foe of the caster.
Casting lord of nightmares entails some risk for the caster, since it’s
unknown what a dream larva might do over the course of 20 rounds. The larva
will dispatch all enemies it can find before turning to its own concerns.
Sometimes a dream larva will attempt to place itself in a dangerous or
precarious situation prior to the end of the spell, leaving the caster to
extricate him or herself. If the dream larva is slain during the duration of
the spell, the character’s consciousness is instantly restored to aware-ness
within his or her own body. The character’s condition remains what it was when
he or she completed casting lord of nightmares, regardless of what
damage the dream larva received. However, magic item charges used, potions
consumed, and other physical resources used up by the dream larva are
permanent.
XP
Cost: 1,000
XP.
Transmutation
Spellcraft
DC: 55
Components: V, S
Casting
Time: 1
standard action
Range: 300 ft.
Area: 40-ft.-radius hemisphere
Duration: Permanent
Saving
Throw:
Fortitude negates
Spell
Resistance:
Yes
To
Develop:
495,000 gp; 10 days; 19,800 XP. Seed: transform (DC 21). Factors: change
target to area of 20-ft. hemisphere (+10 DC), increase area by 100% (+4 DC), 1
action casting time (+20 DC).
This
epic spell turns all Medium or smaller creatures in the area into frogs. The
transformed creatures retain their mental faculties, including personality,
Intelligence, Wisdom, and Charisma scores, level and class, hit points (despite
any change in Consitution score), alignment, base attack bonus, base save
bonuses, extraordinary abilities, spells, and spell-like abilities, but not
supernatural abilities. They assume the physical characteristics of frogs, including
natural size and Strength, Dexterity, and Constitution scores. (Use the
statistics for the toad.) All the creatures’ equipment drops to the ground upon
transformation.
Necromancy
[Death]
Spellcraft
DC: 86
Components: None
Casting
Time: 1
quickened action
Range: 300 ft.
Target: One living creature
Duration: Instantaneous
Saving
Throw:
Fortitude partial (see text)
Spell
Resistance:
Yes
To
Develop:
774,000 gp; 16 days; 30,960 XP. Seed: slay (DC 25). Factor: increase to
160 HD (+8 DC), quickened (+28 DC), no verbal or somatic components (+4 DC),
+10 to DC of subject’s save (+20 DC).
As
a free action that counts as a quickened spell, the character wills the target
dead without a word or gesture. The character’s thought snuffs out the life
force of a living creature of 160 or fewer HD, killing it instantly. The
subject is entitled to a Fortitude saving throw (DC 30 + relevant ability
modifier) to have a chance of surviving the attack. If the save is successful,
the target instead takes 3d6+20 points of damage.
Necromancy
[Evil]
Spellcraft
DC: 35
Components: V, S ,M, XP
Casting
Time: 1
standard action
Range: Touch
Effect: Two 18-HD mummies
Duration: Instantaneous
Saving
Throw:
None
Spell
Resistance:
No
To
Develop:
315,000 gp; 7 days; 12,600 XP. Seed: animate dead (DC 23). Factors:
1-action casting time (+20 DC). Mitigating factors: burn 400 XP (–4 DC),
expensive material component (ad hoc –4 DC).
When
the character sprinkles the dust of ground mummies in conjunction with casting mummy
dust, two Large 18-HD mummies (see below) spring up from the dust in an
area adjacent to the character. The mummies follow the character’s every
command according to their abilities, until they are destroyed or the character
loses control of them by attempting to control more Hit Dice of undead than he
or she has caster levels.
Material
Component: Specially
prepared mummy dust (10,000 gp).
XP
Cost: 2,000
XP.
Mummy,
Advanced: CR 8; Large undead; HD 18d12+3; hp 120; Init -1; Spd 20 ft.; AC 20,
touch 8, flat-footed 20; Base Atk +9; Grp +24; Atk +20 melee (1d8+16 plus mummy
rot); Full Atk +20 melee (1d8+16 plus mummy rot); Space/Reach 10 ft./10 ft.; SA
Despair, mummy rot; SQ Damage reduction 5/–, darkvision 60 ft., undead traits,
vulnerability to fire; AL LE; SV Fort +8, Ref +7, Will +13; Str 32, Dex 8, Con
--, Int 6, Wis 14, Cha 15. Skills and Feats: Hide -5, Listen +9, Move
Silently +10, Spot +9; Alertness, Blind-Fight, Great Fortitude, Lightning
Reflexes, Power Attack, Toughness, Weapon Focus (slam).
Despair
(Su): At the sight of a mummy, the viewer must succeed at a Will save (DC 21),
or be paralyzed with fear for 1d4 rounds. Whether or not the save is
successful, that creature cannot be affected again by that mummy’s despair
ability for one day. Mummy Rot (Su): Supernatural disease—slam, Fortitude save
(DC 21), incubation period 1 minute; damage 1d6 Con and 1d6 Cha. The save DC is
Charisma-based. Unlike normal diseases, mummy rot continues until the victim
reaches Constitution 0 (and dies) or is cured as described below. Mummy rot is a powerful curse, not a natural
disease. A character attempting to cast any conjuration (healing) spell on a
creature afflicted with mummy rot must succeed on a DC 20 caster level check,
or the spell has no effect on the afflicted character. To eliminate mummy rot,
the curse must first be broken with break enchantment or remove curse
(requiring a DC 20 caster level check for either spell), after which a
caster level check is no longer necessary to cast healing spells on the victim,
and the mummy rot can be magically cured as any normal disease.
An
afflicted creature who dies of mummy rot shrivels away into sand and dust that
blow away into nothing at the first wind.
Conjuration
[Teleportation]
Spellcraft
DC: 62
Components: V, S ,XP
Casting
Time: 1
standard action
Range: 300 ft.
Target: Creature or object
weighing up to 1,000 lb.
Duration: Instantaneous
Saving
Throw:
Will negates
Spell
Resistance:
Yes
To
Develop:
558,000 gp; 12 days; 22,320 XP. Seeds: foresee (to preview endpoint of
teleportation) (DC 17), transport (DC 27). Factors: unwilling target (+4
DC), increase range from touch (+4 DC), 1-action casting time (+20 DC).
Mitigating factor: burn 1,000 XP (–10 DC).
Nailed
to the sky actually
places the target so far from the surface of the world and at such a speed that
it keeps missing the surface as it falls back, so it enters an eternal orbit.
Unless the target can magically fly or has some other form of non-physical
propulsion available, the target is stuck until someone else rescues it. Even
if the target can fly, the surface is 2 to 4 hours away, assuming a fly spell,
which allows a maximum speed of 720 feet per round while descending. The target
may not survive that long. Depending on the world where nailed to the sky is
cast, conditions so far from its surface may be deadly. Deleterious effects
include scorching heat, cold, and vacuum. Targets subject to these conditions
take 2d6 points of damage each from heat or cold and 1d4 points of damage from
the vacuum each round. The target immediately begins to suffocate.
XP
Cost: 1,000
XP.
Conjuration
(Creation, Healing)
Spellcraft
DC: 38
Components: V, S, DF, XP
Casting
Time: 100
days, 11 minutes
Range: 0 ft.
Effect: One constructed creature
up to Medium (20 cu. ft.)
Duration: Permanent
Saving
Throw:
None
Spell
Resistance:
No
To
Develop:
360,000 gp; 8 days; 14,400 XP. Seeds: conjure (DC 21), life (DC 27), fortify
(DC 17). Factors: +4 HD (5 hp per HD) (+20 DC), +6 to natural AC (+12 DC), add
three more natural attacks (ad hoc +6 DC), add black cloud spell-like ability
(+33 DC), add SR 19 (+15 DC), permanent (x5 DC). Mitigating factors: 50d6
backlash (–50 DC), increase casting time by 10 minutes (–20 DC), increase
casting time by 100 days (–200 DC), burn 10,000 XP (–100 DC), eleven additional
casters contributing 9th-level spell slots (–187 DC), ten additional casters
contributing 8th-level spell slots (–150 DC), ten additional casters
contributing 1st-level spell slots (–10 DC).
This
spell creates a new creature: an achaierai. When first created, the achaierai
is Medium, but it grows to Large size in 1d4 days. A created achaierai does not
possess the treasure, culture, or specific knowledge of a normal achaierai. If
released to be among its own kind, it quickly picks up achaierai traits and
alignment.
XP
Cost: 10,000
XP.
Abjuration
Spellcraft
DC: 27
Components: V, S
Casting
Time: 1
minute
Range: Personal
Target: You
Duration: 12 hours
To
Develop:
243,000 gp; 5 days; 9,720 XP. Seed: reflect (DC 27).
Ranged
attacks targeted against the character rebound on the original attacker. Any
time during the duration, five attacks are automatically reflected back on the
original attacker; the character decides which attacks before damage is rolled.
The reflected attack rebounds on the attacker using the same attack roll. Once
five attacks are so reflected, the spell ends.
Conjuration,
Necromancy
Spellcraft
DC: 104
Components: V, S, Ritual, XP
Casting
Time: 10
minutes
Range: 0 ft.
Area: 1,000-ft.-radius
hemisphere
Duration: Instantaneous
Saving
Throw:
Fortitude negates
Spell
Resistance:
Yes
To
Develop:
936,000 gp; 19 days; 37,440 XP. Seed: afflict (DC 19). Factors: additional
target type (plants) (+10 DC). change target to area (+10 DC), change 20-ft.
radius to 1,000-ft. radius (+200 DC), disease effects (as per contagion spell)
(ad hoc +21 DC). Mitigating factors: casting time increased by 9 minutes (–18
DC), two additional casters contributing epic spell slots (–38 DC), burn 10,000
XP (–100 DC).
When
pestilence is successfully cast, a wave of illness radites outward from
the site of the ritual, instantly infecting every living thing in the area with
the debilitating disease known as slimy doom. Within 24 hours, everything in
the area begins to show signs of rot and decay.
Each
day that a victim fails a Fortitude save, it takes 1d4 points of temporary
Constitution damage. If the victim then fails a second save, 1 point of that
damage is permanent drain. If the victim succeeds at the first saving throw of
the day on consecutive days, he or she has recovered from the disease. This
magical form of the disease is not contagious and will not spread beyond those
initially infected. Fruits and vegetables infected with slimy doom are unfit
for consumption, as are disease-ridden livestock. This is a ritual spell
requiring two other spellcasters, each of whom must expend an unused epic spell
slot for the casting. The primary caster must also burn 10,000 XP.
XP
Cost: 10,000
XP.
Evocation
[Fire]
Spellcraft
DC: 50
Components: V, S
Casting
Time: 1
minute
Range: 0 ft.
Area: 2-mile-radius emanation
Duration: 20 hours
Saving
Throw:
Reflex negates (see text)
Spell
Resistance:
Yes
To
Develop:
450,000 gp; 9 days; 18,000 XP. Seeds: energy (fire) (DC 19), energy
(weather) (DC 19). Factor: change rain to wisps of flame (ad hoc +12 DC).
This
spell summons a swirling thunderstorm that rains fire rather than raindrops
down on the character and everything within a two-mile radius of him or her.
Everything caught unprotected or unsheltered in the flaming deluge takes 1
point of fire damage each round. A successful Reflex save results in no damage,
but the save must be repeated each round. Unless the ground is exceedingly
damp, all vegetation is eventually blackened and destroyed, leaving behind a
barren wasteland similar to the aftermath of a grass or forest fire. The fiery
storm is stationary and persists even if the caster leaves.
Conjuration
(Creation)
Spellcraft
DC: 38
Components: V, S, XP, Ritual
Casting
Time: 65
days, 11 minutes
Range: 0 ft.
Area: 100-ft.-radius
hemispherical island
Duration: Permanent
Saving
Throw: None
Spell
Resistance:
No
To
Develop:
360,000 gp; 8 days; 14,400 XP. Seed: conjure (DC 21). Factors: change area to
10-ft. radius, 30-ft. high cylinder (+2 DC), change radius to 100 ft. (+40 DC),
change height to 1,000 feet (+133 DC), permanent (x5 DC). Mitigating factors:
increase casting time by 10 minutes (–20 DC), increase casting time by 65 days
(–130 DC), nineteen additional casters contributing epic spell slots (–361 DC),
one additional caster contributing one 6th-level spell slot (–11 DC), burn 2,000
XP per epic caster (–400 DC), spell only works on liquid (ad hoc –20 DC).
The
character can literally raise a new island from out of the sea, bringing to the
surface a sandy or rocky but otherwise barren protrusion that is solid, stable,
and permanently established. The island is roughly circular and about 200 feet
in diameter. Raise island only works if the ocean is less than 1,000
feet deep where the spell is cast.
XP
Cost: 2,000
XP.
Transmutation
Spellcraft
DC: 27
Components: V, S, X P
Casting
Time: 1
full round
Range: 12,000 ft.
Target: One creature, or up to a
10-foot cube of nonliving matter
Duration: Instantaneous
Saving
Throw:
Fortitude half
Spell
Resistance:
Yes
To
Develop:
243,000 gp; 5 days; 9,720 XP. Seed: destroy (DC 29). Factor: reduce
casting time by 9 rounds (+18 DC). Mitigating factor: burn 2,000 XP (–20 DC).
The
character deals 20d6 points of damage to a single target within range and line
of sight. If the target is reduced to –10 hit points or less (or a construct,
object, or undead is reduced to 0 hit points), it is utterly destroyed as if
disintegrated. Only a trace of fine dust remains.
XP
Cost: 2,000
XP.
Conjuration
[Teleportation]
Spellcraft
DC: 64
Components: V, S
Casting
Time: 1
minute
Range: Touch
Target: You or creature touched
Duration: Contingent until
expended, then 1 round of safe time
Saving
Throw:
None
Spell
Resistance:
No
To
Develop:
576,000 gp; 12 days; 23,040 XP. Seed: transport (DC 27). Factors: move
to time stream (+8 DC), reduce static time to 1 round (ad hoc +4 DC), activates
when you would otherwise take 50 or more points of damage (+25 DC).
Safe
time can
move the character (or the target) out of harm’s way by shunting him or her
into a static time stream. Once cast, the spell remains quiescent and does not
activate until the trigger conditions have been met. Each day it remains
untriggered, it uses up an epic spell slot, even if you cast it on another
creature. Once triggered, the spell is expended normally. When the character
would otherwise be subject to any instantaneous effect that would deal him or
her 50 or more points of damage, he or she is instead transported to a static
time stream where time ceases to flow. The character’s condition becomes
fixed—no force or effect can harm him or her until 1 round of real time has
passed. Thus, the character avoids the damage he or she would otherwise
receive, but the character also misses out on one round of activity. To the character,
no time passes at all, but to onlookers who are part of real time, the
character stands frozen and fixed in space for 1 full round.
Divination,
Enchantment (Compulsion) [Mind-Affecting]
Spellcraft
DC: 72
Components: V, S
Casting
Time: 10
minutes
Range: See text
Target: One other living creature
Duration: 20 minutes (D)
Saving
Throw:
Will negates (see text)
Spell
Resistance:
No
To
Develop:
648,000 gp; 13 days; 25,920 XP. Seeds: contact (DC 23), reveal (DC
19), compel (DC 19). Factors: apply to all five senses (+8 DC), total
compulsory control (+10 DC), stricter compulsion of any creature (ad hoc +11
DC). Mitigating factor: increase casting time by 9 minutes (–18 DC).
When
a character casts this spell, he or she is temporarily able to take control of
another sentient creature with whom the character is familiar (by meeting,
observing, or successfully scrying the subject). The target receives a Will
save, and if successful, prevents the character from making the telepathic
connection. The target is aware of the attempted takeover as a strange,
momentary tingling. If the Will save fails, the character is able to control
the subject’s body as if it were his or her own, hearing, seeing, feeling,
smelling, and tasting everything the target senses. Once the character
dismisses the spell or its duration ends, the target resumes control of its
body, fully aware of all events that occurred, having been a helpless witness
trapped inside its own body. The target knows the name and general nature of
its possessor if it succeeds at an additional Will saving throw. A character
cannot control undead or incorporeal creatures with soul dominion.
Divination
Spellcraft
DC: 55
Components: V, S
Casting
Time: 10
minutes
Range: See text
Target: One other living creature
Duration: 20 minutes (D)
Saving
Throw:
Will negates
Spell
Resistance:
No
To
Develop:
495,000 gp; 10 days; 19,800 XP. Seeds: contact (DC 23), reveal (DC
19), conceal (DC 17). Factors: apply to all five senses (+8 DC), conceal
detection (ad hoc +6 DC). Mitigating factor: increase casting time by 9 minutes
(–18 DC).
When
a character casts this spell, he or she is temporarily able to tap the
consciousness of another sentient creature with whom the character is familiar
(by meeting, observing, or successfully scrying the subject), experiencing
everything he or she does with all five senses. The target receives a Will
save, and if successful, prevents the character from making the telepathic
connection. Whether the saving throw is successful or not, the target is
unaware of the attempted intrusion. Once the subject is tapped, the character
is able to hear, see, feel, smell, and taste everything the subject senses. The
character cannot control the subject, however. The character can only see what
the subject chooses to look at, and the character tastes something only if the
subject eats or drinks it during the spell’s duration. During this time, the
character’s own body remains in a trance-like state. If the subject takes
damage, the character senses the injuries, although his or her own body does
not actually suffer any ill effects. If the subject is knocked unconscious or
killed, the spell immediately ends.
Enchantment
(Compulsion) [Mind-Affecting]
Spellcraft
DC: 45
Components: V, S
Casting
Time: 1
standard action
Range: 75 ft.
Target: One living creature
Duration: 20 hours or until
completed
Saving
Throw:
Will negates
Spell
Resistance:
Yes
To
Develop:
405,000 gp; 9 days; 16,200 XP. Seed: compel (DC 19). Factors:
unobtrusive (ad hoc +6 DC), 1-action casting time (+20 DC).
On
a failed save, the subject must spend a standard action each round abandoning
his or her highest-level spell (or losing his or her highest-level unused spell
slot). Each round, the subject eliminates another spell or spell slot, moving
to lower-level spells once all the higher-level spells are gone. In the case of
prepared spells, the subject decides which spells to abandon at each level. If
the subject has more than one standard action allowed in the round, he or she
may spend those actions as he or she desires. The subject doesn’t realize the
spells or spell slots are gone until he or she tries to cast a spell and finds
it unavailable. Abandoning a spell slot or losing a spell is standard action,
but it does not draw an attack of opportunity. It is a purely mental exercise
not obvious to observers.
Conjuration
(Summoning)
Spellcraft
DC: 72
Components: V, S
Casting
Time: 1
standard action
Range: 75 ft.
Effect: Summoned creature
Duration: 20 rounds (D)
Saving
Throw:
None
Spell
Resistance:
No
To
Develop:
648,000 gp; 13 days; 25,920 XP. Seed: summon (DC 14). Factors: summon CR
21 creature (DC +38), 1-action casting time (+20 DC).
The
character can summon a behemoth to attack his or her enemies. It appears where
the character designates and acts immediately, on the character’s turn. It
attacks the character’s opponents to the best of its ability. If the character
can communicate with the creature, he or she can direct it not to attack, to
attack particular enemies, or to perform other actions. Summoned creatures act
normally on the last round of the spell and disappear at the end of their turn.
Abjuration
Spellcraft
DC: 59
Components: V, S
Casting
Time: 1
standard action
Range: 300 ft.
Target: One creature or object
Duration: Instantaneous
Saving
Throw:
None
Spell
Resistance:
No
To
Develop:
531,000 gp; 11 days; 21,240 XP. Seed: dispel (DC 19). Factors:
additional +30 to dispel check (+30 DC), 1-action casting time (+20 DC).
Mitigating factor: 10d6 backlash (–10 DC).
As
greater dispel magic, except that the maximum bonus on the dispel check
is +40, and the character takes 10d6 points of backlash damage.
Conjuration
[Teleportation]
Spellcraft
DC: 71
Components: V, S
Casting
Time: 1
free action
Effect: You
Duration: 1 round (see text)
Saving
Throw:
None (harmless)
Spell
Resistance:
None (harmless)
To
Develop:
639,000 gp; 13 days; 25,560 XP. Seed: transport (to move future you back
in time 1 round) (DC 27). Factors: move to time stream (+8 DC), stretch the
base temporal effect (ad hoc +8 DC), quickened (+28 DC).
The
character snatches him or her self from 1 round in the future, depositing this
future self in an adjacent space as a free action that counts as a quickened
spell. The character’s future self is technically only a possible future self
(the time stream is a maelstrom of multiple probabilities), but snatching that
future self from 1 round in the future collapses probability, and the possible
future becomes the definite future. The character and his or her future self
are both free to act normally this round (the character has already used up the
limit of one quickened spell per round, but his or her duplicate hasn’t). The
future self has all the resources the character has at the moment he or she
finishes casting time duplicate. Because the future self was previously
only a possibility, his or her resources are not depleted as a result of whatever
might occur this round (even if the character dies this round). Likewise, he or
she doesn’t have any special knowledge of what might occur during this round.
Because the future self is still part of the time stream, the round it spends
with the character is a round it misses in its own future. Because the
chracter’s future duplicate is also the character, the character misses the
next round as well. He or she simply isn’t there. Tampering with the time
stream is a tricky business. Here is a round-by-round summary.
Round
One: The
character casts time duplicate, the future self from round two arrives,
and both act normally.
Round
Two: The
future self—the character—gets snatched back in time to help the past self.
During this round, there are no versions of the character present.
Round
Three: The
character rejoins the time stream. The character arrives in the same location
and condition that the future self ended with at the end of the first round.
Any resources (spells, damage, staff charges) the future self used up in round
one are gone for real. Record them now. Using this spell to snatch a single
future self stretches time and probability to its limit; more powerful versions
of time duplicate are not possible. A character cannot bring more than a
single future version of him or her self back at one time, nor can a character
snatch a version of him or her from farther in the future.
Transmutation
Spellcraft
DC: 419
Components: V, S
Casting
Time: 1
standard action
Range: 12,000 ft.
Target: One creature, or up to a
10-foot cube of nonliving matter in line of sight
Duration: Instantaneous
Saving
Throw:
Fortitude half
Spell
Resistance:
Yes
To
Develop:
3,771,000 gp; 76 days; 150,840 XP. Seed: destroy (DC 29). Factor: increase
damage to 305d6 (+570 DC), 1-action casting time (+20 DC). Mitigating factor:
200d6 backlash (–200 DC).
The
target of this spell is subject to 305d6 points of damage (or half of that if a
Fortitude save succeeds). If the target is reduced to –10 hit points or less
(or a construct, object, or undead is reduced to 0 hit points), it is utterly
destroyed as if disintegrated, leaving behind only a trace of fine dust. The
caster is likewise dealt 200d6 points of damage
Conjuration
(Creation)
Spellcraft
DC: 58
Components: V, S
Casting
Time: 1
minute
Range: 300 ft.
Area: 100-ft.-radius hemisphere
Duration: 24 hours
Saving
Throw:
Reflex half
Spell
Resistance:
No
To
Develop:
522,000 gp; 11 days; 20,880 XP. Seed: conjure (DC 21). Factors: change
area to 20-ft. radius hemisphere (+2 DC), increase radius to 100 ft. (+16 DC),
deal 10d6 damage during growth (ad hoc +19 DC).
This
spell creates a tsunami of grass, shrubs, and trees that overgrows the area
like a tidal wave. The plant growth creeps and curls across every-thing in the
area, ensnaring it and coiling around it as if it had been growing there for a
century or more. Creatures in the area must make a Reflex saving throw to avoid
the fast-moving growth, which otherwise deals 10d6 points of damage from the
crushing press. Buildings are engulfed and they likewise take 10d6 points of
damage. Those destroyed by the damage have their foundations uprooted and walls
crumbled. The plant growth remains for 24 hours, after which it vanishes.
Conjuration
(Creation)
Spellcraft
DC: 170
Components: V, S, Ritual, XP
Casting
Time: 10
minutes
Range: 1,500 ft.
Area: 1,000-ft.-radius
hemisphere
Duration: Permanent
Saving
Throw:
Reflex half
Spell
Resistance:
No
To
Develop:
1,530,000 gp; 31 days; 61,200 XP. Seed: conjure (DC 21). Factor: change area to
20-ft.-radius hemisphere (+2 DC), increase radius to 1,000 ft. (+196 DC),
increase range to 1,500 ft. (+8 DC), deal 10d6 damage during growth (ad hoc +19
DC), increase damage to 40d6 (+60 DC), permanent (x5 DC). Mitigating factors:
increase casting time by 9 minutes (–18 DC), eleven additional casters
contributing 6th-level spell slots (–121 DC), three additional casters
contributing 4th-level spell slots (–21 DC), burn 10,000 XP per 6th-level spell
contributor plus caster (–1,200 DC).
This
spell creates a tsunami of grass, shrubs, and trees that overgrows the area
like a tidal wave. The plant growth creeps and curls across every-thing in the
area, ensnaring it and coiling around it as if it had been growing there for a
century or more. Creatures in the area must make a Reflex saving throw to avoid
the fast-moving growth, which otherwise deals 40d6 points of damage from the
crushing press. Buildings are engulfed and they likewise take 40d6 points of
damage. Those destroyed by the damage have their foundations uprooted and walls
crumbled. The plant growth is permanent. This is a ritual spell requiring
fourteen other spellcasters, each of whom must contribute an unused 6th-level
spell slot to the casting.
XP
Cost: 10,000
XP.
DEVELOPING EPIC SPELLS
An
epic spell is developed from smaller pieces called seeds and connecting pieces
called factors. Every epic seed has a base Spellcraft DC, and every factor has
a Spell-craft DC adjustment. When a desired spell is developed, the spellcaster
spends resources and time to assemble the pieces that make up the epic spell.
The base Spellcraft DCs of each seed are added together; then the DC
adjustments of the factors are added to that total. The sum equals the final
Spellcraft DC for the epic spell.
The
final Spellcraft DC is the most significant gauge of the epic spell’s power. A
spellcaster attempts to cast an epic spell by making a Spellcraft check against
the epic spell’s Spellcraft DC. Thus, a spellcaster knows immediately, based on
his or her own Spellcraft bonus, what epic spells are within his or her
capability to cast, which are risky, and which are beyond him or her. Epic
casters don’t commit time and money to develop epic spells until they are
powerful enough to cast them.
An
epic spell developed by an arcane spellcaster is arcane, and an epic spell
developed by a divine spellcaster is divine. A character who can cast both
divine and arcane epic spells chooses whether a particular spell he or she
develops will be arcane or divine. If that same caster uses the heal or life
seed in an epic spell, that spell is always considered divine. All the epic
spells described here can be developed independently by a character who spends
the necessary time, money, and experience points. Alternatively, a character
can use those spells as a starting point when creating customized versions of
the spells.
Seed
|
Base Spellcraft DC |
Seed |
Base Spellcraft DC |
Afflict |
14 |
Energy
|
19 |
Animate |
25 |
Foresee |
17 |
Animate dead |
23 |
Fortify |
17 |
Armor |
14 |
Heal* |
25 |
Banish |
27 |
Life* |
27 |
Compel |
19 |
Reflect |
27 |
Conceal |
17 |
Reveal |
19 |
Conjure |
21 |
Slay |
25 |
Contact |
23 |
Summon |
14 |
Delude |
14 |
Transform |
21 |
Destroy |
29 |
Transport |
27 |
Dispel |
19 |
Ward |
14 |
*Spellcasters
without at least 24 ranks in Knowledge (religion) or Knowledge (nature) may not
use heal or life spell seeds.
Resource
Cost: The
development of an epic spell uses up raw materials costing a number of gold
pieces equal to 9,000 xthe final Spellcraft DC of the epic spell being
developed.
Development
Time:
Developing an epic spell takes one day for each 50,000 gp in resources required
to develop the spell, rounded up to whole days.
XP
Cost: To
develop an epic spell, a character must spend 1/25 of its resource price in
experience points.
Adding
Seed DCs: When
two or more epic seeds are combined in an epic spell, their base Spellcraft DCs
are added together. Both contribute toward the spell’s final Spellcraft DC.
Determining
School:
When combining two or more seeds to develop an epic spell, the school of the
finished spell is decided by the caster from among the seeds that make up the
epic spell.
Combining
Descriptors: When
two or more epic seeds are combined in an epic spell, all the descriptors from
each seed apply to the finished spell.
Combining
Components and Casting Times: Almost every epic spell has verbal and somatic components
and a 1-minute casting time, regardless of the number of epic seeds combined.
The only exceptions are epic spells with the heal and life seeds,
which have divine focus components.
Combining
Range, Targets, Area, and Effect: One seed might have a range of 12,000 feet, another
seed might have a range of 400 feet, and a third seed might not have a range at
all. Likewise, some seeds have targets, while others have an effect or an area.
To determine which seed takes precedence in the finished epic spell, the
character must decide which seed is the base seed. The seed most important to
the spell’s overall purpose is the base seed, and it determines the casting
time, range, target, and so on. The other seeds apply only their specific
effects to the finished spell. It is occasionally difficult to determine a base
seed by examining the spell’s effects. If no one seed is most important, simply
pick one seed for the purposes of making this determination.
Combining
Durations:
When combining two or more seeds to develop an epic spell, the seed with the
shortest duration determines the duration of the finished epic spell. If any
seed of an epic spell is dismissible by the caster, the epic spell is
dismissible.
Saving
Throws:
Even if more than one seed has an associated saving throw, the final spell will
have only a single saving throw. If two or more seeds have the same kind of
saving throw (Fortitude, Reflex, or Will), then obviously that will be used for
the spell’s saving throw. If the seeds have different kinds of saving throws,
simply choose the saving throw that seems most appropriate for the final spell.
Spell
Resistance:
When combining two or more seeds to develop an epic spell, if even one seed is
subject to spell resistance, the finished epic spell is subject to it as well.
Factors:
Factors
are not part of epic seeds, but they are the tools used to modify specific
parameters of any given seed. Applying factors to the seeds of an epic spell
can increase or decrease the final Spellcraft DC, increase the duration, change
the area of a spell, and affect many other aspects of the spell.
There are three
kinds of factors:
1.
Those that can affect a number of seeds.
2.
Those that can only be used with specific seeds.
3.
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 correctly, it’s important to determine the mitigating factors last,
after all the factors that increase the DC have been accounted for.
Development
Is an Art:
Many times developing a completely new epic spell requires some guesswork and
rule stretching. As with making and pricing magic items, a sort of balancing
act is required. Often the description of a seed will need to be stretched for
a particular spell. If necessary, assess an “ad hoc” Spellcraft DC adjustment
for any effect that cannot be extrapolated from the seeds and factors presented
here—the example spells use ad hoc factors frequently. In all cases, the GM
determines the actual Spellcraft DC of the new spell
Approval: This is the final step, and it’s
critically important. The epic spell development work and reasoning must be
shown to the GM and receive his or her approval. If the GM doesn’t approve,
then the epic spell cannot be developed. However, the GM should explain why the
epic spell wasn’t approved and possibly offer suggestions on how to create an
epic spell that will be acceptable.
|
Spellcraft DC Modifier |
Casting Time
|
|
Reduce casting
time by 1 round (minimum 1 round) |
+2 |
1-action casting
time |
+20 |
Quickened spell
(limit one quickened action/round) |
+28 |
Contingent on
specific trigger1 |
+25 |
Components No
verbal component |
+2 |
No somatic
component |
+2 |
Duration2 |
|
Increase
duration by 100% |
+2 |
Permanent
duration (apply this factor after all other epic spell factors but before
mitigating factors) |
x5 |
Dismissible by
caster (if not already) |
+2 |
Range Increase
range by 100% |
+2 |
Target3 |
|
Add extra target
within 300 ft. |
+10 |
Change from
target to area (pick area option below) |
+10 |
Change from
personal to area (pick area option below) |
+15 |
Change from
target to touch or ray (300-ft. range) |
+4 |
Change from
touch or ranged touch attack to target |
+4 |
Area4
|
|
Change area to
bolt (5 ft. x300 ft. or 10 ft. x150 ft.) |
+2 |
Change area to
cylinder (10-ft. radius, 30 ft. high) |
+2 |
Change area to
40-ft. cone |
+2 |
Change area to
four 10-ft. cubes |
+2 |
Change area to
20-ft. radius |
+2 |
Change area to
target |
+4 |
Change area to
touch or ray (close range) |
+4 |
Increase area by
100% |
+4 |
Saving Throw
|
|
Increase spell’s
saving throw DC by +1 |
+2 |
Spell Resistance
|
|
Gain +1 bonus on
caster level check to overcome target’s spell resistance |
+2 |
Gain +1 on
caster level check to beat foe’s dispel effect |
+2 |
Other
|
|
Recorded onto
stone tablet5 |
x2 |
Increase damage
die by one step (d20 maximum) |
+10 |
Unless
stated otherwise, the same factor can be applied more than once.
1
Each contingent spell in use counts as a slot used from the caster’s daily epic
spell slots.
2
Seeds that already have an instantaneous or permanent duration cannot be
increased.
3 When changing a targeted or area seed to a touch or
ranged attack, the seed no longer requires a save if it deals damage, instead
requiring a successful attack roll. Seeds with a nondamaging effect still allow
the target a save. Area spells changed to touch or ranged attacks now affect
only the creature successfully attacked.
4 When changing a touch or ranged attack seed to a
targeted seed, the seed no longer requires an attack roll if it deals damage,
instead requiring a saving throw from the target. On a failed saving throw, the
target takes half damage. Area seeds changed to targeted seeds now only affect
the target. The GM determines the most appropriate kind of saving throw for the
epic spell.
5
Epic spells may only be inscribed on stone tablets or other substances of equal
or greater hardness. Once a spell is so inscribed, another epic spellcaster can
learn it without going through the process of development. Once an inscribed
epic spell is learned by another epic spellcaster in this fashion, the tablet
upon which it is inscribed is destroyed and cannot be mended.
|
Spellcraft DC Modifier
|
Backlash 1d6
points of damage (max d6 = caster’s HD x2)1 |
–1 |
Burn 100 XP
during casting (max 20,000 XP) |
–1 |
Increase casting
time by 1 minute (max 10 minutes)2 |
–2 |
Increase casting
time by 1 day (max 100 days)2 |
–2 |
Change from
target, touch, or area to personal |
–2 |
Additional
participants (ritual) |
see Table: Additional Participants in Rituals |
Decrease damage
die by one step (d4 minimum) |
–5 |
Note:
Mitigating factors are always applied after all epic spell factors (see above)
are accounted for in the development of an epic spell.
1
The caster cannot somehow avoid or make him or her self immune to backlash
damage. For spells with durations longer than instantaneous, the backlash
damage is per round. If backlash damage kills a caster, no spell or method
exists that will return life to the caster’s body without costing the caster a
level—not even wish, true resurrection, miracle, or epic spells that
return life to the deceased. Spells that normally penalize the recipient
one level when they return him or her to life penalize a caster killed by
backlash two levels.
2
When increasing the casting time of a spell in order to reduce the Spellcraft
DC, a character must first “use up” the maximum of 10 minutes (for a total DC
modifier of –20). After that, a character can continue to add days to the
casting time, with a further modifier of –2 per day, up to the maximum of 100
days.
Additional
Participants:
Epic spells can be developed that specifically require additional participants.
These spells are called rituals. 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. Additional participants in a ritual
spell reduce the Spellcraft DC, as shown on Table: Additional Participants in
Rituals. Each additional participant may only contribute one spell slot. It
doesn’t matter whether the additional participants are arcane or divine
spellcasters; only the level of the spell slot contributed matters. A
contributed spell slot is treated as if normally cast. A wizard may contribute
either a prepared, uncast spell slot, or an open, unprepared slot. The
Spellcraft DC adjustments for each additional participant stack.
Special:
A ritual
epic spell that takes longer than 1 standard action to cast requires all extra
participants to stand as if casting for the same amount of time. If an extra
participant is attacked while contributing a spell slot, the participant must
make a Concentration check as if casting a spell of the same level as the slot
contributed. If the attack disrupts the participant in the ritual, the epic
spell is not necessarily ruined. However, the Spellcraft DC reduction that
would have been provided by that additional participant cannot be applied to
the final Spellcraft DC of the epic spell. Thus the ritual epic spell will be
harder for the primary spellcaster to cast.
Spell Slot
Level Contributed |
Spellcraft DC
Reduction |
Spell Slot
Level Contributed |
Spellcraft DC
Reduction |
1st |
–1 |
6th |
–11 |
2nd |
–3 |
7th |
–13 |
3rd |
–5 |
8th |
–15 |
4th |
–7 |
9th |
–17 |
5th |
–9 |
Epic slot |
–19 |
Each
seed description hereafter follows the same format used for 0- to 9th-level
spells. An additional line, Spellcraft DC, indicates the base DC of the
Spellcraft check required to cast an epic spell with this seed.
Enchantment
(Compulsion) [Fear, Mind-Affecting]
Spellcraft
DC: 14
Components: V, S
Casting
Time: 1
standard action
Range: 300 ft.
Target: One living creature
Duration: 20 minutes
Saving
Throw:
Will negates
Spell
Resistance:
Yes
Afflicts
the target with a –2 morale penalty on attack rolls, checks, and saving throws.
For each additional –1 penalty assessed on either the target’s attack rolls,
checks, or saving throws, increase the Spellcraft DC by +2. A character may
also develop a spell with this seed that afflicts the target with a –1 penalty
on caster level checks, a –1 penalty to an ability score, a –1 penalty to spell
resistance, or a –1 penalty to some other aspect of the target. For each
additional –1 penalty assessed in one of the above categories, increase the Spell-craft
DC by +4. This seed can afflict a character’s ability scores to the point where
they reach 0, except for Constitution where 1 is the minimum. If a factor is
applied to increase the duration of this seed, ability score penalties instead
become temporary ability damage. If a factor is applied to make the duration
permanent, any ability score penalties become permanent ability drain. Finally,
by increasing the Spellcraft DC by +2, one of the target’s senses can be
afflicted: sight, smell, hearing, taste, touch, or a special sense the target
possesses. If the target fails its saving throw, the sense selected doesn’t
function for the spell’s duration, with all attendant penalties that apply for
losing the specified sense.
Transmutation
Spellcraft
DC: 25
Components: V, S
Casting
Time: 1
minute
Range: 300 ft.
Target: Object or 20 cu. ft. of
matter
Duration: 20 rounds
Saving
Throw:
None
Spell
Resistance:
No
This
seed can imbue inanimate objects with mobility and a semblance of life (not
actual life). The animated object attacks whomever or whatever the caster
initially designates. The animated object can be of any nonmagical material.
The caster can also animate part of a larger mass of raw matter, such as a
volume of water in the ocean, part of a stony wall, or the earth itself, as
long as the volume of material does not exceed 20 cubic feet. For each
additional 10 cubic feet of matter animated, increase the Spellcraft DC by +1,
up to 1,000 cubic feet. For each additional 100 cubic feet of matter animated
after the first 1,000 cubic feet, increase the spellcraft DC by +1. For each
additional Hit Die granted to an animated object of a given size, increase the
Spellcraft DC by +2. To animate attended objects (objects carried or worn by another
creature), increase the Spellcraft DC by +10.
Necromancy
[Evil]
Spellcraft
DC: 23
Components: V, S
Casting
Time: 1
minute
Range: Touch
Target: One or more corpses
touched
Duration: Instantaneous
Saving
Throw:
None
Spell
Resistance:
No
The
caster can turn the bones or bodies of dead creatures into undead that follow
his or her spoken commands. The undead can follow the caster, or they can
remain in an area and attack any creature (or a specific type of creature) entering
the place. The undead remain animated until they are destroyed. (A destroyed
undead can’t be animated again.) Intelligent undead can follow more
sophisticated commands. The animate dead seed allows a character to
create 20 HD of undead. For each additional 1 HD of undead created, increase
the Spellcraft DC by +1. The undead created remain under the caster’s control
indefinitely. A caster can naturally control 1 HD per caster level of undead
creatures he or she has personally created, regardless of the method used. If
the caster exceeds this number, newly created creatures fall under his or her
control, and excess undead from previous castings become uncontrolled (the
caster chooses which creatures are released). If the caster is a cleric, any
undead he or she commands through his or her ability to command or rebuke
undead do not count toward the limit. For each additional 2 HD of undead to be
controlled, increase the Spellcraft DC by +1. Only undead in excess of 20 HD
created with this seed can be controlled using this DC adjustment. To both
create and control more than 20 HD of undead, increase the Spellcraft DC by +3
per additional 2 HD of undead.
Type
of Undead: All types of undead can be created with the animate dead seed,
although creating more powerful undead increases the Spellcraft DC of the epic
spell, according to the table below. The GM must set the Spellcraft DC for
undead not included on the table, using similar undead as a basis for
comparison.
Undead |
Spellcraft DC Modifier |
Undead |
Spellcraft DC Modifier |
Skeleton |
–12 |
Wraith |
–2 |
Zombie |
–12 |
Mummy |
+0 |
Ghoul |
–10 |
Spectre |
+2 |
Shadow |
–8 |
Morhg |
+4 |
Ghast |
–6 |
Vampire |
+6 |
Wight |
–4 |
Ghost |
+8 |
Conjuration
(Creation) [Force]
Spellcraft
DC: 14
Components: V, S
Casting
Time: 1
minute
Range: Touch
Target: Creature touched
Duration: 24 hours (D)
Saving
Throw:
Will negates (harmless)
Spell
Resistance:
Yes (harmless)
This
seed grants a creature additional armor, providing a +4 bonus to Armor Class.
The bonus is either an armor bonus or a natural armor bonus, whichever the
caster selects. Unlike mundane armor, the armor seed provides an
intangible protection that entails no armor check penalty, arcane spell failure
chance, or speed reduction. Incorporeal creatures can’t bypass the armor seed
the way they can ignore normal armor. For each additional point of Armor Class
bonus, increase the Spellcraft DC by +2. The caster can also grant a creature a
+1 bonus to Armor Class using a different bonus type, such as deflection,
divine, or insight. For each additional point of bonus to Armor Class of one of
these types, increase the Spellcraft DC by +10.
Abjuration
Spellcraft
DC: 27
Components: V, S
Casting
Time: 1
minute
Range: 75 ft.
Target: One or more extraplanar
creatures, no two of which can be more than 30 ft. apart
Duration: Instantaneous
Saving
Throw:
Will negates
Spell
Resistance:
Yes
This
seed forces extraplanar creatures out of the caster’s home plane. The caster
can banish up to 14 HD of extraplanar creatures. For each additional 2 HD of
extraplanar creatures banished, increase the Spellcraft DC by +1. To specify a
type or sub-type of creature other than outsider to be banished, increase the
Spellcraft DC by +20.
Enchantment
(Compulsion) [Mind-Affecting]
Spellcraft
DC: 19
Components: V, M
Casting
Time: 1
minute
Range: 75 ft.
Target: One living creature
Duration: 20 hours or until
completed
Saving
Throw:
Will negates
Spell
Resistance:
Yes
This
seed compels a target to follow a course of activity. At the basic level of
effect, a spell using the compel seed must be worded in such a manner as
to make the activity sound reasonable. Asking the creature to do an obviously harmful
act automatically negates the effect (unless the Spellcraft DC has been
increased to avoid this limitation; see below). To compel a creature to follow
an outright unreasonable course of action, increase the Spellcraft DC by +10.
The compelled course of activity can continue for the entire duration. If the
compelled activity can be completed in a shorter time, the spell ends when the
subject finishes what he or she was asked to do. The caster can instead specify
conditions that will trigger a special activity during the duration. If the
condition is not met before the spell using this seed expires, the activity is
not performed.
Illusion
(Glamer)
Spellcraft
DC: 17
Components: V, S
Casting
Time: 1
minute
Range: Personal or touch
Target: You or a creature or
object of up to 2,000 lb.
Duration: 200 minutes or until
expended (D)
Saving
Throw:
None or Will negates (harmless, object)
Spell
Resistance:
No or Yes (harmless, object)
This
seed can conceal a creature or object touched from sight, even from darkvision.
If the subject is a creature carrying gear, the gear vanishes too, rendering
the creature invisible. A spell using the conceal seed ends if the
subject attacks any creature. Actions directed at unattended objects do not
break the spell, and causing harm indirectly is not an attack. To create
invisibility that lasts regardless of the actions of the subject, increase the
Spellcraft DC by +4. Alternatively, this seed can conceal the exact location of
the subject so that it appears to be about 2 feet away from its true location;
this increases the Spellcraft DC by +2. The subject benefits from a 50% miss
chance as if it had total concealment. However, unlike actual total
concealment, this displacement effect does not prevent enemies from targeting
him or her normally. The conceal seed can also be used to block
divination spells, spell-like effects, and epic spells developed using the reveal
seed; this increases the Spellcraft DC by +6. In all cases where divination
magic of any level, including epic level, is employed against the subject of a
spell using the conceal seed for this purpose, an opposed caster level
check determines which spell works.
Conjuration
(Creation)
Spellcraft
DC: 21
Components: V, S
Casting
Time: 1
minute
Range: 0 ft.
Effect: Unattended, nonmagical
object of nonliving matter up to 20 cu. ft.
Duration: 8 hours
Saving
Throw:
None
Spell
Resistance:
No
This
seed creates a nonmagical, unattended object of nonliving matter of up to 20
cubic feet in volume. The caster must succeed at an appropriate skill check to
make a complex item. The seed can create matter ranging in hardness and rarity
from vegetable matter all the way up to mithral and even adamantine. Simple
objects have a natural duration of 24 hours. For each additional cubic foot of
matter created, increase the Spellcraft DC by +2. Attempting to use any created
object as a material component or a resource during epic spell development
causes the spell to fail and the object to disappear.
The
conjure seed can be used in conjunction with the life and fortify
seeds for an epic spell that creates an entirely new creature, if made
permanent. 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, double
the cost of the relevant seed. Remember that two doublings equals a tripling,
and so forth. To give a creature Hit Dice, use the fortify seed. Each 5
hit points granted to the creature gives it an additional 1 HD. Once
successfully created, the new creature will breed true.
Divination
Spellcraft
DC: 23
Components: V, S
Casting
Time: 1
minute
Range: See text
Target: One creature
Duration: 200 minutes
Saving
Throw:
None
Spell
Resistance:
No
This
seed forges a telepathic bond with a particular creature with which the caster
is familiar (or one that the caster can currently see directly or through
magical means) and can converse back and forth. The subject recognizes the
caster if it knows him or her. It can answer in like manner immediately, though
it does not have to. The caster can forge a communal bond among more than two
creatures. For each additional creature contacted, increase the Spellcraft DC
by +1. The bond can be established only among willing subjects, which therefore
receive no saving throw or spell resistance. For telepathic communication
through the bond regardless of language, increase the Spellcraft DC by +4. No
special influence is established as a result of the bond, only the power to
communicate at a distance.
At
the base Spellcraft DC of 20, a caster can also use the contact seed to
imbue an object (or creature) with a message he or she prepares that appears as
written text for the spell’s duration or is spoken aloud in a language the
caster knows. The spoken message can be of any length, but the length of
written text is limited to what can be contained (as text of a readable size)
on the surface of the target. The message is delivered when specific conditions
are fulfilled according to the caster’s desire when the spell is cast.
Illusion
(Figment)
Spellcraft
DC: 14
Components: V, S
Casting
Time: 1
minute
Range: 12,000 ft.
Effect: Visual figment that can
extend for up to twenty 30-ft. cubes (S)
Duration: Concentration plus 20
hours
Saving
Throw:
Will disbelief (if interacted with)
Spell
Resistance:
No
A
spell developed with the delude seed creates the visual illusion of an
object, creature, or force, as visualized by the caster. The caster can move the
image within the limits of the size of the effect by concentrating (the image
is otherwise stationary). The image disappears when struck by an opponent
unless the caster causes the illusion to react appropriately. For an illusion
that includes audible, olfactory, tactile, taste, and thermal aspects, increase
the Spellcraft DC by +2 per extra aspect. Even realistic tactile and thermal
illusions can’t deal damage, however. For each additional image to be created,
increase the Spellcraft DC by +1. For an illusion that follows a script
determined by the caster, increase the Spellcraft DC by +9. The figment follows
the script without the caster having to concentrate on it. The illusion can
include intelligible speech if desired. For an illusion that makes any area
appear to be something other than it is, increase the Spellcraft DC by +4.
Additional components, such as sounds, can be added as noted above. Concealing
creatures requires additional spell development using this or other seeds.
Transmutation
Spellcraft
DC: 29
Components: V, S
Casting
Time: 1
minute
Range: 12,000 ft.
Target: One creature, or up to a
10-foot cube of nonliving matter
Duration: Instantaneous
Saving
Throw:
Fortitude half
Spell
Resistance:
Yes
This
seed deals 20d6 points of damage to the target. The damage is of no particular
type or energy. For each additional 1d6 points of damage dealt, increase the
Spellcraft DC by +2. If the target is reduced to –10 hit points or less (or a
construct, object, or undead is reduced to 0 hit points), it is utterly
destroyed as if disintegrated, leaving behind only a trace of fine dust. 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
effects are automatically destroyed. Epic spells using the ward seed may
also be destroyed, though the caster must succeed at an opposed caster level
check against the other spellcaster to bring down a ward spell.
Abjuration
Spellcraft
DC: 19
Components: V, S
Casting
Time: 1
minute
Range: 300 ft.
Target: One creature, object, or
spell
Duration: Instantaneous
Saving
Throw:
None
Spell
Resistance:
No
This
seed can end ongoing spells that have been cast on a creature or object,
temporarily suppress the magical abilities of a magic item, or end ongoing spells
(or at least their effects) within an area. A dispelled spell ends as if its
duration had expired. The dispel seed can defeat all spells, even those
not normally subject to dispel magic. The dispel seed can dispel
(but not counter) the ongoing effects of supernatural abilities as well as
spells, and it affects spell-like effects just as it affects spells. One
creature, object, or spell is the target of the dispel seed. The caster
makes a dispel check against the spell or against each ongoing spell currently
in effect on the object or creature. A dispel check is 1d20 + 10 against a DC
of 11 + the target spell’s caster level. For each additional +1 on the dispel
check, increase the Spellcraft DC by +1. If targeting an object or creature
that is the effect of an ongoing spell, make a dispel check to end the spell
that affects the object or creature. If the object targeted is a magic item,
make a dispel check against the item’s caster level. If succeessful, all the
item’s magical properties are suppressed for 1d4 rounds, after which the item
recovers on its own. A suppressed item becomes nonmagical for the duration of
the effect. An interdimensional interface is temporarily closed. A magic item’s
physical properties are unchanged. Any creature, object, or spell is
potentially subject to the dispel seed, even the spells of gods and the
abilities of artifacts. A character automatically succeeds on the dispel check
against any spell that he or she cast him or her self.
Evocation
[Acid, Fire, Electricity, Cold, or Sonic]
Spellcraft
DC: 19
Components: V, S
Casting
Time: 1
minute
Range: 300 ft. or touched
creature or object of 2,000 lb. or less
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. square; or a sphere or hemi-sphere with a radius of up to 20 ft.
Duration: Instantaneous or 20 hours
(see text)
Saving
Throw:
Reflex half
Spell
Resistance:
Yes
This
seed uses whichever one of five energy types the caster chooses: acid, cold,
electricity, fire, or sonic. The caster can cast the energy forth as a bolt,
imbue an object with the energy, or create a freestanding manifestation of the
energy. If the spell developed using the energy seed releases a bolt,
that bolt instantaneously deals 10d6 points of damage of the appropriate energy
type, and all in the bolt’s area must make a Reflex save for half damage. For
each additional 1d6 points of damage dealt, increase the Spellcraft DC by +2.
The bolt begins at the caster’s fingertips. To imbue another creature with the
ability to use an energy bolt as a spell-like ability at its option or when a
particular condition is met, increase the Spellcraft DC by +25. The caster can
also cause a creature or object to emanate the specific energy type out to a
radius of 10 feet for 20 hours. The emanated energy deals 2d6 points of energy
damage per round against unprotected creatures (the target creature is
susceptible if not separately warded or otherwise resistant to the energy). For
each additional 1d6 points of damage emanated, increase the Spellcraft DC by
+2. The caster may also create a wall, half-circle, circle, dome, or sphere of
the desired energy that emanates the energy for up to 20 hours. One side of the
wall, selected by the caster, sends forth waves of energy, dealing 2d4 points
of energy damage to creatures within 10 feet and 1d4 points of energy damage to
those past 10 feet but within 20 feet. The wall deals this damage when it
appears and in each round that a creature enters or remains in the area. In
addition, the wall deals 2d6+20 points of energy damage to any creature passing
through it. The wall deals double damage to undead creatures. For each
additional 1d4 points of damage, increase the Spellcraft DC by +2.
The
caster can also use the energy seed to create a spell that carefully
releases and balances the emanation of cold, electricity, and fire, creating
specific weather effects for a period of 20 hours. Using the energy seed
this way has a base Spellcraft DC of 25. The area extends to a two-mile-radius
centered on the caster. Once the spell is cast, the weather takes 10 minutes to
manifest. Ordinarily, a caster can’t directly target a creature or object,
though indirect effects are possible. This seed can create cold snaps, heat
waves, thunderstorms, fogs, blizzards—even a tornado that moves randomly in the
affected area. Creating targeted damaging effects requires an additional use of
the energy seed.
Divination
Spellcraft
DC: 17
Components: V, S
Casting
Time: 1
minute
Range: Personal
Target: You
Duration: Instantaneous or
concentration (see text)
The
caster can foretell the immediate future, or gain information about specific
questions. He or she is 90% likely to receive a meaningful reading of the
future of the next 30 minutes. If successful, the caster knows if a particular
action will bring good results, bad results, or no result. For each additional
30 minutes into the future, multiply the Spellcraft DC by x2. For better
results, the caster can pose up to ten specific questions (one per round while
he or she concentrates) to unknown powers of other planes, but the base
Spellcraft DC for such an attempt is 23.
The answers return in a language the caster understands, but use only
one-word replies: “yes,” “no,” “maybe,” “never,” “irrelevant,” or some other
one-word answer. Unlike 0- to 9th-level spells of similar type, all questions
answered are 90% likely to be answered truthfully. However, a specific spell
using the foresee seed can only be cast once every five weeks. The foresee
seed is also useful for epic spells requiring specific information before
functioning, such as spells using the reveal and transport seeds.
The foresee seed can also be used to gain one basic piece of information
about a living target: level, class, alignment, or some special ability (or one
of an object’s magical abilities, if any). For each additional piece of
information revealed, increase the Spellcraft DC by +2.
Transmutation
Spellcraft
DC: 17 (see
text)
Components: V, S
Casting
Time: 1
minute
Range: Touch
Target: Creature touched
Duration: 20 hours; permanent for
age adjustment
Saving
Throw:
Will negates (harmless)
Spell
Resistance:
Yes (harmless)
Spells
using the fortify seed grant a +1 enhancement bonus to whichever one of
the following the caster chooses:
-Any
one ability score.
-Any
one kind of saving throw.
-Spell
resistance.
-Natural
armor.
The
fortify seed can also grant energy resistance 1 for one energy type or 1
temporary hit point. For each additional +1 bonus, point of energy resistance,
or hit point, increase the Spellcraft DC by +2.
The
fortify seed has a base Spellcraft DC of 23 if it grants a +1 bonus of a
type other than enhancement. For each additional +1 bonus of a type other than
enhancement, increase the Spellcraft DC by +6. If the caster applies a factor
to make the duration permanent, the bonus must be an inherent bonus, and the
maximum inherent bonus allowed is +5.
The
fortify seed has a base Spellcraft DC of 27 if it grants a creature a +1
bonus to an ability score or other statistic it does not possess. For each
additional +1 bonus, increase the Spellcraft DC by +4. If a spell with the fortify
seed grants an inanimate object an ability score it would not normally
possess (such as Intelligence), the spell must also incorporate the life seed.
Granting
spell resistance to a creature that doesn’t already have it is a special case;
the base Spellcraft DC of 27 grants spell resistance 25, and each additional
point of spell resistance increases the Spellcraft DC by +4 (each –1 to spell
resistance reduces the Spellcraft DC by –2).
The
fortify seed can also grant damage reduction 1/magic. For each
additional point of damage reduction, increase the Spellcraft DC by +2. To
increase the damage reduction value to epic, increase the Spellcraft DC by +15.
A
special use of the fortify seed grants the target a permanent +1 year to
its current age category. For each additional +1 year added to the creature’s
current age category, increase the Spellcraft DC by +2. Incremental adjustments
to a creature’s maximum age do not stack; they overlap. When a spell increases
a creature’s current age category, all higher age categories are also adjusted
accordingly.
Conjuration (Healing)
Spellcraft
DC: 25
Components: V, S, DF
Casting
Time: 1
minute
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving
Throw:
Yes (harmless; see text)
Spell
Resistance:
Yes (harmless)
Spells
developed with the heal seed channel positive energy into a creature to
wipe away disease and injury. Such a spell completely cures all diseases,
blindness, deafness, hit point damage, and temporary ability damage. To restore
permanently drained ability score points, increase the Spellcraft DC by +6. The
heal seed neutralizes poisons in the subject’s system so that no
additional damage or effects are suffered. It offsets feeblemindedness and
cures mental disorders caused by spells or injury to the brain. It dispels all
magical effects penalizing the character’s abilities, including effects caused
by spells, even epic spells developed with the afflict seed. Only a
single application of the spell is needed to simultaneously achieve all these
effects. This seed does not restore levels or Constitution points lost due to
death. To dispel all negative levels afflicting the target, increase the
Spellcraft DC by +2. This reverses level drains by a force or creature. The drained
levels are restored only if the creature lost the levels within the last 20
weeks. For each additional week since the levels were drained, increase the
Spellcraft DC by +2.
Against
undead, the influx of positive energy causes the loss of all but 1d4 hit points
if the undead fails a Fortitude saving throw.
An epic caster with 24 ranks in Knowledge (arcana),
Knowledge (nature), or Knowledge (religion) can cast a spell developed with a
special version of the heal seed that flushes negative energy into the subject,
healing undead completely but causing the loss of all but 1d4 hit points in
living creatures if they fail a Fortitude saving throw. Alternatively, a living
target that fails its Fortitude saving throw could gain four negative levels
for the next 8 hours. For each additional negative level bestowed, increase the
Spellcraft DC by +4, and for each extra hour the negative levels persist,
increase the Spellcraft DC by +2. If the subject has at least as many negative
levels as Hit Dice, it dies. If the subject survives and the negative levels
persist for 24 hours or longer, the subject must make another Fortitude saving
throw, or the negative levels are converted to actual level loss.
Conjuration
(Healing)
Spellcraft
DC: 27
Components: V, S, DF
Casting
Time: 1
minute
Range: Touch
Target: Dead creature touched
Duration: Instantaneous
Saving
Throw:
None (see text)
Spell
Resistance:
Yes (harmless)
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 a small portion of its body.) The creature can have been
dead for no longer than two hundred years. For each additional ten years,
increase the Spellcraft DC by +1. The creature is immediately restored to full
hit points, vigor, and health, with no loss of prepared spells. However, the
subject loses one level (or 1 point of Constitution if the subject was 1st
level). The life seed cannot revive someone who has died of old age.
An epic caster with 24 ranks in Knowledge
(arcana), Knowledge (nature), or Knowledge (religion) can cast a spell
developed with a special version of the life seed that gives actual life to
normally inanimate objects. The caster can give inanimate plants and animals a
soul, personality, and humanlike sentience. To succeed, the caster must make a
Will save (DC 10 + the target’s Hit Dice, or the Hit Dice a plant will have
once it comes to life).
The
newly living object, intelligent animal, or sentient plant is friendly toward
the caster. An object or plant has characteristics as if it were an animated
object, except that its Intelligence, Wisdom, and Charisma scores are all 3d6.
Animated objects and plants gain the ability to move their limbs, projections,
roots, carved legs and arms, or other appendages, and have senses similar to a
human’s. A newly intelligent animal gets 3d6 Intelligence, +1d3 Charisma, and
+2 HD. Objects, animals, and plants speak one language that the caster knows,
plus one additional language that he or she knows per point of Intelligence
bonus (if any).
Abjuration
Spellcraft
DC: 27
Components: V, S
Casting
Time: 1
minute
Range: Personal
Target: You
Duration: Until expended or 12
hours
Attacks
targeted against the caster rebound on the original attacker. Each use of the reflect
seed in an epic spell is effective against one type of attack only: spells
(and spell-like effects), ranged attacks, or melee attacks. To reflect an area
spell, where the caster is not the target but are caught in the vicinity,
increase the Spellcraft DC by +20. A single successful use of reflect expends
its protection. Spells developed with the reflect seed against spells
and spell-like effects return all spell effects of up to 1st level. For each
additional level of spells to be reflected, increase the Spellcraft DC by +20.
Epic spells are treated as 10th-level spells for this purpose.
The desired effect is automatically
reflected if the spell in question is 9th level or lower. An opposed caster
level check is required when the reflect seed is used against another epic
spell. If the enemy spellcaster gets his or her spell through by winning the
caster level check, the epic spell using the reflect seed is not expended, just
momentarily suppressed.
If
the reflect seed is used against a melee attack or ranged attack, five
such attacks are automatically reflected back on the original attacker. For
each additional attack reflected, increase the Spellcraft DC by +4. The
reflected attack rebounds on the attacker using the same attack roll. Once the
allotted attacks are reflected, the spell using the reflect seed is
expended.
Divination
Spellcraft
DC: 19
(see text)
Components: V, S
Casting
Time: 1
minute
Range: See text
Effect: Magical sensor
Duration: 20 minutes (D)
Saving
Throw:
None
Spell
Resistance:
No
The
caster of this seed can see some distant location or hear the sounds at some
distant location almost as if he or she was there. To both hear and see,
increase the Spellcraft DC by +2. Distance is not a factor, but the locale must
be known—a place familiar to the caster or an obvious one. The spell creates an
invisible sensor that can be dispelled. Lead sheeting or magical protection
blocks the spell, and the caster senses that the spell is so blocked. If the
caster prefers to create a mobile sensor (speed 30 feet) that he or she
controls, increase the Spellcraft DC by +2. To use the reveal seed to
reach one specific different plane of existence, increase the Spellcraft DC by
+8. To allow magically enhanced senses to work through a spell built with the reveal
seed, increase the Spellcraft DC by +4. To cast any spell from the sensor
whose range is touch or greater, increase the Spellcraft DC by +6; however, the
caster must maintain line of effect to the sensor at all times. If the line of
effect is obstructed, the spell ends. To free the caster of the line of effect
restriction for casting spells through the sensor, multiply the Spellcraft DC
by x10.
The
reveal seed has a base Spellcraft DC of 25 if used to pierce illusions
and see things as they really are. The caster can see through normal and
magical darkness, notice secret doors hidden by magic, see the exact locations
of creatures or objects under blur or displacement effects, see
invisible creatures or objects normally, see through illusions, see onto the
Ethereal Plane (but not into extradimensional spaces), and see the true form of
polymorphed, changed, or transmuted things. The range of such sight is 120
feet.
The
reveal seed can also be used to develop spells that will do any one of
the following: duplicate the read magic spell, comprehend the written
and verbal language of another, or speak in the written or verbal language of
another. To both comprehend and speak a language, increase the Spellcraft DC by
+4.
Necromancy
[Death]
Spellcraft
DC: 25
Components: V, S
Casting
Time: 1
minute
Range: 300 ft.
Target: One living creature
Duration: Instantaneous
Saving
Throw:
Fortitude partial or half (see text)
Spell
Resistance:
Yes
A
spell developed using the slay seed snuffs out the life force of a
living creature, killing it instantly. The slay seed kills a creature of
up to 80 HD. The subject is entitled to a Fortitude saving throw to survive the
attack. If the save is successful, it instead takes 3d6+20 points of damage.
For each additional 80 HD affected (or each additional creature affected),
increase the Spellcraft DC by +8. Alternatively, a caster can use the slay seed
in an epic spell to suppress the life force of the target by bestowing 2d4
negative levels on the target (or half as many negative levels on a successful
Fortitude save). For each additional 1d4 negative levels bestowed, increase the
Spellcraft DC by +4. If the subject has at least as many negative levels as Hit
Dice, it dies. If the subject survives and the negative levels persist for 24
hours or longer, the subject must make another Fortitude saving throw, or the
negative levels are converted to actual level loss.
Conjuration
(Summoning)
Spellcraft
DC: 14
Components: V, S
Casting
Time: 1
minute
Range: 75 ft.
Effect: One summoned creature
Duration: 20 rounds (D)
Saving
Throw:
Will negates (see text)
Spell
Resistance:
Yes (see text)
This
seed can summon an outsider. It appears where the caster designates and acts
immediately, on his or her turn, if its spell resistance is overcome and it
fails a Will saving throw. It attacks the caster’s opponents to the best of its
ability. If the caster can communicate with the outsider, he or she can direct
it not to attack, to attack particular enemies, or to perform other actions.
The spell conjures an outsider the caster selects of CR 2 or less. For each +1
CR of the summoned outsider, increase the Spellcraft DC by +2. For each
additional outsider of the same Challenge Rating summoned, multiply the
Spellcraft DC by x2. When a caster develops 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.
If
the caster increases the Spellcraft DC by +10, he or she can summon a creature
of CR 2 or less from another monster type or subtype. The summoned creature is
assumed to have been plucked from some other plane (or somewhere on the same
plane). The summoned creature attacks the caster’s opponents to the best of its
ability; or, if the caster 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. For each +1 CR of the summoned creature, increase the
Spellcraft DC by +2.
Finally,
by increasing the Spellcraft DC by +60, the caster can summon a unique
individual he or she specifies from anywhere in the multiverse. The caster must
know the target’s name and some facts about its life, defeat any magical
protection against discovery or other protection possessed by the target, and
overcome the target’s spell resistance, and it must fail a Will saving throw.
The target is under no special compulsion to serve the caster.
Transmutation
Spellcraft
DC: 21
Components: V, S
Casting
Time: 1
minute
Range: 300 ft.
Target: One creature or
inanimate, nonmagical object
Duration: Permanent
Saving
Throw:
Fortitude negates (see text)
Spell
Resistance:
Yes
Spells
using the transform seed change the subject into another form of
creature or object. The new form can range in size from Diminutive to one size
larger than the subject’s normal form. For each additional increment of size
change, increase the Spellcraft DC by +6. If the caster wants to transform a
nonmagical, inanimate object into a creature of his or her type or transform a
creature into a nonmagical, inanimate object, increase the Spellcraft DC by
+10. To change a creature of one type into another type increase the Spellcraft
DC by +5.
Transformations
involving nonmagical, inanimate substances with hardness are more difficult;
for each 2 points of hardness, increase the Spellcraft DC by +1.
To
transform a creature into an incorporeal or gaseous form, increase the
Spellcraft DC by +10. Conversely, 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 someone specific. To
transform an object or creature into the specific likeness of another
individual (including memories and mental abilities), increase the Spellcraft
DC by +25. If the transformed creature doesn’t have the level 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 the caster’s option. The
transformed creature or object acquires the physical and natural abilities of
the creature or object it has been changed into while retaining its own
memories and mental ability scores. Mental abilities include personality,
Intelligence, Wisdom, and Charisma scores, level and class, hit points (despite
any change in its Constitution score), alignment, base attack bonus, base
saves, extraordinary abilities, spells, and spell-like abilities, but not its
supernatural abilities. Physical abilities include natural size and Strength,
Dexterity, and Constitution scores. Natural abilities include armor, natural
weapons, and similar gross physical qualities (presence or absence of wings,
number of extremities, and so forth), and possibly hardness. Creatures
transformed into inanimate objects do not gain the benefit of their
untransformed physical abilities, and may well be blind, deaf, dumb, and
unfeeling. Objects transformed into creatures gain that creature’s average physical
ability scores, but are considered to have mental ability scores of 0 (the fortify
seed can add points to each mental ability, if desired). For each normal
extraordinary ability or supernatural ability granted to the transformed
creature, increase the Spellcraft DC by +10. The transformed subject can have
no more Hit Dice than the caster has 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.
Conjuration
[Teleportation]
Spellcraft
DC: 27
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:
None or Will negates (see text)
Spell
Resistance:
No or Yes (see text)
Spells
using the transport seed instantly take the caster to a designated
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 instantaneous travel through the
Astral Plane. To shift the transportation medium to another medium increase the
Spellcraft DC by +2. The caster does not need to make a saving throw, nor is
spell resistance applicable to him or her. Only objects worn or carried
(attended) by another person receive saving throws and spell resistance. For a
spell intended to transport unwilling creatures, increase the Spellcraft DC by
+4. The caster must have at least a reliable description of the place to which
he or she is transporting. If the caster attempts to use the transport seed
with insufficient or misleading information, the character disappears and
simply reappear in his or her original location.
As
a special use of the transport seed, a caster can develop a spell that
temporarily transports him or her into a different time stream (leaving the
caster in the same physical location); this increases the Spellcraft DC by +8.
If the caster moves him or herself, or the subject, into a slower time stream
for 5 rounds, time ceases to flow for the subject, and its condition becomes
fixed—no force or effect can harm it until the duration expires. If the caster
moves him or her self into a faster time stream, the caster speeds up so greatly
that all other creatures seem frozen, though they are actually still moving at
their normal speeds. The caster is free to act for 5 rounds of apparent time.
Fire, cold, poison gas, and similar effects can still harm the caster. While
the caster is in the fast time stream, other creatures are invulnerable to his
or her attacks and spells; however, the caster can create spell effects and
leave them to take effect when he or she reenters normal time. Because of the
branching nature of time, epic spells used to transport a subject into a faster
time stream cannot be made permanent, nor can the duration of 5 rounds be
extended. More simply, the seed can haste or slow a subject for
20 rounds by transporting it to the appropriate time stream. This decreases the
Spellcraft DC by –4.
Abjuration
Spellcraft
DC: 14
Components: V, S
Casting
Time: 1
minute
Range: Touch
Target
or Effect:
Touched creature or object of 2,000 lb. or less; or 10-ft.-radius spherical
emanation, centered on you
Duration: 24 hours
Saving
Throw:
None
Spell
Resistance:
Yes
This
seed can grant a creature protection from damage of a specified type. The
caster can protect a creature from standard damage or from energy damage. The
caster can protect a creature or area from magic. Alternatively, he or she can
hedge out a type of creature from a specified area. A ward against standard
damage protects a creature from whichever two the caster selects of the three
damage types: bludgeoning, piercing, and slashing. For a ward against all three
types, increase the Spellcraft DC by +4. Each round, the spell created with the
ward seed absorbs the first 5 points of damage the creature would
otherwise take, regardless of whether the source of the damage is natural or
magical. For each additional point of protection, increase the Spellcraft DC by
+2.
A
ward against energy grants a creature protection from whichever one the caster
selects of the five energy types: acid, cold, electricity, fire, or sonic. Each
round, the spell absorbs the first 5 points of damage the creature would
otherwise take from the specified energy type, regardless of whether the source
of damage is natural or magical. The spell protects the recipient’s equipment
as well. For each additional point of protection, increase the Spellcraft DC by
+1.
A
ward against a specific type of creature prevents bodily contact from whichever
one of several monster types the caster selects. 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 protection 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
protection and touch the warded creature.
A
ward against magic creates an immobile, faintly shimmering magical sphere (with
radius 10 feet) that surrounds the caster and excludes all spell effects of up
to 1st level. Alternatively, the caster can ward just the target and not create
the radius effect. For each additional level of spells to be excluded, increase
the Spellcraft DC by +20 (but see below). The area or effect of any such spells
does not include the area of the ward, and such spells fail to affect any
target within the ward. This includes spell-like abilities and spells or
spell-like effects from magic items. However, any type of spell can be cast
through or out of the ward. The caster can leave and return to the protected
area without penalty (unless the spell specifically targets a creature and does
not provide a radius effect). The ward could be brought down by a targeted dispel
magic spell. Epic spells using the dispel seed may bring down a ward
if the enemy spellcaster succeeds at a caster level check. The ward may also be
brought down with a targeted epic spell using the destroy seed if the
enemy spellcaster succeeds at a caster level check.
Instead
of creating an epic spell that uses the ward seed to nullify all spells
of a given level and lower, the caster can create a ward that nullifies a
specific spell (or specific set of spells). For each specific spell so
nullified, increase the Spellcraft DC by +2 per spell level above 1st.
The
following adjustments should be made if taking psionic characters to epic
levels.
Psionic
characters can acquire epic powers.
Generally, all the epic spell rules work for epic powers as well, except
as noted below for displays.
Psionic
characters take the Epic Manifestation feat, which works just like the Epic
Spellcasting feat. The prerequisites for this feat are 24 ranks of Psicraft, 24
ranks of Knowledge (psionics), and the ability to manifest 9th-level psionic
powers.
Just
as spellcasters use no spell slots to cast epic spells, psionic characters use
no power points to manifest epic powers. Instead, they freely manifest their
known epic powers a number of times per day equal to their Knowledge (psionics)
skill divided by 10 (round down).
Table:
Psionic Seeds
|
Base Psicraft DC |
|
Base Psicraft DC |
Psychometabolism
|
|
Telepathy
|
|
Fortify |
17 |
Compel |
19 |
Slay |
25 |
Contact |
23 |
Transform |
21 |
Delude |
14 |
Heal |
50 |
Psychokinesis
|
|
Psychoportation
|
|
Dispel |
19 |
Banish |
27 |
Energy |
19 |
Summon |
14 |
Reflect |
27 |
Transport |
27 |
Destroy |
29 |
Clairsentience
|
|
Ward |
14 |
Afflict |
14 |
Metacreativity
|
|
Foresee |
17 |
Armor |
14 |
Reveal |
19 |
Conjure |
21 |
Conceal |
17 |
Animate dead |
23 |
|
Animate |
25 |
|
Life |
55 |
|
Psicraft DC Modifier |
Discipline
|
–5 |
Seed within
primary discipline |
|
Display
|
|
Hide visual
display (epic psionic seeds substitute one Vi display for V and S components) |
+4 |
NON-EPIC SPELL
Genesis
Conjuration (Creation)
Level: Sor/Wiz 9, Creation 9
Components: V, S, M, XP
Casting Time: 1 week (8 hours/day)
Range: 180 ft. (see text)
Effect: A demiplane coterminous with the Ethereal Plane, centered on your
location
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
The spellcaster
creates a finite plane with limited access: a demiplane. Demiplanes created by
this power are very small, very minor planes.
A character can only cast this spell while on the
Ethereal Plane. When he or she casts the spell, a local density fluctuation
precipitates the creation of a demiplane. At first, the fledgling plane grows
at a rate of 1 foot in radius per day to an initial maximum radius of 180 feet
as it rapidly draws substance from surrounding ethereal vapors and protomatter.
The spellcaster determines the environment within the
demiplane when he or she first casts genesis, reflecting most any desire
the spellcaster can visualize. The spellcaster determines factors such as
atmosphere, water, temperature, and the general shape of the terrain. This
spell cannot create life (including vegetation), nor can it create construction
(such as buildings, roads, wells, dungeons, and so forth). The spellcaster must add
these things in some other fashion if he or she desires. Once the basic
demiplane reaches its maximum size, the spellcaster can continue to cast this
spell to enlarge the demiplane, adding another 180 feet of radius to the
demiplane each time.
Material Component: A crystalline sphere
XP Cost: 5,000 XP.