Epic Magic

## Epic Magic Lore

In the times before the gods of today the primordial titans ruled the world and magic was everywhere and anyone could use it. This abundance of magic caused much chaos and huge issues with the world. After the gods defeated the titans in the dawn war, they set new rules on magic. Limited its power through limited uses of each type, having to remember and prepare spells, and forbidding epic magic.

However great spell casters found ways beyond this restriction of epic magic. Using powerful magic items, combined casting, great handicaps on the spells, and even the cost of the casters life, they were able to cast these forbidden spells.

Epic magic is any spell above 9th level, they are all refereed to as 10th level spells and work similarly, even though some are much more powerful or have extra restrictions than others.

## Casting a 10th level spell

Anyone with a 9th level spell slot can cast a 10th level spell, they must learn the spell and prepare it. To cast a 10th level spell you must use ALL your spells slots, this means that you can't have any deleted spells lots. However once the spell is cast it will take the life of the caster, this can't be nullified, nor can they be resurrection using any magic of 9th level or lower. The magic that is required at cast a 10th level spell is too much on the caster and drains them.

Using a special process called combined casting, casters can try and share the burden of casting a 10th level spell. Each caster must be able to cast the spell, know the spell, and have it prepared. Once cast they split the chance of death. IE: 4 casters each have a 25% of death.

Through diligent learning and understanding of magic, spell-casters have learned to overcome this death barrier of spell casting by spreading the magic drain over a longer period of time. If you take the feat Epic Magic, you learn or create one 10th level spell with your DM, and you ignore the death barrier when casting 10th level spells. This feat can be taken at any time, but can't be used until you have at least one 9th level spell slot. However your deleted spell slots cannot be recovered for 7 days minus your constitution modifier after the spell has been cast.

## 10th Level Spells

### **Create Volcano**

10th level Conjuration
Casting Time: 8 hours
Range: Any mountain within sight.
Components:VSM(Necklace of
Fireballs, a Ring of Fire Elemental Command, Helm of Brilliance, and
any legendary Crystal Ball, which is placed upon the mountain you
wish to erupt. The Crystal ball is destroyed in the process and the
Ring of Fire Elemental Command loses all of its magic properties
after the spell ends.)
Duration: Concentration\*

Casting this spell causes a massive earthquake under a mountain.
After d10 days ash and smoke erupt surrounding the area, and with
3D10 days would erupt into a volcano spewing out magma in the local
area. The distance and power are determined by the size of the
mountain and the DM.

The spell requires concentration, but only to keep it going after
it erupts, if you fail concentration, the mountain will still spew
forth ash, smoke, and magma, but stop doing so within 24 hours of the
final eruption. As long as you maintain concentration, it will
continue to spew forth ash, smoke and magma, and re-erupting.

### **Disintegrating Longevity**

10th level Transmutation
Casting Time: 1 Action
Range: 60 feet
Components:M(A gem worth 50,000gp and a legendary item as the focus, the legendary item loses all of its magical properties after the spell has been cast.
Duration: Instantaneous

Thin green rays spring from your body to every creature within range, each target must make Dexterity saving throw. On a failed save, the target takes 10D6 + 40 force damage. Half damage on a successful save. The target is disintegrated if this damage leave it with 0 hit points or less.

A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. The creature can't be restored to life by 9th level magic or lower.

For every living creature killed this way, the caster gains an additional year of life to his lifespan.

### **Great Earthfast**

10th level Transmuation
Casting Time: 1 hour
Range:1 mile.
Components: VSM (Ring of Earth Elemental Command, six different gems worth 20,000gp each, each wrapped in a scroll of Move Earth, and an Earth Elemental. The Earth Elemental is destroyed as the spell is cast, and the Ring of Earth Elemental Command loses all of its magic properties when the spell ends.
Duration: D10 days

All natural terrain, IE dirt, rock, etc.. are impervious to cave-in, sinkholes, and other such disasters. This includes but limited to underground tunnels, mines, cities on the terrain,mountains, ect... If you try to cause a cave-in in such an area, the dirt will simply stay in place. Forceful movement of it will cause those parts to move, such as grabbing it and throwing it on the ground, but otherwise it will stay in place.

You can cast this spell with combined casting, it takes 24 hours instead and extends the time by 1 day for each additional participant.

Once the spell is cast it can't be un-cast, except by 10th level magic that would dispel it.

### **Great Move Mountain**

10th level Transmutation
Casting Time: 4 Hours
Range: A mountain within sight
Components: SM (Ring of Air Elemental Command, Ring of Featherfall, Any legendary Crystal Ball, And any Legendary Item which must by placed in the center of the floating mountaintop within 2 weeks, else it falls. The Ring of Air Elemental Command loses all of its magical properties when the casting of the spell finishes.)
Duration: Permanently

The spell shears off the top of a mountain, inverts and it levitates it in place permanently. The size of the mountain top is determined by the mountain and your DM.