Epic spells

Epic spells are divided into three levels, first and second level epic spells are powerful spells that can be easily used in combat, however third level epic spells tend to be complicated and aren't practical for use in combat due to the preparations involved with casting them. While a small number of third level spells can be used quickly, they tend to have consequences.

Epic spells cannot be altered with meta-magic feats.

The saving throw of epic spells follows the same formula as regular spells and have +10 to the DC.

**Wizard/Sorcerer**

#### 1st Level Epic Spells

##### **Aganazzer's Scorching Beam**

***Evocation [Fire],*** **Components:** V, S, **Casting Time:** 1 standard action, **Range:** 100 ft., **Area:** 100-foot line, **Duration:** Instantaneous, **Saving Throw:** Reflex half, **Spell Resistance:** Yes

When this spell is cast, a beam of fire extends from your hand to a target you can see within 100 feet, your spell locks onto that target and inflicts 20d8 points of Fire damage to it and all creatures within the line between you and it. It then triggers a second time on that creatures turn at the end of its movement inflicting the damage on itself again and any creatures within the new trajectory.

##### **Animus Blast**

***Evocation [Cold],*** **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

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.

##### **Eclipse**

***Conjuration (Creation) [Transportation]*** **Components:** V, S **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

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.

##### **Enslave**

***Enchantment (Compulsion) [Mind-Affecting]*** **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

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.

##### **Epic Counterspell**

***Abjuration*** **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 use epic counterspell, select an opponent as the target. The character does this by readying an action, electing to wait to complete his or her action until the opponent tries to cast a spell (the character may still move his or her speed, because readying a counterspell is a standard action). If the target tries to cast a spell, make a dispel check: Roll d20+40 against a DC of 11 + the foe’s caster level. If the check is successful, the character’s spell negates the foe’s spell.

##### **Epic Mage Armor**

***Conjuration (Creation)* *[Force]*** **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)

An invisible but tangible field of force surrounds the subject of epic mage armor, providing a +20 armor bonus to Armor Class. Unlike mundane armor, epic mage armor entails no armor check penalty, arcane spell failure chance, or speed reduction. Because epic mage armor is made of force, incorporeal creatures can’t bypass it the way they do normal armor.

##### **Epic Repulsion**

***Abjuration*** **Components:** V, S **Casting Time:** 10 minutes **Range:** Touch **Target:** Object or creature touched **Duration:** Permanent **Saving Throw:** None **Spell Resistance:** Yes

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.

##### **Eternal Freedom**

***Abjuration*** **Components:** V, S, 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

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. Costs: 15,000 XP.

##### **Greater Ruin**

***Transmutation***; **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; **Duration:** Instantaneous; **Saving Throw:** Fortitude half; **Spell Resistance:** Yes;

The character deals 35d8 points of damage to a single target within range and line of sight. If the target is reduced to -10 hit points or less (or a construct, object, or undead is reduced to 0 hit points), it is utterly destroyed as if disintegrated. Only a trace of fine dust remains. XP Cost: 2,000 XP.

##### **Hellball**

***Evocation [Acid, Fire, Electricity, Sonic]***; **Components:** V, S; **Casting Time:** 1 standard action; **Range:** 300 ft.; **Area:** 40-ft.-radius spread; **Duration:** Instantaneous; **Saving Throw:** Reflex half; **Spell Resistance:** Yes;

A hellball deals 10d6 points of acid damage, 10d6 points of fire damage, 10d6 points of electricity damage, and 10d6 points of sonic damage to all creatures within the area. Unattended objects also take this damage. The character takes 10d6 points of damage upon casting (in addition to burning 400 XP). The character points his or her finger and determine the range (distance and height) at which the hellball is to detonate. A sun-bright, fist-sized globe of energy streaks forth and, unless it impacts a material body or solid barrier prior to attaining the indicated range, expands into its full area.

##### **Let Go of Me**

***Transmutation***; **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;

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.

##### **Manifest Fragment (New!)**

***Conjuration*; Components: V, S; Casting Time:** 1 round; **Range:** Personal; **Duration:** 1 Round / Caster Level.

This Spell summons fourth one of the following creatures to obediently serve the caster: Fragment of Might, Fragment of Fortitude, Fragment of Agility, Fragment of Sagacity, Fragment of Will, Fragment of Glamour. Each of these creatures additionally have an aura which grants a +10 insight bonus to allies within 25 ft of the creature to their respective ability score.

##### **Mass Frog**

***Transmutation*;** **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

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 Constitution 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.

##### **Mummy Dust**

***Necromancy [Evil]*;** **Components:** V, S ,M; **Casting Time:** 1 standard action; **Range:** Touch; **Effect:** Two 18-HD mummies; **Duration:** Instantaneous; **Saving Throw:** None; **Spell Resistance:** No;

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).

##### **Peripety**

***Abjuration*;** **Components:** V, S; **Casting Time:** 1 minute; **Range:** Personal; **Target:** You; **Duration:** 12 hours;

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.

#### 2nd Level Epic Spells

##### **Animus Blizzard**

*Evocation [Cold]*, **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

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.

##### **Damnation**

***Enchantment (Compulsion) [Teleportation] [Mind-Affecting],*** **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

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.

##### **Demise Unseen**

***Necromancy (Death, Evil), Illusion (Figment),*** **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

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.

##### **Dragon Strike**

***Conjuration (Summoning) [Fire]*** **Components:** V, S **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

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.

##### **Epic Girth of the Sun**

**Class: Cle/Ora** *Transmutation* **Components:** M, XP, V **Casting Time:** 10 days **Range:** one creature **Target**: Object or creature touched **Duration:** Permanent **Saving Throw:** None **Spell Resistance:** Yes

This ritual, upon completion costs 20,000 XP from the creature receiving it, and consumes Diamonds worth a multiple of 1000g\*Hit Point bonus (increments of 100 from 100-1000 only). For the duration the creature gains temporary hit points equal to 100-1000 in increments of 100 only. The DC to dispel this is increased by 10 points if you spend an additional 20,000 XP from the caster.

##### **Epic Spell Reflection**

***Abjuration*** **Components:** V, S **Casting Time:** 41 days, 11 minutes **Range:** Touch **Target:** Object or creature touched **Duration:** Permanent **Saving Throw:** None **Spell Resistance:** Yes

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.

##### **Living Lightning**

***Evocation [Electricity]***; **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

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.

##### **Momento Mori**

***Necromancy [Death]*;** **Components:** None; **Casting Time:** 1 swift action; **Range:** 300 ft. **Target:** One living creature; **Duration:** Instantaneous; **Saving Throw:** Fortitude partial (see text); **Spell Resistance:** Yes;

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.

##### **Nailed to the Sky**

***Conjuration [Teleportation]*;** **Components:** V, S; **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;

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.

#### 3rd Level Epic Spells

##### **Create Living Vault**

***Conjuration (Creation)*** **Components:** V, S, **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

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.

##### **Dire Winter**

***Evocation [Cold]*** **Components:** V, S **Casting Time:** 1 minute **Range:** 1,000 ft. **Area:** 1,000-ft.-radius emanation **Duration:** 20 hours **Saving Throw:** None **Spell Resistance:** None

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.

##### **Dreamscape**

***Conjuration [Teleportation]*** **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) **Spell Resistance:** Yes (harmless)

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.

##### **Inferno**

***Evocation [Fire]*** **Components:** V, S **Casting Time:** 1 standard action **Range:** Line of Sight **Target:** 250-foot Cone **Duration:** Instantaneous **Saving Throw:** Reflex halves, **Spell Resistance:** Yes

All within the caster's sight is burned (in a 180 degree cone that is 250-foot long. Inflict 12 fire damage + 1d12 points of fire damage per caster level to all creatures within your sight except for your allies. (maximum 12+40d12)

##### **Meteor Shower**

***Evocation [Fire]*** **Components:** V, S **Casting Time:** 1 standard action **Range:** Long **Target:** 20 foot spread **Duration:** Instantaneous **Saving Throw:** Reflex halves, **Spell Resistance:** Yes

8+1d8 fireballs fall from the sky each inflicting 1d8 points of fire damage per caster level (maximum 15d8 per fireball), these fireballs hit each creature once.

##### **Power Cure**

***Conjuration [Healing]*** **Components:** V, S **Casting Time:** 1 standard action **Range:** Long **Target:** One creature per caster level **Duration:** Instantaneous **Saving Throw:** Will (harmless), **Spell Resistance:** No

A number of creatures up to one per caster level are healed for 1d10 + 2d6 points of damage per caster level (maximum 80d6)

##### **Vengeful Gaze of God**

Transmutation, **Components:** V, S **Casting Time:** 1 standard action; **Range:** Long; **Target:** One creature, or up to a 10-foot cube of nonliving matter in line of sight; **Duration:** Instantaneous; **Saving Throw:** Fortitude Halves; **Spell Resistance:** Yes

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