Epic Spells
Epic Spellcasting is available only to casters who have achieved 20th caster level in either arcane or divine spells.
Learning Epic Spells
To learn an epic spell, you must expend the listed cp and XP cost, and spend one day per 100,000 cp cost (rounded up to whole days) in study of the spell.
Some epic spells may require knowledge of certain kinds of spells in order to learn, as noted in the spell's description.
When you learn an epic spell, you gain +1 to caster level.
Casting Epic Spells
Casting an epic spell is just like casting any other spell, in that:
- Unless otherwise listed, the casting time is one standard action.
- If the spell has a range greater than touch or melee, casting provokes attacks of opportunity.
You do not prepare epic spells; you are able to cast any epic spell you know spontaneously.
Epic spells consume ordinary spell slots. The number of slots consumed is listed in the spell's description.
Epic spells cannot be modified by metamagic.
Countering Epic Spells
- Counterspelling
- Epic spells can be counterspelled, but only by other epic spells. If you know the same epic spell, you may counterspell it in the usual way. If not, you may use any other epic spell of at least the same slot cost, whose casting time is sufficient for you to complete the counterspell before the spell itself takes effect, and whose range is sufficient to reach the origin of the countered spell. Epic spells cannot be counterspelled with dispelling effects.
- Dispelling
- Epic spells can be dispelled, but not easily. For each slot consumed in the casting, the dispeller must pass a dispel check; to complicate matters, all slots must be dispelled simultaneously, or the entire attempt will fail. Also, the dispel DC is increased by +1 for each slot consumed. Epic spells which do not consume slots are not subject to dispelling.
- Disjunction
- Epic spells can be disjoined, but not easily. As with artifacts, a disjunction effect has only a 1% chance per caster level of working. To complicate matters, each slot consumed in the epic spell's casting must be disjoined to fully disjoin the spell. Unlike when dispelling, success on some slots but not all still leaves those slots disjoined, weakening the spell for later disjunction or dispelling attempts. Epic spells which do not consume slots cannot be disjoined.
List of Epic Spells
First Order
Achieve Lichdom
- Cost to Learn
- 300,000 cp, 12,000 xp, 3 days; must know twenty spells which inflict shadow damage, ability damage or drain, or enervation.
- Description
- As you complete the complex ritual, your body seizes with terrible pain, as your life energy burns away in a metalchemical process, transubstantiating into eternal arcane energy. Your skin dries and recedes, your bones harden, and your eyes begin to glow a piercing red. When all is complete, you have become a lich, a mighty, immortal spellcaster.
- Casting
- Consumes 200,000 cp worth of material components and 20,000 xp. Casting takes 8 hours.
- Effect
- You permanently become a lich. Gaining the following benefits:
- +4 racial bonus to Con, Int, and Cha
- Corporeal undead: 100% fortification, immune to poison and disease
- Immunity to cold damage
- Death Touch: at will, melee vs dodge, heavy shadow damage plus permanent paralysis (Fort negates, as highest-level spell DC)
- Fear: at will, free, close burst 5, enemies are frightened (Will ends).
Eidolon
- Cost to Learn
- 300,000 cp, 12,000 xp, 3 days; must know three spells which allow you to observe and cast spells through a proxy at long range or greater.
- Description
- You craft a perfect replica of yourself from ice. With the completion of the casting, the eidolon animates, becoming flesh and blood. Thereafter, it acts as you direct; it is, for all intents and purposes, you, though you can control both yourself and the eidolon at once.
- Casting
- Consumes 100,000 cp worth of material components and 5,000 xp. Casting takes 8 hours.
- Effect
- You create a replica of yourself, possessing all of your abilities, but none of your magic items. When created, it has no spells prepared and no available spontaneous slots or daily powers; however, it can regain these in the usual manner. The eidolon acts as you direct, its actions fully independent of yours. Wherever it goes, you are fully aware of all it sees, hears, and experiences. In every way, it is indistinguishable from the real you, except for its telltale epic magical aura.
:When an eidolon dies, it is destroyed, and you must make a new one if you wish to enjoy the spell again.
Grand Magic Missile
- Cost to Learn
- 300,000 cp, 12,000 xp, 3 days; must know an arcane damage spell of at least level 5.
- Description
- ''As you conjure the spell's energy, thousands of white orbs converge into a swirling ball of energy above your outstretched hands. As you release the spell, magic missiles burst forth, attacking all enemies in its massive range.
- Casting
- Consumes 3 slots.
- Effect
- Full round, 1 mile range; all enemies suffer epic arcane damage and are also completely disintegrated (Fort negates).
Hellball
- Cost to Learn
- 300,000 cp, 12,000 xp, 3 days; must know a fire, frost, and lightning spell of at least level 5.
- Description
- You conjure all the elements into a massive ball of brilliant, cyan colored light; the ball rolls across the battlefield as you direct, obliterating all in its path.
- Casting
- Consumes 3 slots.
- Effect
- Full round, long range, circle 10; inflicts epic damage of each: fire, frost, lightning. Sustained: by expending a standard action each round, you may move the ball up to 40 squares, causing the listed damage to all in its path. Each time you sustain the spell, it costs 1 slot.
Nailed to the Sky
- Cost to Learn
- 300,000 cp, 12,000 xp, 3 days; must know three hostile teleportation spells.
- Description
- The subject flies violently into the air, so fast he escapes the pull of gravity, and proceeds to the stars, never to be seen again.
- Casting
- Consumes 3 slots.
- Effect
- Swift, long range; the subject is moved incredibly fast (or teleported if any barriers exist to upward velocity, or if protected against movement-impairing effects) directly toward the zenith of the sky. This effect is accompanied by an effect similar to Dimensional Anchor (though non-epic). Unless rescued or able to teleport to safety, the subject asphyxiates (if applicable) in the void and never returns to the earth.
Peripety
- Cost to Learn
- 300,000 cp, 12,000 xp, 3 days; must know a telekinesis spell of at least level 5.
- Description
- You warp the fabric of space-time in your immediate vicinity, causing a kinetic feedback loop when high-energy projectiles are inbound.
- Casting
- Consumes 3 slots.
- Effect
- Swift; you become immune to one weapon attack per point of Int, Wis, or Cha bonus (your highest). Instead of affecting you, the attack inflicts its damage on the attacker. Lasts until fully discharged, or until you cast it again, replacing all charges.
Second Order
Animus Blast
- Cost to Learn
- 450,000 cp, 18,000 xp, 7 days; must know a frost and an undead animation spell of level 7-9.
- Description
- Your eyes glow with a piercing blue radiance, and your breath crystallizes in mid-air, as you release a blast of unbearably frigid air, instantly freezing and destroying living flesh that contacts it.
- Casting
- Consumes 5 slots.
- Effect
- Standard, long range, burst 5; enemies suffer epic frost damage and die instantly (Fort negates); those who die are immediately animated as winterwight minions under your control. If you do not possess the ability to permanently command undead minions, they serve faithfully for 24 hours, or until you command a different undead minion.
Demise Unseen
- Cost to Learn
- 450,000 cp, 18,000 xp, 7 days; must know a death spell and an undead animation spell of level 7-9.
- Description
- With neither gesture nor vocalization, you invoke the spell; without so much as a twitch, the subject dies and immediately becomes an undead minion under your complete control. Nearby wizards, eyes ablaze with magical detection spells, see nothing.
- Casting
- Consumes 5 slots. No verbal, somatic, or material components (Spellcraft cannot detect casting). Spell creates no effect visible with non-epic magic or illusion detection.
- Effect
- Swift, long range; subject dies (Fort negates) and becomes an undead minion under your complete control. If you lack the ability to permanently control an undead minion, it remains under your control for 1 month or until you control another undead minion. Subject is warded by epic magic against divinations to detect that it is undead; this can be dispelled (by any effect which dispels epic magic), but the animation and domination cannot.
Verdigris
- Cost to Learn
- 450,000 cp, 18,000 xp, 7 days; must know a creation and a healing spell of level 7-9.
- Description
- From a tiny seed you plant grows a vast wilderness, a verdant jungle displacing any other terrain, including a dense metropolis.
- Casting
- Consumes 5 slots.
- Effect
- Full round; wild plant growth surges from the ground, destroying all existing terrain and reducing manmade structures to rubble. Creatures are knocked prone, or suffer 40d6 crushing damage if currently within a structure. The area spreads 5 squares from the origin point each round, until it has reached a radius of 1 mile. The new terrain becomes a permanent feature of the land, and is protected from all climate effects for 1 year, whereafter it is subject to the prevailing conditions of the local climate, if those would prove hostile to the new growth.
- You may re-cast this spell once it has reached full growth, causing the radius to continue growing at the same rate for another mile of radius.
Third Order
Dire Winter
- Cost to Learn
- 750,000 cp, 30,000 xp, 10 days; must know five frost spells of level 3 or greater.
- Description
- The sky darkens as thick clouds blot out the sun. A terrible chill falls over the land, freezing everything it touches. One can literally see the cold advance as a front of frost, falling from the sky.
- Casting
- Ritual-cast only, requires 10 minutes. Consumes 8 slots.
- Effect
- Within a one mile radius of where you cast the spell, the ambient temperature slowly lowers, reaching unearthly cold within one minute. Regardless of nonmagical protection, all exposed creatures suffer 1d6 lethal cold damage per minute with no save. Those in well-insulated structures suffer a mere 1d6 cold damage per hour (as does the structure itself, with no object energy resistance), or 1d6 per 4 hours if extremely well-insulated and actively heated. The effect lasts 24 hours. Afterward, all exposed plants are permanently killed by the frost, their leaves blackening and falling, and the stumps of trees rotting once thawed.
:Recasting this spell within the bounds of an active instance causes the radius to expand by one mile and the duration to refresh.
Rain of Fire
- Cost to Learn
- 750,000 cp, 30,000 xp, 10 days; must know five fire spells of level 3 or greater.
- Description
- The sky boils into red clouds which spew incendiary rain across the landscape.
- Casting
- Ritual-cast only, requires 10 minutes. Consumes 8 slots.
- Effect
- Within a one mile radius of where you cast the spell, drops of liquid fire ignite all flammable materials, and cause 1 point of fire damage to all exposed creatures and objects each round (Ref negates each round). Lasts as long as you concentrate.
Forever Life
- Cost to Learn
- 750,000 cp, 30,000 xp, 10 days; must know a three different resurrection spells of level 7-9.
- Description
- As your enemies fells you with his blow, a ray of divine light is cast upon your corpse. Moments later, you are fully restored to health, and turn your righteous vengeance on your slayer.
- Casting
- Consumes 10,000 xp upon casting.
- Effect
- Whenever you die, you immediately rise next round at your normal initiative, healed to 100% hp and cured of any ongoing effects. Whereupon, you gain +5 to all attacks and spell DCs, and +100% SP to all spells for 3 rounds when taking offensive actions against your slayer. This ability is recharged if you best your slayer, or after 1 hour. Unlimited charges.
Fourth Order
Dragon Strike
- Cost to Learn
- 1,000,000 cp, 40,000 xp, 30 days; must have bound the souls of at least five great-wyrm dragons.
- Description
- The sky boils with rage as great dragons emerge from a womb of fire in the sky. The dragons, incensed, lay waste to all they see, save you and your immediate vicinity.
- Casting
- Ritual cast only; requires the input of 20 slots of 9th level, each slot taking one caster 10 minutes to provide. Consumes 10,000 xp from you upon casting, or consumes the soul of a great wyrm dragon.
- Effect
- You summon great wyrm dragons whose souls you have bound. They appear from a fiery portal within long range, and immediately attack with all ferocity all that they see, with minimal control (you may choose which 20-square radius they focus on most). As you continue to concentrate on the spell, the dragons will not attack you or anything within 20 squares of you; however, you may exert this control on only one dragon per caster level, so it is unwise to summon more than that. The dragons continue their rage as long as you concentrate, and will return to their portal only if you complete the ritual as a 10-minute casting action; otherwise, they will run free, still unable to attack you, but free to flee or act otherwise as they wish.
Origin of Species
- Cost to Learn
- 1,000,000 cp, 40,000 xp, 30 days, must have detailed anatomical knowledge of at least 10,000 species.
- Description
- From nothing, you create life, as a god might do.''
- Casting
- Ritual cast only; requires the input of 20 slots of 9th level, each slot taking one caster 10 minutes to provide. Consumes 1,000 xp from you upon casting, and consumes the bound soul required for spell knowledge.
- Effect
- You create a living being, with its own mind and soul. It has whatever physical traits you desire, within the widest-possible parameters for a member of the species whose soul you have consumed in the casting. The soul of the creature is a unique soul--not quite the bound soul, as it is partially infused with your essence. The creature's basic instincts and mental functions are as normal for its species, within a wide variance. Its memories and personality are yours to design as you see fit. The creature is as alive as any other; it breeds true, and will live as long as nature and circumstance allow.
Move Mountain
- Cost to Learn
- 1,000,000 cp, 40,000 xp, 30 days; must know three different telekinesis spells.
- Description
- The earth trembles as you rend a mountain from its very foundation, and lift it into the air, where it may exalt your lordly might.
- Casting
- Ritual cast only; requires the input of 20 slots of 9th level, each slot taking one caster 10 minutes to provide. Consumes 10,000 xp from you upon casting.
- Effect
- You levitate a mass of natural earth occupying up to half of a one mile cube, severing it from the planet's crust if needed. You then raise the object into the sky, where it remains stationary for up to 24 hours, or until you dismiss the spell. You may move the object while concentrating and remaining within 3 miles. It accelerates at a rate of 5 mile/hr for each minute you concentrate (max speed 50 mph). You may rotate the object in three dimensions at a rate of 30 degrees per minute spent concentrating.
:The spell ensures the integrity of the object's lower surface, as the force which levitates it propagates along the lower hemisphere of the object. Upper surfaces are not guaranteed to remain stable, especially during intense acceleration and rotation.
:If you dismiss the spell, the object takes as long to fall from its height as any other solid object would. Air resistance is a major factor; the higher the cross-sectional area of the object, the slower it falls, and the more likely it is to fall apart during descent.
:When the object hits the ground, it causes massive geological trauma. As for damage inflicted to creatures on the ground at the time...we'll say a quadrillion times a googolplex. What the fuck ever.
Fifth Order
Alter Reality
- Cost to Learn
- 1,500,000 cp, 60,000 xp, 90 days; must have cast Wish or Miracle at least 5 times at full XP cost.
- Description
- With a silent act of will, you alter the fabric of reality itself.
- Casting
- Swift action.
- Effect
- You alter reality, duplicating any spell up to 9th level. Usable three times per minute.
Eclipse
- Cost to Learn
- 1,500,000 cp, 60,000 xp, 90 days; must have achieved immortality, personally traveled to near the surface of the sun, and have bested a sun god in single combat (though not necessarily slain).
- Description
- A reddish dimness falls over the world, followed by a gray darkness, as the sun itself is obscured by a disk of blackness. The eclipse darkens the world, cooling it slowly, and denying life-giving light to crops, not to mention instilling terrible fear in mortal races.
- Casting
- Ritual cast only; requires the input of 50 slots of 9th level, each slot taking one caster 10 minutes to provide; each ritual participant must expend 10,000 xp.
- Effect
- An eclipse causes darkness throughout the entire world. Ambient light conditions are limited to a reddish, hazy dimness, insufficient for crop growth. The eclipse is permanent until you cast the counterspell, an equal action (except for xp costs). This spell has been known to anger other spellcasters, gods, etc, and is typically used only to show off one's ability to cast it.
Sixth Order
Avatar
- Cost to Learn
- 2,500,000 cp, 100,000 xp, 365 days; must have personally slain an intermediate god or being of equal power.
- Description
- ''It is impossible to describe, as to observe the process would annihilate one's soul.
- Casting
- Ritual cast only; requires the input of 1,000 slots of 9th level, each slot taking one caster 10 minutes to provide. Consumes 100,000 xp from you upon casting, and permanently annihilates all ritual participants, as well as anyone within 10 miles who observes the moment of your apotheosis.
- Effect
- You become a god. Not just any god, but an existing god you specify. You effectively destroy the god and replace Him or Her, gaining all of His or Her powers.
:This spell has never, ever been cast successfully.
Origin of Worlds
- Cost to Learn
- 2,500,000 cp, 100,000 xp, 365 days; must have created at least 40 unique creatures.
- Description
- Let there be light.''
- Casting
- Ritual cast only; requires the input of 1,000 slots of 9th level, each slot taking one caster 10 minutes to provide. Consumes 100,000 xp from you upon casting, and permanently annihilates all ritual participants.
- Effect
- With a burst of light, the primal forces of Creation are called into play as an entire world of your imagining springs forth from the void. The spell takes a single instant, and yet the processes that form the world take eons to complete. The world has its own time stream, as all worlds do, and you experience the entire history of the world from the first grand fireball to its final, peaceful state.
:The world you create can be as abundant with life as you wish, though not sentient life, only simple plants and animals. Being a god-like epic spellcaster, that ought not be a problem for you.
:As you have created this world, you automatically become a god of Divine Rank 20 within its local sphere.