
Here are a few of the epic level spells that have been developed for Inzeladun.
Disjunction Ward
Abjuration
Spellcraft DC: 30
Components: V, S
Casting Time: 1 minute
Range: Touch
Target: 10 ft. radius spherical emanation, centered on target.
Duration: 24 hours
Saving Throw: None
Spell Resistance: Yes
To Develop: 270,000 gp; 6 days; 10,800 XP. Seed: Ward (DC 14).
Factor: Nullify 9th level Spell (+16 DC)
This spell grants protection from the spell Mordenkainen's Disjunction.
Sabalisstra
casts this spell on herself every morning.
Summon Vrock Fiend of Possession
Conjuration (Summoning) (Chaotic, Evil)
Spellcraft DC: 43
Components: V, S
Casting Time: 1 minute
Range: 75 ft.
Target: One summoned critter
Duration: 20 Rounds (D)
Saving Throw: Will negates (see text)
Spell Resistance: Yes (see text)
To Develop: 387,000 gp; 8 days; 15,480 XP; Seeds: Summon (14 DC); Factors: Summon CR
19 Creature (+34 DC); Seed within Specialist School (-5 DC)
You can summon one Vrock with six levels of
Fiend of Possession (Fiend Folio). It appears where you
designate and acts immediately, on your turn, if its spell resistance is
overcome and it fails a Will saving throw. It attacks your opponents to
the best of its ability. If you can communicate with the outsider, you can
direct it not to attack, to attack particular enemies, or to perform other
actions.
Summon Succubus Playmate
Conjuration (Summoning) (Chaotic, Evil), Abjuration
Spellcraft DC: 33
Components: V, S
Casting Time: 10 minutes
Range: 75 ft.
Target: Two succubae
Duration: 64 Minutes (D)
Saving Throw: Will negates (see text)
Spell Resistance: Yes (see text)
To Develop: 297,000 gp; 6 days; 11,880 XP; Seeds: Summon (14 DC), Ward
(+14 DC); Factors: Summon CR 9 Creature (+14 DC); Nullify Third Level
Supernatural Power (Energy Drain) (+4 DC); Increased duration to 40 rounds (+2
DC);
Increased duration to 80 rounds (+2 DC);
Increased duration to 160 rounds (+2 DC);
Increased duration to 320 rounds (+2 DC);
Increased duration to 640 rounds (+2 DC); Seed within Specialist School (-5 DC);
Mitigating Factors: 10 minute casting time (-18 DC)
You can summon a succubus (or incubus). It appears where you designate and acts immediately, on your turn, if
its spell
resistance is overcome and it fails a Will saving throw. It attacks your
opponents to the best of its ability. If you can communicate with the
outsider, you can direct it not to attack, to attack particular enemies, or
to perform other actions. The spell suppresses its energy drain attack
for the duration. Sabalisstra
used this spell to summon succubae for sexual reasons for various clients.
Reptilian Transformation
Transmutation
Spellcraft DC: 41
Components: V, S, XP
Casting Time: 1 minute
Range: 300 ft.
Target: One creature
Duration: Permanent
Saving Throw: Fortitude negates
Spell Resistance: Yes
To Develop: Seed: Transform (DC 21), change creature of one type to
another type (+5 DC), add scent, darkvision 60 ft. (+20 DC), Seed: Fortify (DC
115) to permanently increase Wis +2. Mitigating factors: Burn 10,000 exp.
during casting (-100 DC), 20d6 backlash damage (-20 DC)
This spell causes dark shadows, each in the shape of long dead samat, to spring from the ground and grab the victim. Painfully, these dark shadows resculpt the victim, and adds the Reptilian Creature template (Savage Species, page 128-9) to the victim. The victim is given a tail half as long as the victim's height, and gains a scaly skin. The casting of the spell burns 3,000 experience points from the caster. The spellcraft DC increases by +2 for each Hit Die above 15 the victim has. The caster takes 20d6 points of backlash damage.
Umbral Transformation Ritual
Transmutation
Spellcraft DC: 36
Components: V, S, Ritual, XP
Casting Time: 10 minutes
Range: 300 ft.
Target: One creature
Duration: Permanent
Saving Throw: Fortitude negates
Spell Resistance: Yes
To Develop: Seed: Transform (DC 21), change creature of one type to
another type (+5 DC), transform into incorporeal (+10 DC), add deflection bonus
to AC, incorporeal touch attack, strength damage, create spawn, turn resistance
(+50 DC), Seed: Fortify (DC 125) to permanently increase Wis +2, and Cha +2.
Seed: Afflict (DC 130) permanently modify Int -4. Mitigating factors: Burn
10,000 exp. during casting (-100 DC), increase casting time to 10 minutes (-20
DC), 12 additional casters to donate 8th level spell slots (-180 DC), 5d6
backlash (-5 DC)
This spell causes dark shadows, each in the shape of long dead samat, to spring from the ground and grab the victim. Painfully, these dark shadows resculpt the victim, and adds the Umbral Creature template (Savage Species, page 134-5) to the victim. The victim becomes like a shadow, a creature of living darkness. The victim will start to hate life and light with equal fervor. The victim looks like a shadowy version of himself. The casting of the spell burns 10,000 experience points from the primary caster. The spellcraft DC increases by +2 for each Hit Die above 15 the victim has. Twelve additional casters must sacrifice an 8th level spell slot during the casting of this spell.
Monstrous Transformation
Transmutation
Spellcraft DC: 36
Components: V, S, XP
Casting Time: 1 minute
Range: 300 ft.
Target: One creature
Duration: Permanent
Saving Throw: Fortitude negates
Spell Resistance: Yes
To Develop: Seed: Transform (DC 21), change creature of one type to
another type (+5 DC), add one special attack and one special quality (+20 DC).
Mitigating factors: Burn 1,000 exp. during casting (-10 DC)
This spell causes dark shadows, each in the shape of long dead samat, to spring from the ground and grab the victim. Painfully, these dark shadows resculpt the victim, and adds the Monstrous Beast template (Savage Species, page 122-3) to the victim. The victim, usually an animal or vermin, becomes a natural calamity. The casting of the spell burns 1,000 experience points from the caster. Vulthois used this spell to experiment on animals. The spellcraft DC increases by +2 for each Hit Die above 15 the victim has.
Taint of the Samat
Transmutation
Spellcraft DC: 36
Components: V, S, XP
Casting Time: 1 minute
Range: 300 ft.
Target: One creature
Duration: Permanent
Saving Throw: Fortitude negates
Spell Resistance: Yes
To Develop: Seed: Transform (DC 21), change creature of one type to
another type (+5 DC), add poisonous bite, add psionics or rage, grant spell
resistance or mental resistance, grant poison immunity, add alertness feat (+50
DC), Mitigating factors: Burn 4,000 exp. during casting (-40 DC)
This spell caused the origin of the Yuan-Ti and creates Tainted Ones and Brood Guards, at the will of the caster (unlike the usual method of tainting). It transforms a victim by adding the Tainted One template (Savage Species, page 140-1) to the victim. The casting of the spell burns 4,000 experience points from the caster. The spellcraft DC increases by +2 for each Hit Die above 15 the victim has.
Umbral Transformation
Transmutation
Spellcraft DC: 36
Components: V, S, XP
Casting Time: 1 minute
Range: 300 ft.
Target: One creature
Duration: Permanent
Saving Throw: Fortitude negates
Spell Resistance: Yes
To Develop: Seed: Transform (DC 21), change creature of one type to
another type (+5 DC), transform into incorporeal (+10 DC), add deflection bonus
to AC, incorporeal touch attack, strength damage, create spawn, turn resistance
(+50 DC), Mitigating factors: Burn 5,000 exp. during casting (-50 DC)
(Note: this is an earlier version of the Umbral
Transformation Ritual. It does not change the victim's ability
scores). This spell causes dark shadows, each in the shape of long dead samat,
to spring from the ground and grab the victim. Painfully, these dark
shadows resculpt the victim, and adds the Umbral Creature template
(Savage Species, page 134-5) to the victim (except for ability score modifiers).
The victim becomes like a shadow, a creature of living darkness. The
victim will start to hate life and light with equal fervor. The victim looks
like a shadowy version of himself. The casting of the spell burns 5,000
experience points from the caster. The spellcraft DC increases by +2 for
each Hit Die above 15 the victim has.
The Blood is Alive!
Transmutation, Necromancy
Spellcraft DC: 101
Components: V, S
Casting Time: 1 minute
Range: 300 ft
Target: One living creature.
Duration: Instantaneous
Saving Throw: Fort partial
Spell Resistance: Yes
To Develop: 909,000 gp; 19 days; 36,360 XP. Seeds: Slay (DC 25), Transport (DC 27), Animate (DC 25). Factor: Unwilling victim (+4 DC), Increase spell's
saving throw DC by +10
This spell yanks all the blood right out of the victim (Fort save DC 30 +
appropriate ability modifier) with 80 HD or less (successful save indicates only
3d6+20 points of damage is taken; failure results in death).
The blood then animates and attacks at the caster's whim.
See Monster Manual for animated objects.
In battle, an umbral worm forms into a coil 15 feet across, biting anything within reach.
Turn Resistance (Ex): An umbral worm has +2 turn resistance.
Strength Damage (Su): The touch of a shadow deals 2d8 points of temporary Strength damage to a living foe. A creature reduced to Strength 0 by a shadow dies.
Create Spawn (Su): Any humanoid, animal, beast, magical beast reduced to Strength 0 by a shadow becomes a shadow under the control of its killer within 1d4 rounds.
Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.
Incorporeal: Can be harmed only by other incorporeal creatures, +1 or better magic weapons, or magic, with a 50% chance to ignore any damage from a corporeal source. Can pass through solid objects at will, and own attacks pass through armor. Always moves silently.Living
Darkness
Necromancy [Death, Evil]
Spellcraft DC: 70
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
To Develop: 630,000 gp; 13 days; 25,200 XP. Seed: Slay (DC 25), Animate
Dead (DC 23). Factors: 14 additional 1d4 negative levels (+56 DC), Increase spells saving throw DC by +14 (+28 DC),
Create Shadow (-8 DC), Mitigating Factor: Backlash Damage 54d6 (-54 DC)
This spell suppresses the life force of the target by bestowing 16d4 negative
levels (or half as many levels on a successful fortitude save, DC 34 + ability
modifier). If the subject has 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. If the victim dies, he rises as
a shadow under your command. It remains under your control indefinitely,
and you can control 1 HD per caster level of undead creatures you've personally
created, regardless of how you created them.
Perdurable
Excruciation
Enchantment
(Compulsion) [Fear, Mind-Affecting]
Spellcraft DC: 70
Components: V, S, XP
Casting Time: 1 minute
Range: 300 ft.
Target: One living creature
Duration: Permanent
Saving Throw: Will negates
Spell Resistance: Yes
To Develop: 630,000 gp; 13 days; 25,200 XP. Seed: Afflict (DC 14),
Life (DC 27), Factors: -1 penalty to 5 additional ability scores per day (+20 DC), daily
recurring drain (ad hoc +10 DC), Loss of all five senses (+10 DC), Increase
spells saving throw DC by +10 (+20 DC), Permanent (x5 DC, applied last, after
Mitigating Factor); Mitigating Factors: Burn 8,700 XP during casting (-87 DC)
Unless the victim succeeds at a Will save (DC 30 + ability modifier), the
victim's body is twisted and wracked forever with excruciating pain, rendering
the victim helpless - but eternally alive. The spell sustains the victim
so there is no need for food, drink, or air. The subject doesn't even age,
insuring an eternity of unmitigated torture. The subject takes 1 point of
permanent drain to each ability score each day until all scores are reduced to 0
(except Constitution, which stays at 1). The subject cannot heal or
regenerate. The subject is completely unaware of its surroundings,
insensate to anything but the excruciating pain.
Attack
of the Killer Crocodiles
Conjuration
(Creation, Summoning)
Spellcraft DC: 46
Components: V, S, XP
Casting Time: 1 minute
Range: 300 ft.
Area: 100 ft. radius hemisphere
Duration: 20 rounds
Saving Throw: None
Spell Resistance: No
To Develop: 414,000 gp; 9 days; 16,560 XP. Seed: Conjure (DC 21),
Summon (DC 14), Factors: Summon Animal (+10 DC), Summon CR 5 Animal (+6
DC), Summon two additional animals (+62 DC), Change Area to 20 ft. radius
hemisphere (+2 DC), increase radius to 100 ft. (+16 DC), Change Range to 150 ft.
(+2 DC), Increase Range to 300 ft. (+2 DC); Mitigating Factors: Burn 8,900 XP
during casting (-89 DC)
You create a volume of swamp-water that starts out as a hemisphere of water
(2,094,395 cu. ft., or 15,707,962 gallons, or 83,775 five ft. squares, 1 ft.
deep.) that then splashes outward. Characters caught in the deluge of water must
make a swim check, DC 20, or be knocked prone and held underwater for 1
round. The next round, the characters in the water much make a swim DC 15
(DC 16 if the character had been held underwater) to move at one quarter speed
as a move-equivalent action, or half speed as a full round action. The water
remains rough for the next twenty rounds because, in addition, the swamp water
includes three fiendish or celestial giant crocodiles. They appear where you
designate and act immediately, on your turn. It attacks your opponents to
the best of its ability. If you can communicate with the crocodiles, you
can direct them not to attack, to attack particular enemies, or to perform other
actions. Anyone with wounds in the tainted, fetid swamp water must make a
DC 16 Fort save or contract Blinding Sickness (1d3 day incubation, 1d4
temporary Str damage per day thereafter (Fort DC 16 per day). Each time
the victim takes 2 or more damage from the disease, he must make another
Fortitude saving throw or be permanently blinded).
Mountain
Fortress
Conjuration
(Creation)
Spellcraft DC: 41
Components: V, S, XP
Casting Time: 100 days
Range: 0 ft.
Area: Cylinder 160 ft. radius, 480 ft high
Duration: Permanent
Saving Throw: None
Spell Resistance: No
To Develop: 387,000 gp; 8 days; 15,480 XP. Seed: Conjure (DC
21), Factors: Change from effect to area [10 ft. cylinder, 30 ft. high] (+10
DC), Increase Area 100% (+4 DC), Increase Area 100% (+4 DC), Increase Area 100%
(+4 DC), Increase Area 100% (+4 DC), Add additional material for castle (ad hoc
+2 DC), Create Complex Object (ad hoc +20 DC), Permanent Duration (x5 DC); Mitigating Factors:
Increase casting time by 100 days (-220 DC), Burn 8,400 xp (-84 DC)
You conjure a heavily protected mountain fortress where there was none
before. Upon casting, a roughly circular area, 150 feet in radius around
the caster, rises slowly to an elevation of 480 feet. The resulting
cylinder has sheer, hard stone cliffs. The fortress appears on top of the
new mountain, complete with stone walls and barricades and multiple buildings
surrounding a central, four-story tower. Conditions in the fortress are Spartan.
When the fortress is created there is enough water and food to last 100 people
for 100 days. The exact layout and its fortifications of the fortress is
up to you, instantaneously translated from your imagination to physical form.
Undead's
Lineage
Divination,
Necromancy
Spellcraft DC: 45
Components: V, S, XP
Casting Time: 20 days
Range: Touch
Target: One undead creature
Duration: Permanent (D)
Saving Throw: Will negates
Spell Resistance: Yes
To Develop: 423,000 gp; 9 days; 16,920 XP. Seed: Compel (DC
19), Foresee (DC 17), Factors: Change range from 75 ft. to Touch (ad hoc
-4 DC), Change Target from one living to one undead (ad hoc +4 DC), Dismissible
by caster (+2 DC), Permanent Duration (x5); Mitigating Factors: Burn 10,000 XP
during casting (-100 DC), Increase casting time to 10 minutes (-20 DC), Increase
casting time to 20 days (-40 DC), Backlash knowledge and potential control
switch (ad hoc -10 DC), backlash undeath potential (ad hoc -5)
Lineage
is important. With this spell you can divine the history of a single undead
creature, thereby gaining tremendous power over that creature. You must
touch the undead to cast the spell. If the undead creature fails its Will
save, you immediately know all personal history of the creature. This
includes, but is not limited to: family history and occupation during life;
method of death; method of undeath; and history since attaining undeath.
Your intimate knowledge of these things gives you complete control over the
undead creature. The undead performs any task ordered. You learn
intimate personal details that may lead to some knowledge of old or even ancient
events (The DM may award some ranks in Knowledge (history) at his option).
The spell lasts until one of the following things happens: the undead is permanently destroyed; you are made to forget the things you have learned (even temporarily); a wizard of higher level casts this spell on the same undead creature (in which case he steals control from you); or you voluntarily end the spell.
The drawback to this spell is that while you learn of the undead's intimate past, the undead learns much about you. If you die with an undead still under this spell, you immediately becomes a weaker undead under its control (mindless undead, such as skeletons or zombies exert no control; you become an undead of their type).
Wall
of Ash (Ritual)
Evocation
Spellcraft DC: 36
Components: V, S, Ritual
Casting Time: 5 days
Range: 0 ft
Area: 180 ft. long wall, 1 ft. wide.
Duration: 8 hours
Saving Throw: Fortitude partial or half (see text)
Spell Resistance: Yes
To Develop: 324,000 gp; 7 days; 12,960 XP. Seed: Slay (DC 25),
Conjure (DC 21), Factors: Change from Target to Area (+10 DC), Increase
spell saving throw DC by +10 (+20 DC), Increase Area to 40 cu. ft. (+4 DC),
Increase area to 80 cu. ft. (+4 DC), Increase area to 160 cu. ft. (+4 DC),
Increase Area to 360 cu. ft. (+4 DC), Add an additional 80 HD to be affected (+8
DC), Spell affects astral, teleporting characters, and ethereal characters (ad
hoc +8 DC), Increase damage die by two steps (+20 DC); Mitigating Factors:
Increase casting time to 10 minutes (-20 DC), Increase casting time to 5 days
(-10 DC), 8 additional casters contributing a 5th level spell slot (-72 DC)
This
spell creates a barrier of ash that is deadly to living creatures.
Touching it can cause great damage. Crossing it causes instant
death. During the casting time, you must dig or have dug a small trench,
one foot wide and one foot deep, in the shape you want the wall when it is
finished casting. The wall can be of any shape, and cannot be longer than can
hold the conjured ash. The ash appears in the trench and is piled one foot
above the ground. You can create up to 360 cubic feet of ash. It takes 2
cubic feet of ash per foot length of the wall to be properly filled, so you can
create a wall up to 180 feet long. Contact with the ash causes 3d10+20
points of damage per round (Fort DC 30 + ability modifier for half
damage). Crossing completely over the ash (even by flying, jumping, astral
travel, ethereal travel, or teleporting) causes any living creature of
less 160 HD to die, its life completely absorbed by the deadly ash. The
creature must make a successful Fort save (DC 30 + ability modifier) to avoid
death. A successful save indicates the creature takes 3d10+20 points of
damage. Magic, psionics, missile weapons, and non-living things (such as
undead or constructs) can cross without penalty. You and your allies are
just as subject to damage and death as your enemies are. The spell,
although it stops teleports, does not stop dimension door.
This spell was developed in Drychtnoth by
the Warlords to defend keeps and
places for a final last stand.
Recruitment
Enchantment
(Compulsion) [Mind-Affecting]
Spellcraft DC: 45
Components: V, S
Casting Time: 5 days
Range: 75 ft
Area: All living creatures within 2 mile radius
Duration: 26 days 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: Change from target to 20 ft. radius area (+10 DC) Increase area to
40 ft. area (+4 DC), increase area to 80 ft radius (+4 DC), increase area to 160
ft. radius (+4 DC), increase area to 360 ft. radius (+4 DC), increase area to
720 ft. radius (+4 DC), increase area to 1,440 ft. radius (+4 DC), increase area
to 2,880 ft. radius (+4 DC), increase area to 1 mile (+4 DC), increase area to 2
mile radius (+4 DC), Increase duration to 40 hours (+2 DC), increase duration to
80 hours (+2 DC), increase duration to 160 hours (+2 DC), increase duration to
320 hours (+2 DC), increase duration to 640 hours (+2 DC); Mitigating Factors:
Increase casting time to 10 minutes (-20 DC), Increase casting time to 5 days
(-10 DC)
Developed in Drychtnoth by the Warlords, this spell allows you to summon all living creatures around you who have ever drawn blood in anger. All creatures within 2 miles that have ever drawn blood in anger as hunters or warriors must make a Will save (DC 20 + ability modifier) or immediately come under the effects of the spell. They immediately gather their weapons and come to you, awaiting your every military instruction for the duration of the spell. The affected creatures usually cannot form military formations unless an entire formation is caught within the area of effect. The creatures will not perform any action other than combat or military actions. The cannot be forced to build things or carry things other than their own personal equipment. They do not fight among themselves, regardless of previous dispositions, and they serve the cause without fail.
Reverse
Loyalties
Enchantment
(Compulsion) [Mind-Affecting]
Spellcraft DC: 45
Components: V, S
Casting Time: 10 minutes
Range: 75 ft
Area: All living creatures within 360 ft. radius
Duration: 26 days 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: Change from target to 20 ft. radius area (+10 DC) Increase area to
40 ft. area (+4 DC), increase area to 80 ft radius (+4 DC), increase area to 160
ft. radius (+4 DC), increase area to 360 ft. radius (+4 DC), Increase duration
to 40 hours (+2 DC), increase duration to 80 hours (+2 DC), increase duration to
160 hours (+2 DC), increase duration to 320 hours (+2 DC), increase duration to
640 hours (+2 DC); Mitigating Factors: Increase casting time to 10 minutes (-20
DC)
This spell, developed in Drychtnoth by the Warlords, causes those who fail the Will save (DC 20 + relevant ability modifier) to regard you as the object of their loyalties. They accept logical military orders from you. For instance, they will break formations and turn on their former leader. They do nothing obviously fatal to themselves. Their loyalties have been magically switched, but are not magically maintained; if you take actions that make you less worthy of these newfound loyalties, they may desert (make a new save). When individuals within the subject group make their saves, they desert, but cannot convince others still under the spell to desert. Each subject has full memory of actions taken under this spell.
Rooted
in Place
Transmutation
Spellcraft DC: 49
Components: V, S
Casting Time: 1 minute
Range: 300 ft
Area: All enemy creatures within an 80 ft. radius hemisphere area
Duration: Permanent
Saving Throw: Fortitude negates
Spell Resistance: Yes
To Develop: 441,000 gp; 9 days; 17,640 XP. Seed: Transform (DC
21); Factors: Transform subject into something nonmagical and inanimate (+10
DC), Change from target to 20 ft. radius area (+10 DC) Increase area to
40 ft. area (+4 DC), increase area to 80 ft radius (+4 DC)
You can turn your enemies into a grove of trees and other plants. Developed by the druids of Odhirann, it is used on those who insist on befouling nature. Plant type is appropriate to terrain and can include ferns, trees, weeds, cacti, and nearly anything else - however, the final result cannot be more than one size larger than the largest affected enemy. The transformed subjects gain the new form's physical characteristics, but retain their intelligence, wisdom, and charisma. However, the affected are blind, deaf, and dumb... and can only sense things as other inanimate objects can sense. If a transformed subject is cut down or destroyed, the creature returns to its original (albeit dead) form. The spell does not affect the subjects' clothing, equipment, or magic items (other than cursed items determined to remain with the character), allowing you to collect such things for your own use or distribution.
Summon
Celestial Legion
Conjuration
(Summoning)
Spellcraft DC: 40
Components: V, S, Ritual, XP
Casting Time: 1 minute
Range: 75 ft
Effect: Four summoned creatures
Duration: 20 rounds (D)
Saving Throw: Will negates (see text)
Spell Resistance: Yes (see text)
To Develop: 360,000 gp; 8 days; 14,400 XP. Seed: Summon (DC
14); Factors: Summon CR 14 monster (+24 DC), Summon four of them (x4 DC), Summon
CR 15 adult gold dragon (+2 DC), Summon CR 19 solar aasimon (+10 DC), summon CR
24 phoenix (+20 DC); Mitigating factors: Burn 10,000 XP (-100 DC), Ritual
requiring 4 additional participants contributing 6th level spell slots (-33 DC).
You summon an Astral Deva, a Phoenix, a Solar Aasimon, and an
adult Gold Dragon from the Upper Planes to attack your enemies. Casting
this spell requires four other participants contributing 6th level spell slots
(can be divine or arcane), and burns 10,000 experience points from the primary
caster. Each potential outsider summoned, if unwilling to come, may make a
Will save (DC 20 + ability modifier of primary caster) to avoid the summons;
their SR must also be overcome if the potential participants are
unwilling. If you communicate with the outsider, you can direct it not to
attack, to attack particular enemies, or to perform other actions.
Celestial
Host
Evocation
Spellcraft DC: 46
Components: V, S
Casting Time: 1 minute
Range: 100 ft
Area: 20 ft. radius hemisphere
Duration: Instantaneous
Saving Throw: Fortitude half
Spell Resistance: Yes
To Develop: 441,000 gp; 9 days; 17,640 XP. Seed: Destroy (DC
29); Factors: Change from Target to Area (+10 DC), Increase damage +20d6 (+40
DC); Mitigating factors: Reduce Range from 12,000 ft. to 100 ft (ad hoc -13 DC),
Backlash 10d6 damage (-10 DC)
You unleash four powerful energy effects. These affects take the form of
an Astral Deva, which appears to attack with a
magical mace, a Phoenix, which appears to attack with a fire storm, a Solar
Aasimon, who appears to attack with an energy bow, and an adult Gold Dragon that
appears to attack with an energy wave attack. Despite appearances, these
attacks are not of any type of particular energy - they are merely destructive
impulses. Combined, these four energy effects help eradicate all enemies
within a 20 ft. radius hemisphere, attacking each instantly, so fast that little
can be done. Combined, these energy forms inflict 40d6 damage to all
enemies within the area. They can make a Fort save (DC 20 + ability modifier)
for half damage. You take 10d6 points of backlash damage, no save.
Epic
Call Lightning
Evocation
[Electricity]
Spellcraft DC: 85
Components: V, S
Casting Time: 1 round
Range: 100 ft
Area: 10 ft. radius, centered on enemy designated
Duration: 1 round per caster level
Saving Throw: Reflex half
Spell Resistance: Yes
To Develop: 765,000 gp; 16 days; 30,600 XP. Seed: Energy (DC
19), Animate (DC 25); Factors: Reduce Casting Time by 9 rounds (+18 DC),
Increase damage dice by three steps (+30 DC), Increase damage dice to 10 (+16
DC); Mitigating factors: Reduce duration to 1 round per level (ad hoc -20 DC),
Reduce Range to 100 ft. (ad hoc -3 DC)
You cause the air above your enemies to emanate out electrical damage.
Bolts of lighting shoot out of the air above them, doing 10d12 points of damage
per round to all enemy creatures in the area (your allies are not
affected). The effect is centered on one foe you designate, and it moves
with that foe. If the enemy uses magic (such as dimension door or teleport)
to get out of the effect's area, it starts to move toward his new location; you
may redesignate a new villain for the power to center on, however, at any time.
Herd
of Red Dragons
Evocation
Spellcraft DC: 87
Components: V, S
Casting Time: 1 minute
Range: 12,000 ft
Area: Bolt 40 ft x 150 ft.
Duration: Instantaneous
Saving Throw: Fortitude half
Spell Resistance: Yes
To Develop: 783,000 gp; 16 days; 31,320 XP. Seed: Destroy (DC
29), Delude (DC 14); Factors: Change target to area (+10 DC), Increase
area by 100% (+2 DC), Increase area by another 100% (+2 DC), Increase damage
dice one step (+10 DC), add 10 dice of damage (+20 DC)
This spell summons up the illusion of a herd of hundreds of red dragons stampeding toward the targets, however this illusion is accompanied by a purely destructive energy that crushes those in the way. Disbelieving the image does nothing to negate the destructive force behind the illusions. You deal 30d8 points of crushing damage to everything in the path of the red dragons. The force smashes through magical matter, energy fields, and force effects affected by disintegrate spells, destroying such effects that lay in its path.
Stone
Manikin
Transmutation
Spellcraft DC: 66
Components: V, S
Casting Time: 1 minute
Range: 300 ft
Target: One creature.
Duration: Permanent (see below)
Saving Throw: Fortitude negates
Spell Resistance: Yes
To Develop: 765,000 gp; 16 days; 30,600 XP. Seed: Transform (DC
21), Animate (DC 25); Factors: Transform creature into inanimate object
(+10 DC), Awareness of surroundings (+10 DC)
This spell turns its victim into a Large statue of inanimate, cold stone unless the target succeeds at a successful Fortitude save (DC 20 + your ability modifier). The victim retains his intelligence, wisdom, and charisma, but cannot speak, see, or hear. However, the victim is aware of its surroundings, but cannot move or interact of its own accord. Further, you can animate the newly made statue for 20 rounds, using it for whatever ends you desire as a large animated object.
Living
Stone
Transmutation
Spellcraft DC: 46
Components: V, S
Casting Time: 1 minute
Range: 300 ft
Target: One creature.
Duration: Permanent
Saving Throw: Fortitude negates
Spell Resistance: Yes
To Develop: 414,000 gp; 9 days; 16,560 XP. Seed: Transform (DC
21); Factors: Transform creature into Construct (+5 DC), Give target magic
immunity (+10 DC), give target damage reduction (+10 DC)
This spell turns its victim into a Large Stone Golem, unless the target succeeds at a successful Fortitude save (DC 20 + your ability modifier). The victim retains his intelligence, wisdom, and charisma, but has a Str score of 29, Dex 9, and no Con score. The target's hit points, class level, alignment, base attack bonus, base saves, extraordinary abilities, and spell like abilities do not change, regardless of changes in Con score. The target gains the golem's magic immunity and damage reduction. Nonmagical items transform with the target; magical items do not transform. The golem is free willed unless it was previously dominated or charmed.
Nullify
Spell Resistance
Abjuration
Spellcraft DC: 43
Components: V, S, XP
Casting Time: 1 action
Range: 100 ft
Area: 20 ft. radius sphere
Duration: 1 Minute
Saving Throw: Will negates
Spell Resistance: Yes
To Develop: 387,000 gp; 8 days; 15,480 XP. Seed: Afflict (DC
14); Factors: Reduce Spell Resistance to 0 no matter the score (ad hoc +80 DC),
Change Target to 20 ft. radius sphere (+10 DC), 1 Action Casting time (+20 DC);
Increase saving throw DC by 10 (+20 DC), +5 bonus to caster level check to
overcome targets' spell resistance (+10 DC), Mitigating factors: Reduce range to
100 ft (-3 DC), Reduce Duration to one minute (ad hoc -8 DC), Burn 10,000 XP
during casting (-100 DC)
You can reduce the Spell Resistance of any creature within the area of effect to zero unless it makes a Will save (DC 30 + your ability modifier). You also get a +5 bonus to your caster level check to overcome their spell resistance.
Harem
Fantasy
Conjuration,
Illusion (figment)
Spellcraft DC: 38
Components: V, S, F
Casting Time: 10 minutes
Range: 0 ft
Area: Extradimensional mansion, up to four 10-ft cubes per level
Duration: 2 hours per level
Saving Throw: None
Spell Resistance: No
To Develop: 342,000 gp; 7 days; 13,680 XP. Seed: Conjure (DC
21), Delude (DC 14); Factors: Change area to four 10 ft. cubes per level
(ad hoc +6 DC), Include audible, olfactory, tactile, taste, and thermal aspects
(+10 DC), An additional nine images (+9 DC); Mitigating Factors: Increase
casting time to 10 minutes (-20 DC), Add focus component (-2 DC)
You conjure up an extradimensional palace that has a single entrance on the plane from which the spell was cast. The entry point looks like a faint shimmering in the air that is 4 feet wide and 8 feet high. Only those the character designates may enter the mansion, and the portal is shut and made invisible behind the character when the character enters. The character may open it again from the character's own side at will. Once observers have passed beyond the entrance, they are in a magnificent foyer with numerous chambers beyond. The atmosphere is clean, fresh, and warm.
The character can create any floor plan the character
desires to the limit of the spell’s effect. The place is furnished and
contains sufficient foodstuffs to serve a nine-course banquet to a dozen people
per caster level. There is a staff of near-transparent servants, liveried and
obedient, to wait upon all who enter. The servants function as unseen servant
spells except that they are visible and can go anywhere in the mansion. There
are two such servants for each caster level.
There are also ten harem girl illusions. These illusions are programmed
for sexual pleasuring.
Since the place can be entered only through its special portal, outside conditions do not affect the mansion, nor do conditions inside it pass to the plane beyond. Rest and relaxation within the place occurs as normal. The material focus are a miniature portal carved from ivory, a small piece of polished marble, and a slip of silk.
Living
Illusion
Illusion (figment), Conjuration
Spellcraft DC: 51
Components: V, S
Casting Time: 1 minute
Range: 12,000 ft
Effect: One visual figment that can extend for up to twenty 30-ft.
cubes
Duration: Instantaneous
Saving Throw: None (See text)
Spell Resistance: No
To Develop: 459,000 gp; 10 days; 18,360 XP. Seed: Delude (DC
14), Life (DC 27); Factors: Include audible, olfactory, tactile, taste, and thermal aspects
(+10 DC)
This spell was developed by Grindill, and was used to create the illusionist Marlorn. This spell creates a figment with audio, smell, touch, taste, and thermal aspects, and then gives that illusion a soul, personality, and human-like sentience. To succeed, you must make a Will save (DC 10 + the Hit Dice the illusion will have once it is given life). The newly living illusion is friendly toward you. Its ability scores are all 3d6. The newly living illusion speaks one language that you know, and one additional language that you know per point of intelligence bonus (if any).
Assimilation
Transmutation
Spellcraft DC: 61
Components: V, S
Casting Time: 1 action
Range: Touch
Target: You and touched creature
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes
To Develop: 459,000 gp; 10 days; 18,360 XP. Seed: Transport
(DC 27), Afflict (DC 14); Factors: 1-action casting time (+20 DC),
Steal feat (ad hoc +20 DC); Mitigating factors: Backlash 20d6 damage (-20 DC)
You touch your opponent and permanently steal one feat from him at random, if he fails a Will save (DC 20 + your ability modifier).
Audience
Divination,
Enchantment, Transmutation [Teleportation]
Spellcraft DC: 69
Components: V, S
Casting Time: 1 minute
Range: See text
Target: You and one creature
Duration: 200 minutes
Saving Throw: Will negates (see text)
Spell Resistance: Yes (see text)
To Develop: 459,000 gp; 10 days; 18,360 XP. Seed: Transport
(DC 27), Contact (DC 23), Compel (DC 19)
You contact any entity of your choosing, and, if they either fail their Will save (DC 20 + your ability) or they choose of their own volition, you are transported to their presence. The spell starts with a sending, and, if accepted or compelled, you are whisked to their location. You can use this to converse with the gods, dragons, et. al. There is no range if the subject is someone you have met before; otherwise you are limited to line of sight (direct or via magical means). The spell will even move you through the planes easily.
Stampede!
Conjuration
[Summoning]
Spellcraft DC: 56
Components: V, S
Casting Time: 1 minute
Range: 0 ft
Target: One summoned creature
Duration: 20 rounds
Saving Throw: See text
Spell Resistance: No
To Develop: 504,000 gp; 11 days; 20,160 XP. Seed: Summon (DC
14); Factors: Summon beast (+10 DC), Summon swarm of beasts (EL 18, +32 DC)
You
can summon a herd of 256 longhorn bison, which then rush your enemies, turn,
rush again, turn, rush again. The stampede does 51d12 points of
damage. A successful Reflex save (DC 16) halves the damage. Those
caught in the herd stampede are entrapped if they fail an opposed Strength check
against the herd (the herd gains a +4 bonus to this check). Those entrapped
may not take move actions that round. Flying, levitating, or such may
negate the need for the check, but may draw attacks of opportunity. Those
who are fully within the area of the herd may be overwhelmed. The herd
makes a grapple check against such a character, drawing an attack of
opportunity, but even if the strike hits, the grapple is not ruined. The
herd gains the special size modifier for a grappler of its size. If
grappled, a character takes a multiplier of x4 on damage that round. The
herd shrinks as it takes damage. When the herd reaches half of its
original hit points, it drops one size category. When reduced to but a
quarter of its starting hit points, it drops another size level. When
dropped to one eighth of its starting hit points, the herd is destroyed, and the
remaining component bison automatically scatter.
Bison
Herd
Gargantuan Swarm of Beasts
Hit Dice: 256d8+768 (1920 hp)
Initiative: -2 (-2 competence)
Speed: 40 ft.
AC: 6 (-8 size, +4 natural)
Attacks: Butt +10 melee (1d8+6 damage) against all in path
Face/Reach: 20 ft. by 20 ft./5_ft.
Special Attacks: Stampede, Entrapment, Overwhelm
Special Qualities: Scent, Strength in numbers,
Saves: Fort +7, Ref +0, Will +1
Abilities: Str 18, Dex 10, Con 16, Int 2, Wis 11, Cha 4
Skills: Listen +8, Spot +5
EL: 18
Lycanthropic
Infection (Werewolf Iteration)
Transmutation
Spellcraft DC: 84
Components: V, S
Casting Time: 1 minute
Range: 300 ft.
Target: One living creature
Duration: Permanent
Saving Throw: Fort negates
Spell Resistance: Yes
To Develop: 459,000 gp; 10 days; 18,360 XP. Seed: Transmutation
(DC 21) Afflict (DC 14) Fortify (DC 17); Factors: Add
alternate form (su) (+10 DC), add trip extraordinary power (+10 DC), add
werewolf's feats (+10 DC), add +1 additional natural armor (+2 DC)
You infect someone with lycanthropy. The victim permanently takes the werewolf template from MM.
Rock
Formation
Transmutation
Spellcraft DC: 49
Components: V, S
Casting Time: 1 minute
Range: 300 ft
Area: All enemy creatures within an 80 ft. radius hemisphere area
Duration: Permanent
Saving Throw: Fortitude negates
Spell Resistance: Yes
To Develop: 441,000 gp; 9 days; 17,640 XP. Seed: Transform (DC
21); Factors: Transform subject into something nonmagical and inanimate (+10
DC), Change from target to 20 ft. radius area (+10 DC) Increase area to
40 ft. area (+4 DC), increase area to 80 ft radius (+4 DC)
You can turn your enemies into free standing stones and other rock formations. Developed by the Kaantar, it is used on those who insist on trespassing through his desert. Stone type is appropriate to terrain and can include granite, sandstone, limestone, igneous rock, and nearly anything else - however, the final result cannot be more than one size larger than the largest affected enemy. The transformed subjects gain the new form's physical characteristics, but retain their intelligence, wisdom, and charisma. However, the affected are blind, deaf, and dumb... and can only sense things as other inanimate objects can sense. If a transformed subject is broken or destroyed, the creature returns to its original (albeit dead) form. The spell does not affect the subjects' clothing, equipment, or magic items (other than cursed items determined to remain with the character), allowing you to collect such things for your own use or distribution.
Reclamation
Transmutation
Spellcraft DC: 42
Components: V, S, Ritual, XP
Casting Time: 10 minutes
Range: 3,000 ft.
Area: 2,000 foot radius hemisphere.
Duration: 24 hours
Saving Throw: Reflex half
Spell Resistance: Yes
To Develop: 378,000 gp; 8 days; 15,120 XP. Seed: Conjure (DC 21).
Factor: Change area to 20 ft. radius hemisphere (+2 DC), increase radius to
2,000 ft. (+200 DC), increase range to 3,000 ft. (+10 DC), deal 10d6 damage
during growth (ad hoc +19 DC), increase damage to 40d6 (+60 DC), Increase damage
dice 4 steps (+40 DC). Mitigating factors: increase casting time by 9 minutes
(-18 DC), seven additional spellcasters contributing 8th level slots
(-105 DC), Burn 10,000 XP (-100 DC)
Created by the druids of Drychtnoth, with this spell you summon vines and
creepers to sunder mortar and break up stone of any edifice or castle, tearing
it to pieces in a matter of hours. The
vines and creepers do 40d20 points of damage per hour to the buildings and any
occupants within the area of effect (creatures within the area may make a reflex
save for half damage). If the targets are 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 mere dust. The vines and
creepers remain for 24 hours, then vanish.
Natural
Retribution
Transmutation
Spellcraft DC: 43
Components: V, S, Ritual, XP
Casting Time: 10 minutes
Range: 300 ft.
Area: 2,000 foot radius hemisphere.
Duration: 640 rounds
Saving Throw: Reflex half
Spell Resistance: Yes
To Develop: 387,000 gp; 8 days; 15,480 XP. Seed: Animate (DC 25).
Factor: Change area to 20 ft. radius hemisphere (+2 DC), increase radius to
2,000 ft. (+200 DC), Increase damage dice 4 steps (+40 DC), Increase duration to
640 rounds (+10 DC). Mitigating factors: increase casting time by 9 minutes (-18
DC), eight additional spellcasters contributing 8th level slots (-120
DC), Burn 10,000 XP (-100 DC)
Created by the druids of Drychtnoth, with this spell imbue vines, creepers,
trees and other vegetation with mobility and the semblance of life; they gather
together to create colossal animated masses of sticks and vegetation that walk
forth to sunder and destroy encroaching civilizations.
The number of animated masses created depends on the amount of vegetation
available. Jungles create 3d6
such constructs, located at random places within the area of effect.
Forests create 1d4 of them. Any
land less lush create, at most, 1 of these constructs.
Deserts, tundras, and other wastelands cannot supply the needed elements,
so the spell has no effect in such terrain.
|
|
Animated Object,
Colossal |
|
|
Colossal Construct |
|
Hit Dice: |
32d10+80 (256 hp) |
|
Initiative: |
–3 |
|
Speed: |
10 ft. (2 squares); 20
ft. legs, 30 ft. multiple legs |
|
Armor Class: |
11 (–8 size, –3
Dex, +12 natural), touch –1, flat-footed 11 |
|
Base
Attack/Grapple: |
+24/+49 |
|
Attack: |
Slam +25 melee
(4d20+13) |
|
Full Attack: |
Slam +25 melee
(4d20+13) |
|
Space/Reach: |
30 ft./20 ft. (long)
30 ft./30 ft. (tall) |
|
Special Attacks: |
See text |
|
Special Qualities: |
Construct traits,
darkvision 60 ft., low-light vision; also see text |
|
Saves: |
Fort +10, Ref +7, Will
+5 |
|
Abilities: |
Str 28, Dex 4, Con
—, Int —, Wis 1, Cha 1 |
|
Skills: |
— |
|
Feats: |
— |
|
Environment: |
Any |
|
Organization: |
Solitary |
|
Challenge Rating: |
10 |
|
Treasure: |
None |
|
Alignment: |
Always neutral |
|
Advancement: |
— |
|
Level Adjustment: |
— |
COMBAT
Animated objects fight only as directed by the animator. They follow
orders without question and to the best of their abilities. Since they do not
need to breathe and never tire, they can be extremely capable minions.
The
animated vines and creepers can have the following special abilities.
Constrict (Ex): A flexible animated object such as a rope, vine, or rug
deals damage equal to its slam damage value plus 1- 1/2 times its Strength bonus
with a successful grapple check against a creature up to one size larger than
itself.
An
object of at least Large size can make constriction attacks against multiple
creatures at once, if they all are at least two sizes smaller than the object
and can fit under it.
Trample (Ex): An animated object of at least Large
size and with a hardness of at least 10 can trample creatures two or more sizes
smaller than itself, dealing damage equal to the object’s slam damage + 1-1/2
times its Strength bonus. Opponents who do not make attacks of opportunity
against the object can attempt Reflex saves (DC 10 + 1/2 object’s HD +
object’s Str modifier) to halve the damage.
Metamorphosis
Transmutation
Spellcraft DC: 31
Components: V, S, DF
Casting Time: 10 minutes
Range: Touch
Target: two permanent magical items
Duration: permanent
Saving Throw: Fort negates (only if item is intelligent and unwilling)
Spell Resistance: Yes
To Develop: 279,000 gp, 6 days, 11,160 XP, Seed: Transmutation (DC21),
second target (+10 DC), change target type to magical item (ad hoc +20 DC) X2,
Increase casting time by ten minutes (-20 DC), Backlash 10d6 (-10 DC), Burn 1000
exp pts (-10 DC)
Mummify
Necromancy, Transmutation
Spellcraft DC: 60
Components: V, S
Casting Time: 1 minute
Range: 300 ft
Target: One living creature.
Duration: Permanent
Saving Throw: Fort negates (see text)
Spell Resistance: Yes
To Develop: 540,000 gp; 11 days; 21,600 XP. Seeds: Transform (DC 21). Factor: Change creature type into Undead type (+5
DC), add Despair (Su) and Mummy Rot (Su) (+20 DC), add Damage Reduction 5/-,
Darkvision 60 ft, and Fire Vulnerability (+30 DC), Increase spell's saving throw
DC by +10 (+20 DC); Mitigating factors: Backlash 36d6 damage (-36 DC)
This spell quickly withers the target's internal organs and soft tissues,
hardening and drying what is left over – and turning the victim into a
horrible undead mummy. The resulting
mummy is not necessarily under the control of the caster, and the caster
sustains backlash damage from the abuse of natural order.
The resulting mummy has the attack forms of despair and mummy rot, and
has damage reduction, darkvision, and fire vulnerability.
Line of Sacrifices
Necromancy, Transmutation
Spellcraft DC: 51
Components: V, S
Casting Time: 1 minute
Range: Touch
Target: Personal
Duration: 20 hours
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
To Develop: 459,000 gp; 10 days; 18,360 XP. Seeds: Fortify (DC 23). Factor: Change from touch to personal (-2 DC),
Allow infinite stacking of bonuses (ad hoc +30 DC)
If a follower performs multiple sacrifices, the bonuses on the follower's
Knowledge (religion) check stack if the sacrifices are killed within the
duration of the spell.
Mass Mummy Rot
Necromancy [Evil]
Spellcraft DC: 59
Components: V, S
Casting Time: 1 minute
Range: 300 ft
Area: 40 ft. radius.
Duration: Instantaneous
Saving Throw: Fort negates
Spell Resistance: Yes
To Develop: 531,000 gp; 11 days; 21,240 XP. Seeds: Afflict (DC 14), Slay (DC
25). Factor: Change from Target to Area (+10 DC), Increase area to 40 ft. radius
(+4 DC), Increase spell's saving throw DC by +3 (+6 DC)
This spell curses all within its area with a supernatural disease Fortitude DC
19 (after 1st day), incubation period 1 minute; damage 1d6 Con and
1d6 Cha. The save DC is Charisma-based on the caster.
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, blowing away at
the first wind.
Deathsong
Necromancy [Evil, Death]
Spellcraft DC: 59
Components: V, S
Casting Time: 1 minute
Range: 300 ft
Target: One living creature.
Duration: Instantaneous
Saving Throw: Fort negates (see text)
Spell Resistance: Yes
To Develop: 531,000 gp; 11 days; 21,240 XP. Seeds: Afflict (DC 14), Slay (DC
25). Factors: Increase spell's saving throw DC by +6 (+12 DC), Afflict three
categories (+8 DC)
This spell exposes the target to the Deathsong disease (Book of Vile Darkness, page 30).
If the initial save is failed, the disease infects the victim, and, after
1 day, will suffer 1d8 Str, 1d8 Dex, and 1d8 Con damage.
Each day thereafter the victim must make a DC 25 Fort save or suffer the
above damage that day. All damage is
temporary. Victims of this disease
can do nothing but shriek and howl as their bodies blacken and wither.
Victims can hear their own skin crackling and their bones growing brittle
and breaking. Any contact with the
victim can pass on the disease to others (Fort DC 25 to resist the disease).
Mass Deathsong
Necromancy [Evil, Death]
Spellcraft DC: 60
Components: V, S
Casting Time: 1 minute
Range: 300 ft
Area: 40 ft. radius
Duration: Instantaneous
Saving Throw: Fort negates (see text)
Spell Resistance: Yes
To Develop: 540,000 gp; 11 days; 21,600 XP. Seeds: Afflict (DC 14), Slay (DC
25). Factors: Afflict three categories (+8 DC), Change Target to Area (+10 DC),
Increase area by 100% (+2 DC)
This spell exposes the targets to the Deathsong disease (Book of Vile Darkness, page 30).
If the initial save is failed, the disease infects the victims, and,
after 1 day, will suffer 1d8 Str, 1d8 Dex, and 1d8 Con damage.
Each day thereafter the victims must make DC 25 Fort saves or suffer the
above damage that day. All damage is
temporary. Victims of this disease
can do nothing but shriek and howl as their bodies blacken and wither.
Victims can hear their own skin crackling and their bones growing brittle
and breaking. Any contact with a
victim can pass on the disease to others (Fort DC 25 to resist the disease).
Glimpse
of an Old One
Enchantment (Mind-Affecting)
Spellcraft DC: 46
Components: XP
Casting Time: 1 minute
Range: 300 ft.
Target: One living creature
Duration: 20 minutes
Saving Throw: Will negates
Spell Resistance: Yes
To Develop: 414,000 gp; 9 days; 16,560 XP; Seeds: Afflict (14 DC); Factors: Increase morale penalty to 10 (+16 DC),
inflict -5 penalty to Wisdom (+20 DC), afflict sight (+2 DC), suffer sanity loss
(+20 DC, ad hoc), no somatic component (+2 DC), no verbal component (+2 DC);
Mitigating factors: Burn 2,000 XP (-20 DC), Backlash 10d6 (-10 DC)
The caster of this spell has intimate knowledge of the Old Ones of Inzeladun.
He has the ability to force others, against their will, to see what he
has seen, to know the unspeakable knowledge that man was not meant to know and
suffer devastating effects of glimpsing an Old One.
Those who fail their saves go blind with madness, lose their will to
fight, and lose their resistances to that which was once known to them.
Upon a failed save, the target suffers a -10 morale penalty to all
attacks, checks and saves, a -5 penalty to Wisdom, blindness, and a temporary
1d100 sanity loss. Blinded
characters take a -2 penalty to AC, moves at half speed, and takes a -4 penalty
on Search checks and on most Strength- and Dexterity-based skill checks.
All checks and activities that rely on vision (such as reading and Spot
checks) automatically fail. All
opponents have total concealment (50% miss chance) relative to the blinded
character. Unleashing this magic
creates a magical backlash that cannot be avoided that does 10d6 points of
damage to the caster.
Clairsentience (Mind-Affecting)
Psicraft DC: 46
Components: XP
Manifesting Time: 1 minute
Range: 300 ft.
Target: One living creature
Duration: 20 minutes
Saving Throw: Will negates
Power Resistance: Yes
To Develop: 414,000 gp; 9 days; 16,560 XP; Seeds: Afflict (14 DC); Factors: Increase morale penalty to 10 (+16 DC),
inflict -5 penalty to Wisdom (+20 DC), afflict sight (+2 DC), suffer sanity loss
(+20 DC, ad hoc), Hide visual display (+4 DC); Mitigating factors: Burn 2,000 XP
(-20 DC), Backlash 10d6 (-10 DC)
The manifester of this power has intimate knowledge of the Old Ones of
Inzeladun. He has the ability to
force others, against their will, to see what he has seen, to know the
unspeakable knowledge that man was not meant to know and suffer devastating
effects of glimpsing an Old One. Those
who fail their saves go blind with madness, lose their will to fight, and lose
their resistances to that which was once known to them.
Upon a failed save, the target suffers a -10 morale penalty to all
attacks, checks and saves, a -5 penalty to Wisdom, blindness, and a temporary
1d100 sanity loss. Blinded
characters take a -2 penalty to AC, moves at half speed, and takes a -4 penalty
on Search checks and on most Strength- and Dexterity-based skill checks.
All checks and activities that rely on vision (such as reading and Spot
checks) automatically fail. All
opponents have total concealment (50% miss chance) relative to the blinded
character. Unleashing this power creates a psionic backlash that causes 10d6
points of unavoidable damage.
Time
Stop Invasion
Transmutation (Teleportation)
Spellcraft DC: 60
Components: V, S
Casting Time: 6 minutes
Range: Touch
Target: You and touched objects or other touched willing creatures
weighing up to 1,000 lbs
Duration: 5 rounds
Saving Throw: None or Will negates (see text)
Spell Resistance: Yes
To Develop: 540,000 gp; 11 days; 21,600 XP; Seeds: Transport
(27 DC); Factors: Temporal use (+8 DC), Contingent upon specific trigger (+25
DC); Mitigating Factors: Increase casting time by 5 minutes (-10 DC)
The caster of this spell is prepared for the awesome effects of Time Stop.
This spell remains charged and ready to go until unleashed. It is
unleashed the instant anyone the caster is aware of casts Time Stop.
The spell allows the caster to move into the same time stream the Time
Stopped caster is in, allowing them to interact with each other normally
(although everyone around them appears to be stopped) for the spell's
duration. Each contingent spell in use counts as a slot used from the
caster's epic spell slots.
This spell was developed by Hrelga, the Frost Giant Lich Queen.