Post your epic spells here!

the Jester

Legend
I'll start with one that is almost a theoretical exercise, as I want to practice stretching the epic spell system in preparation for giving it a good tweak:

Shattering Blast of Utmost Potency
Evocation
Spellcraft DC: 1015
Components: V, S, M
Casting Time: 1 action
Range: 0
Area: 1 mile radius burst
Duration: Instantaneous
Saving Throw: Ref half
Spell Resistance: Yes
To Develop: 9,135,000 gp; 183 days; 365,400 xp. Seed: energy (DC 19). Factors: change damage type to force (+8 DC); increase to 20d6 damage (+20 DC); increase damage die to d20 (+40 DC); 1 action casting time (+20 DC); add +26200% area (+1048 DC). Mitigating factors: requires expensive material components (-100 DC), 40d6 backlash damage (-40 DC).

This spell unleashes a blast of force that deals 20d20 points of damage to all creatures and objects within 1 mile of you. It does not harm you, but almost everything else within a mile is destroyed by the terrible wave of force that washes over it.

Material Components: diamonds worth 250,000 gp.
 

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I've made up a few for my near-epic/soon-to-be-epic campaign. No 1000+ DCs though, I'm afraid. :p

Here's one that can be publicly seen (the others will be better as surprises): :]

Estate Transference
Conjuration (Teleportation)
Spellcraft DC: 59
Components: V, S, M
Casting Time: 1 day
Range: See text
Area: Area of up to 16,384 - 10 ft cubes
Duration: Instantaneous
Saving Throw: None (see text)
Spell Resistance: No (object)
To Develop: 531,000 gp; 11 days; 21,240 XP; Seed: transport (DC 27); Factors: Transport to another plane (+4 DC), change target to area (DC +10), change area to 4 – 10 ft cubes (DC +2), increase area to 16,384,000 ft^3 (DC +48); Mitigating Factors: Increase casting time to 10 minutes (-20 DC), increase casting time to 1 day (-2 DC), burn 1,000 XP (-10 DC), 20d6 backlash (-20 DC)

Before casting this spell, you must place objects or material native to the destination plane around the area you wish to transport, delineating it’s borders. This material can be anything native to the destination (dirt, water, etc.), but it must remain in place for the entire casting. While casting this spell, you must remain within sight of the area you wish to transport for the entire 1 day casting time. Upon completion of casting, the desired area is transported to a specified location on the plane of your choice, and any creatures within the area are whisked away with it. Any creatures in the area of the destination are shoved to the borders of the newly-transported area as it forms.
If the height of the area to be transported is not delineated, the spell will, by default, include the entire height of buildings or other structures within, up to the maximum volume allowed by the spell. If the height of the area to be transported is delineated by the caster, buildings and other structures could be sheared off. If a creature is adjacent to a border between the area that is leaving and the area that is staying, he may make a Reflex save to jump out of the area at the moment of transport.
 
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Here's one I created to emulate the White Witch's spell from Narnia. Or at least, it emulates the "Always Winter" part, if not quite the "Never Christmas", which I'd imagine would simply be a powerful ward. It also covers a number of other fantasy archtypes, not limited to the following list: The Windstorm surrounding that one tree city in Final Fantasy IX, The eternal cloud hanging over that one city in the Belgariad, Biblical style curses involving everlasting droughts, Misery Mire from the Legend of Zelda, A Link to the Past, and I'm sure much more...

Eternal Season
Evocation
Spellcraft DC: 100
Components: V, S
Casting Time: 100 days
Area: 124 mile radius hemisphere
Duration: Permanent
Saving Throw: None
Spell Resistance: No

To Develop: 900,000 gp; 18 days; 36,000 XP. Seeds: Energy (19), Double Area (fifteen times) (+60), Permanent (x5), Increase casting time by 10 minutes (-20), Increase casting time by 100 days (-200), Backlash 75d6 points of damage (-75)

This spell permanently sets the weather for an entire kingdom to be the same, forever. This weather condition must be set during the casting of the spell, but can be anything, from eternal summer, eternal winter, eternal rain, eternal overcast, eternal tornados, eternal storm, eternal drought, or any other weather condition desired.

This weather, while permanent, does not have a mind of its own, and cannot be set to be discriminate in its effects. Lightning storms cannot be made to target armies, for example, and tornados will not deliberately seek out cities (although it might happen randomly in either case).
 
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The Mantle of Eternity
Necromancy [Evil]
Spellcraft DC:
0
Casting Time: 40 days
Range: Personal
Target: You
Duration: Contingent until expended, then instantaneous
Saving Throw: None
Spell Resistence: No
With forty days and forty nights of prayer and fasting, you earn the Mantle of Eternity. With it, you lose dependence.... on everything. You re-tie your soul to your consciousness in such a way that if your body is destroyed, you remain. If your soul is smashed, it reforms. If your mind is broken, you get better. Forever and always. You forfiet the rest or torment you earned for yourself in life, and forge your own destiny after the grave. Beware, though; once this spell is cast, there is no going back. Ressurection, True Ressurection, and similar magjicks are only a reprieve from your self-imposed state, granting you a temporary material form. After it's destruction, you remain. Forever a ghost, haunting the barrier between the life you lived and the curse you have become.

Seed: Animate Dead, Base DC 23
46 Extra HD: +46 DC
Ghost: +8
Contingent on a Specific Trigger: +25
Personal: -2
Increase Casting Time by 10 Minutes -20
Increase Casting Time by 40 Days -80
 

Here is one of my favorites that I have actually gotten to use:

Scrystrike
Divination (Scrying)
Spellcraft DC: 86
Components: V, S
Casting Time: 1 minute
Range: Unlimited
Effect: Magical sensor
Duration: 20 minutes (D)
Saving Throw: See text
Spell Resistance: See text
To Develop: 774,000 gp; 16 days; 30,960 xp. Seeds: destroy (DC 29), reveal (DC 19). Factors: reaches across planes (+8), +15d6 damage (+30).

This spell allows you to scry the target and inflict 30d6 hit points of damage to it. You may only inflict damage to the target once during the duration. Though there is no saving throw or SR against the scrying effect, there is a Fort save for half damage (and SR applies) against the destruction effect. If a creature or object is destroyed by this spell, all that remains is a fine grey powder.
 

You need to add Forsee to that, to get the target's location (and even that is restricted to living targets) as Reveal targets a known or obvious point in the multiverse, not a creature.

Edit:
Also, that effect can be done by a Psion(Seer) pre-epic.

Psion(Seer) 20

Important Feat
Overchannel

Important Powers
Disintigrate, Psionic
Remote Viewing (may be taken by Expanded Knoweledge for non-seers)
(Vigor is also useful, as always - particularly so here, as you'll be taking 3d8 points of damage, voluntarily)

Method:
Manifest Remote Viewing on your target (they get a Will save and Power Resistance)
Overchannel to get your manifester level up to 22, so you can manifest Disintigrate through the quasi-real viewpoint (fort save and Power Resistence applies, and you need to make a touch attack, and you take 3d8 damage)

Takes an hour, 20 xp, and 29+ power points to pull off (the + is for Vigor to cusion the Overchannel), permits power resistance twice, allows two saves and requires a touch attack, but it makes for quite the assasination.

This can be done without Overchannel (or Vigor) by using a lower level power to do less damage; Crystal Shard, Mind Thrust, Recall Agony, or any of the damage/kill powers at 5th level and below function in place of disintigrate.... but Disintigrate doesn't leave a body, and more closely resembles your Epic spell, above.

Astral Construct makes for fun assasinations.

Crystalize has the same issues with manifester level as Disintigrate, but permits changing your mind later.

Retrieve has the same issues with manifester level as Disintigrate, but makes for a very, very good thief (was being actively watched on a different continent, and didn't go anywhere.....).
 
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Snuff
Necromancy
Spellcraft DC: 65
Components: V, S
Casting Time: 1 action
Range: 300’
Target: One creature
Duration: Instantaneous
Saving Throw: Fort partial
Spell Resistance: Yes
To Develop: 585,000 gp; 12 days; 23,400 xp. Seed: slay (DC 25). Factors: One action casting time (+20). Requires epic spell to counter (+10 DC). Requires specific DC (+10 DC).

This spell utterly snuffs the soul of one creature of up to 80 HD. The creature is killed instantly, turned into a fine black ash, and his soul is snuffed out. Only an epic spell designed to recreate a soul with a Spellcraft DC of 50 or higher can restore the creature’s soul.

If the victim makes a Fortitude save, DC 20 + your spellcasting ability modifier, it instead suffers only 3d6+20 points of damage.
 

Earth Ritual of the Shifting Stones
Transmutation
Spellcraft DC: 63
Components: V, S, Ritual
Casting Time: 30 days, 11 minutes
Range: Touch
Target: Creature touched
Duration: Permanent
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
To Develop: 567,000 gp; 12 days; 22,680 xp. Seed: fortify (DC 25 to give a sense). Factors: Increase radius to 90’ (+12 DC), increase duration to permanent (x5). Mitigating factors: increase casting time to 11 minutes (-20 DC), increase casting time to 30 days (-60 DC), requires three additional casters contributing 5th-level spell slots and seven additional casters contributing 2nd-level spell slots (-42 DC).

This spell gives the subject tremorsense to a range of 90’. As long as he is in contact with the ground, he may use this ability constantly.
 

Jack Simth:
have you read the book: "A darkness at sethanon"
Your spell could have been writen specifically for the character Macros the Black. Wel done.
On the downside however the spell is ludicrously powerfull, consider this situation:
21st level caster that can cast "mantel of eternity" VS Elminster, Kord, and every other deity in egsistence.
21st level caster sais "Ha Ha, i've cast mantel of eternity, Your cant kill me no matter HOW powerfull you are!" "mwuahahahahahahahahahaha!!!!!!!!!!!!"
gods all look sad and cry "oh no! undone by an epic spell with a Spellcraft DC of 0!!!!"

no offence but i cant see how this could be workable as a spell that could be used in game.
It was however Brilliantly wroughted :] , it breaks no rules and is completely overpowered, can't wait to spring this one on my DM. it should be almost as good as the look on his face when i killed his 22nd level lich that he spent 3 hours creating in one round :cool: ... as an 13th level characrer :] :]
 

It's NOT actually all that overpowered... Once killed, the character becomes excrutiatingly vulnerable, as they abruptly become a ghost with one hit point per hit die, open to being bound, imprisoned, mind-controlled, or otherwise inconvenienced. Certainly, you pass beyond the veil of death, but there are many worse fates than death, especially in DnD.
 

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