New Epic Spell: Ekpyrosis
Spellcraft DC: 230
Components: V, S
Casting Time: Standard action
Duration: Instantaneous / 20 rounds (D)
Range: 300 ft.
Effect: 40-ft.-radius burst
Saving Throw: Reflex half
Spell Resistance: Yes
Seed:
energy (fire) (DC 19),
energy (electric) (DC 19),
summon (DC 14). Factors: 1-action casting time (+20 DC), change area to 20-ft. radius burst (+4 DC), increase to 40-ft. radius (+4 DC), increase damage dice to d20 (+40 DC), increase electricity and fire damage to 25 dice (+60 DC), summon CR 35 creature (+66 DC), summon nonoutsider (+10 DC). Mitigating Factors: 22d6 backlash (-22 DC).
To Develop: 2,070,000 gp; 42 days; 82,800 XP.
The caster calls up a wave of power that bursts forth as fire and lightning. This effect deals 25d20 fire damage and 25d20 electricity damage (avg. 262 damage each) to all in the radius of effect. A moment later, a primal fire elemental appears in the center of the effect. It acts immediately, on the character’s turn. It attacks the character’s opponents to the best of its ability. If the character can communicate with the elemental, he or she can direct it not to attack, to attack particular enemies, or to perform other actions. The summoned elemental acts normally on the last round of the spell and disappears at the end of its turn.
The raw power of this spell inflicts 22d6 backlash on the caster.
New Epic Spell: Rout
Enchantment (Compulsion) [Fear, Mind-Affecting]
Spellcraft DC: 64
Components: V, S
Casting Time: 1 standard action
Range: 600 ft.
Area: 200-foot cone
Duration: 20 minutes
Saving Throw: Will negates
Spell Resistance: Yes
To Develop: 576,000 gp; 12 days; 23,040 XP. Seed: afflict (DC 14). Factors: change target to area (20-ft. radius) (+10 DC), increase area to 100-foot radius (+16 DC), double range (+2 DC), 1-action casting time (+20 DC), increase penalty to -4 (+4 DC)
Every creature in the area is seized by horrid fear and suffers a –4 morale penalty on attack rolls, checks, and saving throws. This spell is often cast to crush the morale of a large section of an enemy army.
Phobia Plague [Ritual]
Enchantment (Compulsion) [Fear, Mind-Affecting]
Spellcraft DC: 73
Components: V, S, Ritual
Casting Time: 10 minutes
Range: 600 ft.
Area: 300-foot cone
Duration: 20 minutes
Saving Throw: Will negates
Spell Resistance: Yes
To Develop: 657,000 gp; 14 days; 26,280 XP.
Seed: afflict (DC 14). Factors: change target to area (20-ft. radius) (+10 DC), increase area to 300-foot radius (+56 DC), double range (+2 DC), increase penalty to -8 (+12 DC). Mitigating factors: three casters contributing 4th-level spell slots (-21 DC)
Every creature in the area is seized by horrid, intense fear and suffers a –8 morale penalty on attack rolls, checks, and saving throws. Due to the long casting time and multiple casters, this spell is cast in large-scale battles to crush the morale of a large section of an enemy army.
New Epic Spell: Acidblast
Evocation [Electricity, Sonic]
Spellcraft DC: 90
Components: V, S
Casting Time: 1 standard action
Range: 300 ft.
Area: 30-ft.-radius spread
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
To Develop: 810,000 gp; 17 days; 32,400 XP. Seed: energy x2 (electricity and acid) (DC 38). Factors: increase damage dice to d20 (+40 DC), increase area by 100% (+4 DC), 1-action casting time (+20 DC). Mitigating Factors: 12d6 backlash (-12 DC).
An
acidblast explodes with a shattering blast of thunder and a devastating rain of acid. A
stormblast deals 10d20 points of acid damage (avg. 105) and 10d20 points of sonic damage (avg. 105) to all creatures within the area. Unattended objects also take this damage. The character takes 12d6 points of damage (avg. 42) upon casting. The character points his or her finger and determine the range (distance and height) at which the
acidblast is to detonate. A fist-sized ball of thundering acid streaks forth and, unless it impacts a material body or solid barrier prior to attaining the indicated range, expands into its full area.
NOTE: This one was specifically designed as a better version of the ELH
hellball epic spell. Same DC; replaces the XP cost with 2d6 backlash; significantly higher average damage (210 for 20d20 vs. 140 for 40d6); and no easily-resisted/commonly-immune fire damage.
New Epic Spell: Death Given Form
Necromancy
Spellcraft DC: 51
Components: V, S
Casting Time: 1 minute
Range: Touch
Target: Two corpses touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
To Develop: 459,000 gp; 10 days; 20,400 XP.
Seed: animate dead (DC 23). Factors: create and control 32 HD of undead (+18 DC), undead type: dread wraith (ad hoc +10 DC).
The caster touches two corpses and casts this spell. At the conclusion of the casting, each corpse melts away into incorporeality, becoming a dread wraith.
New Epic Spell: The Sunless Hunters (Ritual)
Necromancy
Spellcraft DC: 25
Components: V, S, M, Ritual, XP
Casting Time: 10 minutes
Range: Touch
Target: One or more corpses touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
To Develop: 225,000 gp; 5 days; 9,000 XP.
Seed: animate dead (DC 23). Factors: create and control 80 HD of undead (+90 DC), undead type: vampire (+6 DC). Mitigating Factors: casting time 10 minutes (-18 DC), ritual (1 8th-level spell slot, 3 3rd-level spell slots) (-30 DC), expensive material component (ad hoc -4 DC), backlash 22d6 (-22 DC), burn 2000 XP (-20 DC).
This terrible ritual spell animates corpses as up to 80 HD of vampires. This spell allows the caster to control up to 60 HD of undead above his normal limit.
When the spell is cast, the caster suffers 22d6 backlash damage, his own blood drawn out to feed the vampires' initial spark of unlife.
It also requires the following:
Ritual Component: 1 caster contributing an 8th-level spell slot, 3 casters contributing 3rd-level spell slots.
Material Component: rubies or red diamonds worth 10,000 gp.
XP Cost: 2,000 XP.
Yara
Human male 26th-level sorcerer
HD 26d4+52 (143 hp), Init +1, Spd 30 ft.; AC 41 (+1 Dex, +5 deflection, +5 natural, +20 epic mage armor), touch 16, flat-footed 40; Attack touch spell +12 melee touch, ray +15 ranged touch; SA spells; SQ DR 15/adamantine, permanent spells; Saves Fort +13, Ref +11, Will +16; Abilities Str 8, Dex 13, Con 16, Int 18 (w/
headband), Wis 10, Cha 35 (w/
cloak); Skills Bluff +26, Diplomacy +26, Intimidate +41, Knowledge (arcana, the planes) +33, Sense Motive +14, Spellcraft +33 (+43 for epic spells), Spot +15; Feats Combat Casting, Craft Wondrous Item, Empower Spell, Enlarge Spell, Extend Spell, Spell Focus (necromancy), Weapon Focus (ray); Epic Feats Automatic Metamagic Capacity (x2), Epic Spellcasting, Spell Knowledge.
Spell save DC: 22 + spell level (23 + spell level for necromancy spells).
Epic Magic Items
cloak of epic Charisma +10, rod of the epic spellcaster
Nonepic Magic Items
headband of intellect +6, orange prism ioun stone, ring of protection +5, amulet of natural armor +5
Inherent Bonuses
Yara has inherent bonuses of +3 to Con (
manual of bodily health +3), +1 to Int (wish), and +5 to Cha (
tome of leadership and influence +5).
Permanent Spells
Yara is under the effect of permanent
detect magic,
read magic, and
resistance.
Spells
Caster level 27th (orange prism ioun stone), save DC 22 + spell level (23 + spell level for necromancy spells).
Spells Known:
0 – arcane mark, dancing lights, detect magic, ghost sound, message, prestidigitation, read magic, resistance, touch of fatigue;
1 – chill touch, magic missile, protection from good, ray of enfeeblement, shield;
2 – command undead, eagle's splendor, false life, scorching ray, spectral hand;
3 – dispel magic, fly, protection from energy, vampiric touch;
4 – animate dead, crushing despair, enervation, fear;
5 – cloudkill, permanency, symbol of pain, teleport;
6 – create undead, disintegrate, greater dispel magic;
7- control undead, finger of death, summon monster VII;
8 – clone, create greater undead, horrid wilting, polar ray;
9 – energy drain, time stop, wail of the banshee, wish.
Spells Per Day: 6/9/9/9/9/8/8/14*/8/7 (*ring of epic wizardry VII)
Epic Spells Known: Epic Mage Armor, The Sunless Legion (see above)
Epic Spells Per Day: 2 (1 used to cast
Epic Mage Armor every morning)
XP Spent: 35,380
1500 (permanent
detect magic, read magic, resistance on self); 600 (craft
orange prism ioun stone); 720 (
craft headband of intellect +6); 5,000 (wish – between levels 17 and 18); 16,560 (develop Epic Mage Armor – between levels 22 and 23); 9,000 (develop The Sunless Legion – after level 26); 2,000 (cast The Sunless Legion).
Preparations
Always: Yara casts
epic mage armor every morning, so he always has this spell active.
Before combat: If given time to prepare before combat, Yara will cast
eagle's splendor, fly, and
protection from energy (fire) on himself, in that order. He will then summon a babau demon with
summon monster VII.
[With preparation: Spd 30 ft., fly 60 ft. (good); SQ DR 15/adamantine, protection from fire (120 hp); Cha 39.
Spell save DC: 24 + spell level (25 + spell level for necromancy spells).]