(5e) IMMORTAL RULES

dave2008

Adventurer
UPDATE 08/10/2018: Complete redesign of this thread.
Unfortunately I started deleting content before I realized I shouldn't! I saved what I could from the old thread in post #12. Please note that all of the posts after post #11 and before post #51 will relate to the old content and no longer make sense - sorry! I decided to update this thread instead of starting a new thread.
DESIGN INTENT:
I have created this thread to post content to extend play beyond level 20 for those few diehards who dig epic play and want to see it come to 5e. These guidelines are a work in progress, but the general inspiration was the Immortal Handbook from BECMI. That being said, true to 5e's design philosophy I will try to draw from all editions and with a new twist or two. I would also love input from the community as well. The more ideas the merrier!

The intent of these Epic Guidelines is to create a game play that is similar to standed D&D 5e, but with enough differences to mark it as something different, something EPIC. To do this I will invoke the wisdom of another patron of Epic play, Upper Krust and his Ten Commandments of Epic games (written about 4e, but applies here as well): Article: The Ten Commandments of Epic Though, to be honest I can't bring myself to go quite to his level of extreme high level play.

The general concept for this 5e Epic Character guide is that the general rules of play, whether it is in combat, exploration, or social interaction are the same, just wrote on a grander scale, with some exceptions. You will mostly likely still need, at a minimum, the 5e PHB and DMG to play epic characters and create epic adventures.

These guidelines are likely to change quite a bit, so the following few posts (the Epic Guidelines) may be vastly revised for some time. Please review and let me know what you think.

This is the PC companion to my 5e Epic Monster Updates thread: 5e EPIC MONSTER UPDATES
 
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dave2008

Adventurer
(5e) IMMORTAL PLAYER'S GUIDE: INTRODUCTION

Credits
More to come!

Introduction

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Table of Contents
Introduction
Part 1 - Making an Immortal Character

Chapter 1: Apotheosis

Chapter 2: Immortal Form

Chapter 3: Authority

Chapter 4: Divine Realms

Chapter 5: Epic Equipment

Chapter 6: Immortal Customization
Part 2 - Playing Gods
Chapter 7: Epic Rank

Chapter 8: Immortal Adventures

Chapter 9: Epic Combat
Part 3 - The Rules for Immortal Magic
Chapter 10: Immortal Magic

Chapter 11: Epic Spells
Appendices
 
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dave2008

Adventurer
(5e) IMMORTAL PLAYER'S GUIDE: PART 1 - Making an Immortal Character

Chapter 1: Apotheosis
Update this chapter with variant rules for HP and AC.
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Chapter 2: Divine Authority
More to come!

Chapter 3: Immortal Form
This chapter is a little rough. I think it will need go through some extensive clarity re-write. I am manly trying to get some ideas out into the wild.
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Chapter 4: Divine Realms
More to come!

Chapter 5: Epic Equipment
More to come!

Chapter 6: Immortal Customization
More to come!
 
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dave2008

Adventurer
(5e) IMMORTAL PLAYER'S GUIDE: PART 2 - Playing Gods

Chapter 7: Epic Rank
Updated Epic Might (12/2/18).
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Chapter 8: Immortal Adventures
More to come!

Chapter 9: Epic Combat
More to come!
 
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dave2008

Adventurer
(5e) IMMORTAL PLAYER'S GUIDE: PART 3 - The Rules of Immortal Magic

Chapter 10: Immortal Magic
More to come!

Chapter 11: Epic Spells
More to come!
 
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dave2008

Adventurer
OLD STUFF:

Epic Boons:
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Boon of Ability
Cost: see below
Prerequisite: 20th level & see below (boon of immortality)
Your character can increase one ability core by 2 or two ability scores by 1 each. The ability score can be increased above 20, up to a maximum of 24. If your character posses the Boon of Immortality you can increase your ability score up to a maximum of 40.
You can take this boon more than once and the cost in QP varies as follows:
Up to 24:
1 QP per 2 points
From 25-30:
2 QP per 2 points
From 31-35:
3 QP per 2 points
From 36-40:
4 QP per 2 points

Boon of Combat Prowess
Cost: 1 QP
Prerequisite: 20th level
As described in the DMG page 232 "Epic Boons."

Boon of Dimension Travel
Cost: 1 QP
Prerequisite: 20th level
As described in the DMG page 232 "Epic Boons."

Boon of Epic Might
Cost: 2 QP, varies see below
Prerequisite: 20th level, Boon of Immortality, 20 Constitution or Charisma, and see below
You gain the intrinsic divine might of the gods. You gain a +1 bonus to your ability checks, armor class, saving throws, spell attack bonus, and spell save DC. You also gain a +2 bonus to damage rolls and your weapon attacks are treated as +1 magical weapons for overcoming resistances. These bonuses cannot be dispelled, are not affected by anti-magic fields, and do not stack with bonuses provided by magical weapons and equipment you are wearing or using.
You can take this boon more than once, but you must take them in order (you can only take the +3 boon after you have taken the +1 and +2 boon), with the following cost and requirements:

3 QP / 23 Con or Cha: Increase the bonus to +2 (+4 damage) and your attacks are treated as +2 magical weapons.
4 QP / 27 Con or Cha: Increase the bonus to +3 (+6 damage) and your attacks are treated as +3 magical weapons.
5 QP / 31 Con or Cha: Increase the bonus to +4 (+8 damage) and your attacks are treated as +4 magical weapons.
6 QP / 35 Con or Cha: Increase the bonus to +5 (+10 damage) and your attacks are treated as +5 magical weapons.

Boon of Expertise
Cost: 1 QP
Prerequisite: 20th level
You can select a new feat.
You can take this boon more than once; however, your total number of feats cannot exceed your Wisdom or Intelligence modifier, whichever is higher, plus your proficiency bonus.

Boon of Fate
Cost: 1 QP
Prerequisite: 20th level
As described in the DMG page 232 "Epic Boons," except as follows:
You can take this boon more than once. Each additional time you take this boon add one d10 to the roll, to a maximum of 10 dice, and select the highest die to be the bonus or penalty to the creature's roll.

Boon of Fortitude
Cost: 1 QP
Prerequisite: 20th level and see below
As described in the DMG page 232 "Epic Boons," except as follows:
You can take this boon more than once. Your highest maximum hit point value is determined by your constitution score as follows:

Constitution of 20 or less, maximum hit points cannot exceed: 400
Constitution of 21-25, maximum hit points cannot exceed: 600
Constitution of 26-30, boon of immortality, maximum hit points cannot exceed: 900
Constitution of 31-35, boon of immortality, maximum hit points cannot exceed: 1,300
Constitution of 36-40, boon of immortality, maximum hit points cannot exceed: 1,700

Boon of High Magic
Cost: Varies, see below
Prerequisite: 20th level, you must be able to cast spells, meet the CR requirement for epic spellcasting (refer to Epic Spellcasting), and see below
You gain an additional spell slot, assuming you already have one of that level, at the rate defined below:

1 QP: you gain 1 level 5 or 6 spell slot.
2 QP: you gain 1 level 7 or 8 spell slot.
3 QP: you gain 1 level 9 spell slot.
4 QP, boon of immortality: you gain 1 level 10 spell slot.
5 QP, boon of immortality: you gain 1 level 11 spell slot.
6 QP, boon of immortality: you gain 1 level 12 spell slot.

You can take this boon more than once, but only once for each spell slot level.

Boon of Immortality
Cost: 1 QP
Prerequisite: 20th level
As described in the DMG page 232 "Epic Boons."

Boon of Innate Spellcasting
Cost: Varies, see below
Prerequisite: Boon of Immorality, at least one portfolio, meet the CR requirement for epic spellcasting (refer to Epic Spellcasting), and see below
You are able to innately cast spells, requiring no material components, from your portfolio's spell list. The level of spell you can cast and its usage are based on the amount of QP you spend and your casting ability score as indicated on the following chart:

Cost:
Prerequisite:
Usage:
Spell Level:
1 QP
24 in casting ability
At- will
1st - 2nd
2 QP
24 in casting ability
3/day
3rd - 4th
3 QP
24 in casting ability
1/day
5th - 6th
4 QP
28 in casting ability
At- will
3rd-4th
5 QP
28 in casting ability
3/day
5th-6th
6 QP
28 in casting ability
1/day
7th-8th
7 QP
32 in casting ability
At- will
5th-6th
8 QP
32 in casting ability
3/day
7th-8th
9 QP
32 in casting ability
1/day
9th-10th
10 QP
36 in casting ability
3/day
9th
11 QP
36 in casting ability
1/day
11th-12th
You can take this boon more than once. The limit on the number of spells you can take is determined by your casting ability score divided by the boon cost+5-your epic might (see boon of epic might) if you have taken that boon. For example:

If your spell casting score is 26 you can have up to 5 1st-2nd lvl spells you can cast at will [26/(1+5-1)]; and 4 3rd-4th lvl spells you can cast 3/day [26/(2+5-1)]; and 3 5th-6th lvl spells you cast 1/day [26/(3+5-1)].

Boon of Invincibility
Cost: 1 QP
Prerequisite: 20th level
As described in the DMG page 232 "Epic Boons."

Boon of Irresistible Offense
Cost: 1 QP
Prerequisite: 20th level, see below
Choose one damage type. Your attacks can bypass resistance to that damage type.
You can take this boon more than once. You can select a different damage type or the same damage type. If you select the same damage type and have the boon of immortality, your attacks treat immunity to that damage type as resistance instead. If you select the same damage type a third time, your attacks can bypass immunity to that damage type. If you take this boon multiple times for the same damage type the cost in QP increases as follows:

2nd time for the same damage type: 2 QP
3rd time for the same damage type: 4 QP

Boon of Luck
Cost: 1 QP
Prerequisite: 20th level
As described in the DMG page 232 "Epic Boons," except as follows:
You can take this boon more than once. Each additional time you take this boon add one d10 to the roll, to a maximum on 10 dice, and select the highest die to add to your roll.

Boon of Legendary Actions
Cost: 2 QP
Prerequisite: 20th level, boon of immortality, boon of epic might
You can take 1 legendary action or gain one legendary action type. You can choose a legendary action from your list of legendary actions, but only one legendary action be used at a time, after another creature's turn. If you have unspent legendary actions at the end of the round, you may spend and use your remaining legendary action(s).
You can take this boon more than once, gaining an additional legendary action type or an additional usage of legendary actions. The total number of legendary actions you can take during a round cannot exceed the value of your epic bonus granted by the boon of epic might. The following legendary actions can be taken by anyone, refer to your portfolio(s) for additional legendary action types:

Attack. You can take one attack action
Move. You can move half your speed
Spell. You can innately cast an at-will spell if you have the ability to innately cast spells.

Boon of Legendary Resistance
Cost: 2 QP
Prerequisite: 20th level, boon of immortality, boon of epic might
Once per day, when you fail a saving throw you can choose to succeed instead.
You can take this boon more than one, gaining an additional usage of the boon, up to a maximum of 5 times per day. However, the total number of times you can take this boon cannot exceed the value of your epic bonus granted by the boon of epic might.

Boon of Magic Immunity
Cost: 1 QP, see below
Prerequisite: 20th level, Boon of Magic Resistance, Boon of Immortality, 18 Constitution, Intelligence, Wisdom, or Charisma, and see below
Unless you wish to be affected, you are immune to 1st level and lower spells.
You can take this boon more than once. Each time time you take this boon the cost increases and their is an additional prerequisite as follows:

2 QP / 20 Con, Int, Wis, or Cha: immunity to 2nd level spells.
3 QP / 23 Con, Int, Wis, or Cha: immunity to 3rd level spells.
4 QP / 26 Con, Int, Wis, or Cha: immunity to 4th level spells.
5 QP / 29 Con, Int, Wis, or Cha: immunity to 5th level spells.
6 QP / 32 Con, Int, Wis, or Cha: immunity to 6th level spells.
7 QP / 35 Con, Int, Wis, or Cha: immunity to 7th level spells.
8 QP / 38 Con, Int, Wis, or Cha: immunity to 8th level spells.

Boon of Magic Resistance
Cost: 2 QP
Prerequisite: 20th level
As described in the DMG page 232 "Epic Boons."

Boon of Peerless Aim
Cost: 1 QP
Prerequisite: 20th level
As described in the DMG page 232 "Epic Boons."

Boon of Perfect Health
Cost: 1 QP
Prerequisite: 20th level
As described in the DMG page 232 "Epic Boons."

Boon of Planar Travel
Cost: 1 QP
Prerequisite: 20th level, Boon of Immortality
As described in the DMG page 232 "Epic Boons," except as follows:
You can take this boon more than once, if you have already taken the boon of immortality, to choose additional planes of existence.

Boon of Proficiency
Cost: 2 QP
Prerequisite: 20th level, Boon of Immortality
Your proficiency bonus increases by 1, up to a maximum of +10.
You can take this boon more than once.

Boon of Quick Casting
Cost: 1 QP
Prerequisite: 20th level
As described in the DMG page 232 "Epic Boons."

Boon of Recovery
Cost: 1 QP
Prerequisite: 20th level
As described in the DMG page 232 "Epic Boons."

Boon of Resilience
Cost: Varies, see below
Prerequisite: 20th level and as noted below
You gain resistance to bludgeoning, piercing, and slashing damage as follows

1 QP, Minimum Constitution of 20: bludgeoning, piercing, and slashing that is non-magical.
1 QP, Minimum Constitution of 22: bludgeoning, piercing, and slashing that is +1 magical or less
2 QP, Minimum Constitution of 26: bludgeoning, piercing, and slashing that is +2 magical or less
3 QP, Minimum Constitution of 30: bludgeoning, piercing, and slashing that is +3 magical or less
4 QP, Minimum Constitution of 34: bludgeoning, piercing, and slashing that is +4 magical or less
5 QP, Minimum Constitution of 38: bludgeoning, piercing, and slashing that is +5 magical or less

​You can take this boon more than once, but you must take each step in succession (to gain resistance to +1 magical attacks you must first gain resistance to non-magical attacks, etc.), and have already taken the boon of immortality to gain resistance to +1 or greater magical attacks.

Boon of Skill Proficiency
Cost: 1 QP
Prerequisite: 20th level
You gain proficiency in two skills of your choice.
You can take this boon more than once.

Boon of Speed
Cost: 1 QP
Prerequisite: 20th level
As described in the DMG page 232 "Epic Boons."

Boon of Spell Mastery
Cost: 1 Q
Prerequisite: 20th level, you must be able to cast spells
As described in the DMG page 232 "Epic Boons."

Boon of Spell Recall
Cost: 1 QP
Prerequisite: 20th level
As described in the DMG page 232 "Epic Boons."

Boon of the FIre Soul
Cost: 1 QP
Prerequisite: 20th level
As described in the DMG page 232 "Epic Boons."

Boon of the Night Spirit
Cost:
1 QP
Prerequisite: 20th level
As described in the DMG page 232 "Epic Boons."

Boon of the Stormborn
Cost: 1 QP
Prerequisite: 20th level
As described in the DMG page 232 "Epic Boons."

Boon of of the Titan
Cost: 2 QP
Prerequisite: 20th level, see below.
You increase your size by one category, up to a maximum of gargantuan; you gain 20 hit points; you add 10 feet to your speed; and your space and reach increase accordingly. You can use weapons and equipment of the corresponding size. Your clothing and equipment do not increase in size when you take this boon.
You can take this boon more than once. However, you cannot increase your hit point maximum beyond the thresholds described in Boon of Fortitude. In addition, for each size increase you must meet the following prerequisites:

Medium: 10 Strength
Large: 16 Strength
Huge: 22 Strength
Gargantuan: 25 Strength

Boon of the Unfettered
Cost: 1 QP
Prerequisite: 20th level
As described in the DMG page 232 "Epic Boons."

Boon of Truesight
Cost: 1 QP
Prerequisite: 20th level
As described in the DMG page 232 "Epic Boons."

Bone of Undetectability
Cost: 1 QP
Prerequisite: 20th level
As described in the DMG page 232 "Epic Boons."

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Epic Equipment:

Reserved for future use

Epic Weapons:
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Epic weapons, like artifacts in general, are more than meets the eye. To start, most epic weapons are made of incredibly rare and dense materials and thus much heavier, harder, and stronger than typical weapons of the same size. As such, they both do more damage and are more unwieldy than typical weapons. This is described by the weapon's virtual size category. A virtual size category works just as if the weapon was the actual size of the virtual category, except, it an be wielded by creature of its physical size category, if they are strong enough. Thus a medium epic weapon may inflict the damage of a gargantuan sized weapon and require an equal amount of strength to us it. As a general rule of thumb, an epic weapon's bonus adds one virtual size category. So a +3 medium epic greatsword would do 8d6 damage and require a strength of 26, while a +3 large epic greatsword would do 10d6 damage and require a strength of 28. However, virtual size is independent of a weapons epic bonus, except that it must be at least +1 to have a virtual size category. Thus, an epic weapon can have a virtual size category higher or lower than indicated by its epic bonus. Refer to the table below for size, strength, and damages of epic weapons.

Weapon Size (space):Strength Required:Damage:
Medium101[w]
Large162[w]
Huge213[w]
Gargantuan254[w]
Colossal (25x25)285[w]
30x30306[w]
35x35317[w]
50x50329[w]
75x753312[w]
110x1103416[w]
155x1553521[w]
210x2103627[w]
275x2753734[w]
350x3503842[w]
435x4353951[w]
530x5304061[w]
635x6354172[w]
750x7504284[w]
875x8754397[w]
1,010x1,01044111[w]
1,155x1,15545126[w]
1,310x1,31046142[w]
1,457x1,45747159[w]
1,650x1,65048177[w]
1,835x1,83549196[w]
2,030x2,03050216[w]
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Epic Magic:
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Reserved for future use.

Acquiring Epic Spells:
An epic character can gain the use of epic spells by meeting the prerequisites and spending the required QP to obtain the ability to cast 10th, 11th, or 12th level spells as indicated in the Boons of High Magic and the Boons of Innate Spellcasting. You can otherwise acquire spells in the same methods as mortal spells, or through Epic Spell Development, refer to the Epic Development section. However, even epic characters cannot simply gain the use of 13th level spells this way. Only by acquiring an elder spell can a character gain access to 13th level spell slots and spells. Refer to the Elder Spells section for information on acquiring their use.

Epic Spell Development:
An epic character can spend time and resources to develop a spell. Once an epic spell is developed it becomes an indelible part of the caster and is always considered prepared. The easiest method is to develop a spell that is already known. This can be achieved by either; spending 1 day and 100,000 gp of rare materials per spell level on the ritual of Epic Spell Development; or, an epic character can simply spend 1 permanent QP per spell level.

Alternately, an epic character with the magic domain in its portfolio can commune with the weave and develop a spell that is currently a part of its fabric. Choose a spell from the list of below. You must have the ability to cast the spell level of the desired spell and then must succeed on a domain check (magic) with the DC equal to 10 + the spell level. If the check is successful you can spend 1 permanent QP per spell level to develop the epic spell.

The final option is to develop your own unique epic spells. This options is the most complex, time consuming, and resource intensive of the epic spell development methods. For information on developing an epic spell from scratch, refer to the Epic Spellcrafting section.


Epic Spellcasting:
Once an epic spell is learned or developed it can be, in general, cast just like mortal spells (levels 1-9), requiring similar components and casting times. Similarly, mortal spells can be advanced to 10th, 11th, and 12th level as noted in their spell descriptions, as long as the caster has the ability to cast these spells. Refer to the boons of High Magic and Innate Spellcasting for information on how to obtain the ability to cast high level spells. Nonetheless, there are some differences between casting epic spells and mortal spells, whether advanced or not.

First, epic spells have prerequisites beyond simply having the ability to cast 10th, 11, or 12th level spells. At a minimum, epic spells require a certain amount of might to cast and this is reflected by meeting the CR requirement. In general, casting a 10th level epic spell requires a CR of 26, an 11th level epic spell requires a CR of 31, and a 12th level epic spell requires a CR of 36. It is possible to obtain higher level spell slots and cast mortal spells at higher levels, without having the ability to cast epic spells. Thus a caster with a 10th level spell slot could cast dispell magic or fireball at 10th level, but not meet the CR requirement to cast 10th level epic spells. An epic spell may have additional prerequisites, and if it does these will be listed on the Prerequisites line of the spell description.

Second, epic spells also require the caster to spend quintessence (QP) to cast them. The amount QP require to cast an epic spell is listed on the Cost line of the spell description and is no less than 1QP per spell level greater than 9th level, but it may be more. If the cost is followed by the (permanent) label, then the caster must spend permanent QP, not temporary QP, to cast the spell. In addition, an epic character can choose to additional QP in any spell that it casts, even to mortal spells. The effects of adding quintessence to an epic spell are listed in the spell descriptions. At a minimum, the investment of a single QP in any spell will result in that spell automatically succeeding on any target of level / CR 20 or below. The target will fail any saving throws, to hit rolls are automatically successful, and all damage is maximized.

Thus, epics spell casting can be advanced on two fronts. There is the typical progression to higher level spells; 10th to 11th, 11th to 12th, etc., and the empowerment of spells by adding quintessence. This can result in a 10th level spell becoming more powerful than an 11th level, depending on the amount of QP invested in the spell.

more to come!

Epic Spell Terms:
Reserved for future use.

Epic Spell Description:

10th level Spells (by school):
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ABJURATION
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DISPELL MAGIC
The same as the 3rd level spell, except to dispel an epic spell or magical effect created with QP, the caster must also spend QP in an equal amount to dispell it. When this spell is cast, the caster is aware of the amount of QP it is required to spend. If an ability check is required, the QP are spent only if the check is a success.
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CONJURATION
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More to come!
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DIVINATION
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More to come!
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ENCHANTMENT
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More to come!
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EVOCATION
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Delayed Meteor Swarm
10th-level Evocation
Casting Time: 1 action
Range: 1 mile
Components: V, S
Duration: 4 Rounds
Prerequisite: CR 26
Cost:
1QP
Blazing orbs of fire plummet to the ground at two different points you can see within range. Each creature in a 20-foot-radius sphere centered on each point you choose must make a Dexterity saving throw. The Sphere spreads around corners. A creature takes 10d6 fire damage and 10d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature in the area of more than one fiery burst is affected only once. At the start of your next turn you choose (no action) two new points, and repeat this process for the duration of the spell.

The spell damages Objects in the area and ignites flammable Objects that aren't being worn or carried.

At Higher Levels. When you cast this spell at 11th level or higher, the duration increases by 1 round for each level above 10th.

More to come!
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ILLUSION
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More to come!
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NECROMANCY
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ANIMATE LICH
10th-level Necromancy
Casting Time: 10 minutes
Range: Touch
Components: V, S, M (a phylactery worth 120,000 gp)
Duration: Permanent
Cost: 1QP
Prerequisite: CR 22
You concentrate on a corpse while channeling necrotic energy into the body with your touch. At the end of the spell's duration the corpse rises as a lich (MM pg 222). The lich is not beholden to you and acts on its own free will.


A
NIMUS BURST

10th-level Necromancy
Casting Time: 1 action
Range: Self (300-foot radius)
Components: V, S
Duration: Instantaneous
Prerequisite: CR 26
Cost:
1QP
A bitter cold of undeath emanates from you. Each creature in a 300-foot sphere centered on you must make a Constitution saving throw. A target takes 10d6 cold damage and 10d6 necrotic damage on a failed save, or half as much damage on a successful one. In addition, up to twenty creatures slain by this spell are reanimated the next round as skeletons (MM pg 272). The skeletons follow your commands and serve you until destroyed.
The cold spreads around corners.
At Higher Levels. When you cast this spell at 11th level or higher, the damage increases by 6d6 (each type) and the maximum number of skeletons increases by 20 for each level above 10th.


Contingent Resurrection
10th-level Necromancy
Casting Time: 1 minute
Range: Touch
Components: V, S, M ( same as for True Resurrection)
Duration: 12 hours
Prerequisite: CR 26
Cost:
1QP
You touch one creature and bestow them with the power of resurrection. If the target is slain within the duration of the spell it is resurrected the next round as if the spell True Resurrection was cast on it. You can only have one recipient of this spell at a time.
At Higher Levels. When you cast this spell at 11th level or higher, the maximum number of recipients increases by 1 for each level above 10th. However, you must cast the spell separately for each target.

Demise Unseen
10th-level Necromancy
Casting Time: 1 action
Range: 240 feet
Components: V, S
Duration: Instantaneous
Prerequisite: CR 26
Cost:
1QP
You send invisible negative energy coursing through a creature you can see within range. If the target has 100 hit points or less, it is slain. If the target has more than 100 hit points, it must make a Constitution saving throw. On a failure, the target takes 4d10 + 100 necrotic damage and is slain if this damage reduces it to 0 hit points, or half as much damage on a success. A slain creature is instantly and imperceptibly possessed by a spirit under your control. The spirit controls the body of the slain target and it has a telepathic link with you. As long as you are on the same plane you can use a bonus action to give it a command and it will follow it to the best of its abilities, moving and acting in accordance with your wishes and acting on its own initiative.

The spirit can use all of the powers, memories, and abilities of its host. It cannot, however, learn new abilities or become more powerful, so it never increases its level or other abilities.

Creatures familiar with the the slain target will notice something wrong with the target. If the possessed creature acts in a manner inconsistent with its former character, the creature familiar with it may use an action action to perceive the possession by succeeding on a Wisdom (Perception) or Intelligence (Investigation or Arcana) check against your spell save DC.

Finger of Death
10th-level Necromancy
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous
Prerequisite: CR 26
Cost:
1QP
The same as the the 7th-level spell Finger of Death, except you can choose to either double the damage (14d8 + 60), or select two targets.
At Higher Levels. When you cast this spell at 11th level or higher, you can increase the number of targets by 1 or increase the damage by 7d8 + 30 for each level above 10th.

Withering Curse
10th-level Necromancy
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: 1 minute
Prerequisite: CR 26
Cost:
1QP
Make a melee spell attack against a creature to
taint your enemies with a vile curse. On a hit, the target takes 24d6 necrotic damage and must make a Constitution saving throw. The target is tainted on a failed save for the duration of the spell. A tainted target has disadvantage on attack rolls and takes 6d6 necrotic damage at the start of each of its turns. A target may repeat the saving throw at the end of each of its turns, end the effect on itself with a success.
At Higher Levels. When you cast this spell at 11th level or higher, increase the initial damage by 70 and the tainted damage by 4d6 for each level above 10th.

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TRANSMUTATION
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11th level Spells (by school):
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ABJURATION
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CONJURATION
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DIVINATION
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ENCHANTMENT
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More to come!
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EVOCATION
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More to come!
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ILLUSION
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NECROMANCY
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Bloodpact
11th-level Necromancy
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous
Prerequisite: CR 31
Cost:
2QP

You feast on the lifeforce of a creature you can see within range. The target must make a Constitution saving throw, taking 30d10 necrotic damage on a failed save, or half as much damage on a successful one. You regain hit points equal to half the amount of damage sustained by the target. If, after the effects of the initial attack, you have less hit points than the target, the target must make an additional saving throw at the end of its next turn, On a failure, the target takes 20d10 necrotic damage and you regain hit points equal to half the damage sustained by the target. On a success, the target takes half as much damage. The target must continue making save throws on each of its turns, as noted above, until it has the same or fewer hit points than you, at which point the spell's effects end.
At Higher Levels. When you cast this spell at 12th level or higher, increase the initial damage by 20d10 and the subsequent damage by 10d10 for each level above 11th.

Declaration ofDeath
11th-level Necromancy
Casting Time: 1 action
Range: Self (300-foot radius)
Components: V, S
Duration: Instantaneous
Prerequisite: CR 31
Cost:
2QP
Your proclamation of doom sends out waves of necrotic energy. Every construct or creature, living or undead, within range of 100 hit points or less has its life force extinguished and is slain. If the creature has more than 100 hit points it must make a Constitution saving throw, taking 100 necrotic damage on a failure or half as much on a success.
At Higher Levels. When you cast this spell at 12th level or higher, increase the spell range by 300 feet and the hit point range and damage by 50 for each level above 11th.

Remote Death
11th-level Necromancy
Casting Time: 1 action
Range: Plane
Components: V, S
Duration: Instantaneous
Prerequisite: CR 31
Cost:
2QP
You select one creature, that you know and that is on the same plane as you and overcome it with necrotic energy. If the creature has 200 hit points or less its life force extinguished and is slain. If the creature has more than 200 hit points it must make a Constitution saving throw, taking 10d8 + 200 necrotic damage on a failure, or half as much damage on a success.
At Higher Levels. When you cast this spell at 12th level, increase the spell range to be the entire multiverse. When you cast this spell at 13th level, double the hit point range and the damage caused.

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TRANSMUTATION
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12th level Spells (by school):
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ABJURATION
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CONJURATION
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DIVINATION
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More to come!
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ENCHANTMENT
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More to come!
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EVOCATION
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More to come!
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ILLUSION
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NECROMANCY
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Necrotic Tempest
12th-level Necromancy
Casting Time: 1 minute
Range: Self (1-mile radius)
Components: V, S
Duration: Concentration, up to 10 minutes.
Prerequisite: CR 36
Cost:
3
QP
By the end of the casting time you have created a massive tempest of necrotic winds filling the spells range. All creatures that start their turn in the storm must make a Strength and Constitution saving throw. A failure of the Strength saving throw, the creatures speed is reduced by half. On a failure of the Constitution saving throw, the target takes 10d12 necrotic damage, or half as much damage on a success. Any creature reduced to 0 hit points while in the storm, rises the next round as an undead of your choice with a CR equal to or less than initial creature's CR, but not higher than CR 25.

The storm follows you when you move and undead created by the spell are charmed by you for the duration of the spell.

At Higher Levels. When you cast this spell at 13th level, increase the damage to 20d12.

Soul Reaver

12th-level Necromancy
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
Prerequisite: CR 36
Cost:
varies, see text

You touch a creature and sap its power, stealing its quintessence and adding it to your own. You make a melee spell attack against one target and spend the desired amount of QP. On a hit, the creature must make a Constitution or Charisma saving throw. If the target fails the save, it is drained of QP in an amount equal to the QP you spent plus 1d6 QP, and you gain QP equal to the amount lost by the target. On a success, the target loses 1d4 QP and you regain all but one QP spent.

If this spell is used against a mortal creature it is instantly slain and you regain 20d20 hit points.

At Higher Levels. When you cast this spell at 13th level, increase the bonus QP to 2d6 and the spell range to 120 feet.
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TRANSMUTATION
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Elder Spells:
As epic spells are to mortal spells, so Elder spells are to Epic Spells. Elder spells are considered 13th level spells, but are far more powerful than typical epic spells. Each elder spell is, in fact, unique. There is only one instance of each spell in existence, such that only one creature in all of the multiverse can posses each of the spells described below. An elder spell only becomes available if the possessor of the spell dies or willing gives it up. Each of the elder spells and is technically a 13th level spell requiring a minimum CR of 41 to cast fully; however, these spells simply must exist. Reality cannot function without them. Thus, it is possible for these spells to be acquired by lesser creatures. However, when this happens the spell cannot be used to its full potential.

The few who know of the existence of the elder spells have long debated their role in the fabric of the cosmos. Though no entity has be known to posses more than one of these spells at a time, it has often been theorized that possession of all of the elder spells would make the wielder omnipotent. The master of all time, thought, mater, and magic.

Elder Spells / 13th level Spells (by school):
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ABJURATION
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Aegis
13th-level Elder Abjuration
Casting Time: 1 action
Range: Plane
Components: V, S
Duration: 1 day
Prerequisite: CR 40
Cost: 80 QP (permanent)
You proclaim yourself warden of your people with a song of power and protection, the song of the prismatic aura, the song of the Aegis! Creatures and objects of your choice that are on the same plane as you are shrouded in a shifting prismatic shimmer. Creatures under your protection gain a +10 bonus to their saving throws and AC, and resistance to all damage. Attacks that do not require an attack roll or saving throw that target creatures under the spells protection allow a saving throw with success nullifying the effect of the spell. These protections persist for the duration of the spell.

In addition, when a creature attacks or attempts to touch a protected target, unless the protected creature wishes to be targeted, the aura flickers with brilliant colored light and the attacker is subject to each color in order, from red to violet. The attack is interrupted and fails if the attacker is reduced to 0 hit points or it cannot bypass all seven colors. These effects are resolved prior to the attacker making its attack roll or the protected creature or object making any saving throws. The effects last for the duration of the spell.

1. Red. The creature must make a Dexterity saving throw, taking 20d10 fire damage and two levels of exhaustion on a failed save, or half as much damage on a successful one.

2. Orange. The creature must make a Strength saving throw, taking 20d10 acid damage and is incapacitated on a failed save, or half as much damage on a successful one

3. Yellow. The creature must make an Intelligence saving throw, taking 20d10 lighting damage and is stunned on a failed save, or half as much damage on a successful one

4. Green. The creature must make a Charisma saving throw, taking 20d10 poison damage and is poisoned on a failed save, or half as much damage on a successful one

5. Blue. The creature must make a Constitution saving throw, taking 20d10 cold damage and two levels of exhaustion (cumulative) on a failed save, or half as much damage on a successful one.

6. Indigo. The creature must make a Wisdom saving throw, taking 20d10 psychic damage and is unconscious on a failed save, or half as much damage on a successful one.

7. Violet. Indigo. The creature must make a Constitution saving throw, taking 20d10 necrotic damage and is banished to a demiplane for the duration of the spell on a failure, or half as much damage on a successful one.

Alternately, this spell can be cast on a single target. In this case, the range is the entire multiverse, all of existence, and the duration is 100 years.

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CONJURATION
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First Word
13th-level Elder Conjuration
Casting Time: 1 action
Range: Plane
Components: V
Duration: Instantaneous
Prerequisite: CR 40
Cost: 80 QP
(permanent)
More to come!

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DIVINATION
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Omniscience
13th-level Elder Divination
Casting Time: 10 minutes
Range: Plane, see text
Components: V, S
Duration: 1 day
Prerequisite: CR 40
Cost:
80 QP (permanent)
You chant the mantra of knowing, bending your thought on the nature of existence, withdrawing the power of Omniscience. You know everything about all thought, energy, magic, and matter that existing in the plane you are in for the duration of the spell. No wards or protections of any type can block your access to this information. While you have this knowledge you cannot be surprised and have advantage on all rolls, saving throws, checks, attack rolls, etc. when interacting with anything on the plane. In addition, anything on the plane interacting with you has disadvantage on all rolls and this disadvantage cannot be nullified by any source of advantage. Creatures above CR 25 may attempt to prevent access to their thoughts, but not their location, by making an Intelligence, Wisdom, and Charisma saving throw. If the target succeeds on at least one, but not all, saving throws it can block access to one thought or idea that it desires to remain hidden. If it succeeds on all its saving throws, it can keep one thought or idea hidden permanently, and its thoughts are shielded from you and it does not suffer disadvantage on its rolls against you
for 1 minute per average margin of success on the saving throw roll. At the end of this duration it may make additional saving throws to continue to shield its mind.

Alternately, this spell can be cast on a single target. In this case, the range is the entire multiverse, all of existence, and the duration is 100 years.

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ENCHANTMENT
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EVOCATION
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Waken
13th-level Elder Evocation

Casting Time: 1 action
Range: Plane
Components: V
Duration: Instantaneous
Prerequisite: CR 40
Cost: 80 QP
(permanent)
More to come!

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ILLUSION
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Phantasm
13th-level Elder Illusion
Casting Time: 1 action
Range: Plane, see text
Components: V, S
Duration: 1 day
Prerequisite: CR 40
Cost:
80 QP (permanent)
You reach out with your mind and brush aside the veil or reality, releasing the power of Phantasm. You create a phantasmic reality in the minds of all creatures in range. Tapping into their greatest fears and deepest desires to beguile and frighten as you see fit. All creatures on the plane of existence that you are on are afflicted by a phantasm of your choice from any of the ones described below. Creatures above CR 25 may attempt an Intelligence, Wisdom, and Charisma saving throw. If the target succeeds on at least one, but not all, saving throws the duration is reduced by half. If it succeeds on all its saving throws the duration is reduced to 1 round.

Phantasm of Terror. ???

Phantasm of Bliss. ???

Alternately, this spell can be cast on a single target. In this case, the range is the entire multiverse, all of existence, and the duration is 100 years.

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NECROMANCY
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Ouroboros
13th-level Elder Necromancy
Casting Time: 1 action
Range: Plane
Components: V, S
Duration: Instantaneous
Prerequisite: CR 40
Cost:
80 QP (permanent)
You utter words of power, the lyrics of life and death, you speak the Ouroboros. You can choose to resurrect any and all creatures that have ever died within range as if you had cast true resurrection (with in no time limit) on each one; or, you can choose to kill any and all creatures, including undead, constructs and the like, within range, or any combination of the two options. Creatures above CR 25 may make a saving throw for each attribute. If the target succeeds on at least one, but not all, saving throws it is reduced to 0 HP and rises the next round as a Shadow of the Void. If the target succeeds on all its saving throws it suffers necrotic damage equal to one-quarter of its maximum hit points and you regain an equal amount of hit points.
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TRANSMUTATION
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Last Word
13th-level Elder Transmutation
Casting Time: 1 action
Range: Plane
Components: V
Duration: Instantaneous
Prerequisite: CR 40
Cost: 80 QP
(permanent)
You utter a word of power, a word of un-making, a word of destruction, the Last Word; targetting all objects and creatures within range. Objects and creatures of CR25 and below are destroyed, no saving throw. Creatures above CR25 must make a saving throw vs each attribute. If the target succeeds on at least one, but not all, saving throw it is reduced to 0 HP and its hit point maximum is reduced in half. If the target succeeds on all saving throws it suffers damage equal to half its maximum hit points and its hit point maximum is reduced by one quarter. If all life is destroyed within the range of the spell, plane collapses and is destroyed.

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Last edited:

zingbobco000

Villager
According to the boon of ability it says:

Prerequisite: 20th level & Boon of Immortality (see below)
Your character can increase on ability core by 2 or two ability scores by 1 each. The ability score can be increased above 20, up to a maximum of 24. If your character already posses the Boon of Immortality you can increase you ability score up to a maximum of 40.

Doesn't the character have to already posses to boon of immortality in order to obtain the feat?
 

Rhuarc

Explorer
Doesn't the character have to already posses to boon of immortality in order to obtain the feat?
I thought that as well for a brief moment, then realized it means that you only need this requirement if you want to increase an ability score above 24, as described in the text. Could be worded more clearly in the future, but its fine for the time being IMO.
 

dave2008

Adventurer
According to the boon of ability it says:

Prerequisite: 20th level & Boon of Immortality (see below)
Your character can increase on ability core by 2 or two ability scores by 1 each. The ability score can be increased above 20, up to a maximum of 24. If your character already posses the Boon of Immortality you can increase you ability score up to a maximum of 40.

Doesn't the character have to already posses to boon of immortality in order to obtain the feat?
Perhaps it is written poorly. The intent is that the Boon of Immortality is only a prerequisite for increasing your ability score above 24. Any suggestions on how to clarify that?
 

dave2008

Adventurer
I thought that as well for a brief moment, then realized it means that you only need this requirement if you want to increase an ability score above 24, as described in the text. Could be worded more clearly in the future, but its fine for the time being IMO.
You got it! I'm focusing on my epic monster thread right now, but when I get to a good spot to take a hiatus on that front I will get back to work on this thread, add more content an clean up some the existing stuff.
 

dave2008

Adventurer
According to the boon of ability it says:

Prerequisite: 20th level & Boon of Immortality (see below)
Your character can increase on ability core by 2 or two ability scores by 1 each. The ability score can be increased above 20, up to a maximum of 24. If your character already posses the Boon of Immortality you can increase you ability score up to a maximum of 40.

Doesn't the character have to already posses to boon of immortality in order to obtain the feat?
I updated the boon. Let me know if it makes more sense now.
 

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