Custom Epic Spells

the Jester

Legend
How do these look? Some of them bend or break the rules a bit and I haven't yet worked the math out on all of their developement costs...


Arion’s Forcefiends
Conjuration (Creation) [Force]
Spellcraft DC: 83
Components: V, S, M
Casting Time: 1 action
Range: 0’
Effect: Three forcefiends; see text
Duration: 10 minutes
Saving Throw: None
Spell Resistance: Yes
To Develop: 747,000 gp; 15 days; 29,880 xp. Seeds: conjure (DC 21). Factors: Reduce casting time to 1 round (+18), conjures force (ad hoc +10), conjures three fiends (+42), potential 9d12 damage per round (ad hoc +47) =138; Mitigating factors: expensive material components (ad hoc -18), lower duration (ad hoc -12), 5d6 backlash damage (-5), burn 2000 xp (-20).

This spell creates three forcefiends to assail your enemies- invisible weapons of force that change from one spiked of sharp form to another. These weapons count as epic, piercing and slashing for purposes of defeating damage reduction. They cannot be seen except by creatures capable of viewing invisible objects. Each of these forcefiends can move 90’ and attack once per round, though they must remain within range of you. A forcefiend makes an attack using your caster level plus your primary casting ability bonus as its attack bonus. If it hits, the fiend deals 3d12 points of force damage to its target. A forcefiend threatens a critical hit on a 19-20. A creature hit by a forcefiend may check SR, but only once per casting of the spell (so if its spell resistance fails when attacked, all three fiends will automatically penetrate it). Redirecting all three forcefiends is a move-equivalent action.

Forcefiends are immune to damage and dispelling but can be affected by disintegration effects.

Material component: Three 15,000 gp diamonds.

Assail the Sorely Beset
Conjuration (Calling, Teleportation)
Spellcraft DC: 61
Components: V, S, Ritual
Casting Time: 1 day
Range: See text
Target: See text
Duration: Permanent until triggered (D)
Saving Throw: None
Spell Resistance: Yes
To Develop: 549,000 gp; 10 days; 21,960 xp. Seeds: foresee (DC 17), transport (DC 27). Factors: Affects up to 3000 lbs (+40), creates a portal (+37), dismissible (+2), triggered upon specific circumstances (+25). Mitigating factors: Casting time 1 day (-22), 20d6 backlash once only upon finishing casting (-10), requires three additional casters contributing 8th-level spell slots (-48), burn 1000 xp (-10)

This spell summons up to six willing individuals designated at the time of casting to a portal that forms to assail your enemies when they are sorely beset. When you cast this spell, designate a group of specific individuals (up to one/level). The spell is triggered when the group is sorely beset. To meet this condition, at least two-thirds of the designated group must be within 100 yards of each other and at least two-thirds of the gathered members of the group must be dead, unconscious, helpless (although normal sleep doesn’t count) or wounded below 25% of their full hit points. Then a portal opens between the place at which you cast this spell and the sorely beset enemies even as the chosen individuals are all teleported to the place at which you cast this spell, allowing a rapid strike.

Estelias’ Ultimate Insult
Enchantment (Compulsion)
Spellcraft DC: 63
Components: V
Casting Time: 1 action
Range: 225’
Target: Creatures, no two of whom may be further than 40’ apart
Duration: 10 minutes/level
Saving Throw: Will negates
Spell Resistance: Yes
To Develop: 567,000 gp; 12 days; 22,680 xp. Seed: compel (DC 19). Factors: Compel not-so reasonable act (ad hoc DC +7), casting time of one action (+20), increase range by 200% (+4), change target to effective 20’ radius (+12), no somatic component (+2). Mitigating factor: change duration to 10 minutes/level (ad hoc -1).

Estelias’ ultimate insult so offends the targets that they immediately stop whatever they are doing and attempt to engage you in melee to the exclusion of all activities, dropping anything that is not a melee weapon and abandoning all other pursuits. If they lose sight of you the spell is broken, though they could be fooled by illusions or other trickery.

Incomparable Agony
Necromancy
Spellcraft DC: 64
Components: V, S
Casting Time: 1 action
Range: 300’
Target: One living creature
Duration: 1 hour
Saving Throw: Fortitude negates
Spell Resistance: Yes
To Develop: Seeds: afflict (DC 14), destroy (DC 29). Factors: inflict 9 additional points of ability damage (+36), triple duration (+6), inflicts stunning (ad hoc +20), uses Fort save instead of Will save (ad hoc +2). Mitigating factors: necromantic (-5), burn 3800 xp (-38).

This spell places a single target in indescribable agony, far worse than anything they’ve ever experienced before. The spell deals 10d6 points each of lethal and nonlethal damage, plus it inflicts 10 points of Dexterity damage and leaves the victim in such terrible agony that he is stunned with the pain for the duration.

Lock the Mountain
Abjuration
Spellcraft DC: 150
Components: V, S, M
Casting Time: 100 days
Range: 0
Area: 10,000’ radius spread
Duration: Permanent
Saving Throw: None
Spell Resistance: No
To Develop: Seed: ward (DC 14). Factors: Increase area a hundredfold (+400), change duration to permanent (x5), negates teleportation, summoning and calling subschools within the area (ad hoc +30). Mitigating factors: Expensive material component (ad hoc -4), change casting time to 100 days(-220), requires ten additional casters contributing 9th-level slots (-170), burn 2000 xp (-20).

This spell bars all spells of the calling, teleportation or summoning subschools from functioning anywhere within its area.

Material component: certain rare stones from the elemental plane of earth (10,000 gp value).

Prismatic Armor
Abjuration
Spellcraft DC: 56
Components: V, S
Casting Time: 1 action
Range: Personal
Target: You
Duration: 20 minutes
Saving Throw: See text
Spell Resistance: See text
To Develop: 504,000 gp; 10 days; 20,160 xp. Seeds: prismatic (DC 24), armor (DC 14). Factors: Add in protective elements (+10), increase duration ninefold (+18), allow casting out of armor (ad hoc +10). Mitigating factors: Burn 2000 xp (-20).

This spell causes a scintillating suit of armor composed of prismatic light to come into being around you. Any creature that attempts to strike you is foiled as if you were surrounded by a prismatic sphere and suffers the effects of all remaining layers. Better than a sphere, however, your prismatic armor moves with you and you can cast spells from it freely.

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: 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.

Unassailable Light of Galador
Abjuration (Light)
Spellcraft DC: 136
Components: V, S, DF, XP
Casting Time: 1 action
Range: Personal
Effect: 100’ radius emanation
Duration: 1 hour
Saving Throw: None
Spell Resistance: No
To Develop: Seed: energy (DC 19), fortify (DC 17). Factors: reduce casting time to 1 action (+20), change target to area (+10), increase damage by 1d6 (+2), change damage type to divine (ad hoc +10), increase area tenfold (+40), +29 additional points to saves (+58). Mitigating factors: change duration to 1 hour (ad hoc -4), change range from touch to personal (ad hoc -1), burn 2500 xp (-25), 20d6 backlash upon casting only (-10).

This spell surrounds you in a brilliant corona of light. This provides illumination equal to full daylight in a 100’ radius and shadowy illumination for another 100’ beyond that. The light inflicts 3d6 points of divine damage per round to either all evil creatures or all chaotic creatures caught within it (choose which when you cast it). While this spell lasts, you gain a +10 enhancement bonus to saving throws and a +10 enhancement bonus to AC.


SEED: PRISMATIC
Evocation
Spellcraft DC: 24
Components: V, S
Casting Time: 1 action
Range: 60’
Effect: Cone-shaped burst
Duration: Instantaneous
Saving Throw: See text
Spell Resistance: Yes

This seed emulates a prismatic spray exactly. Other prismatic-based spells can be built using this seed and appropriate factors. In addition, the prismatic protective effects common to prismatic sphere and prismatic wall can be added in (+10 DC), but this changes the duration to 20 rounds and changes the effect to a 10’ radius sphere.

***

I'm starting to think that I should leave the protections to the Ward or Armor seeds- and maybe there oughta be a Force seed?

Anyway, feedback?
 
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The Jester the Destroy seed is as close as your going to get (also you can ad on to the DC of the energy seed to have it do force damage).

Other wise youe epic spells look good.
 

Lock the Mountain
To Develop: Seed: ward (DC 14). Factors: Increase area a hundredfold (+400), change duration to permanent (x5), negates teleportation, summoning and calling subschools within the area (ad hoc +30). Mitigating factors: Expensive material component (ad hoc -4), change casting time to 100 days(-220), requires ten additional casters contributing 9th-level slots (-170), burn 2000 xp (-20).

You make the classic error of applying the multiplier after the mitigating although it should have been applied before. This is stated in an errata to the ELH iirc.

So this spell has a DC of (14+400+30)*5 - 220 - 190 = 1810

No spell you're going to cast anytime soon ;)
 

Dakkareth said:
You make the classic error of applying the multiplier after the mitigating although it should have been applied before. This is stated in an errata to the ELH iirc.

So this spell has a DC of (14+400+30)*5 - 220 - 190 = 1810

No spell you're going to cast anytime soon ;)

Hmm, good point!

Clearly I'll have to mull over some more mitigating factors- this is exactly the type of thing that Epic-level magic should be able to do!
 


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