So here are
some of Graz'zt's epic spells. These are from amongst the most disorganized of my notes, so there may be a few holes in them (arithmetically and conceptually).

My problem is that when I get into epic spell creation mode, ideas come faster than my patience for finalizing the spell that I'm working on, and I move onto the next spell. I then have to go back, and finish previous spell.
In order to make some of Graz'zt's spells 'work,' certain liberties have been taken with the Epic Spell system. These are untested, may be mechanically unsound, and I make no claims about balance.
Origin of Species
Origin of species variants require the seeds of
conjure, fortify and
life. Any spell-like, supernatural, extraordinary or otherwise unusual abilities possessed by the species require additional seeds which replicate or reflect the desired ability. Only one seed is necessary for multiple effects of similar type (e.g. if a creature has a +8 racial bonus on search and spot checks, possesses darkvision and can both
scry and use
clairvoyance then the
reveal seed need only be used once).
The CR of the creature becomes the main determining factor in the final Spellcraft DC. For each point of increase in the created creature's CR above 1 add +20 to the Spellcraft DC. Created creatures will reproduce in their usual fashion (or if wholly original, in a fashion determined by their creator). They will have advancement ranges appropriate to their type. The final spell is always detemined by the
conjure seed, but is of instantaneous duration.
Some hypothetical examples (before mitigating factors):
1) Achaierai:
conjure (21),
fortify (17),
life (27),
reveal (for darkvision) (19),
afflict (for black cloud ability) (14), CR5 creature (+80). The creature's natural armour, SR and evil-aligned natural attacks are already covered by the
fortify seed. Final DC 178.
2) Orc:
conjure (21),
fortify (17),
life (27),
reveal (for darkvision) (19). Final DC 84.
3) Balor:
conjure (21),
fortify (17),
life (27),
reveal (for darkvision, true seeing, racial bonuses on Spot and Listen skill checks) (19),
ward (for immunities and
unholy aura SLA) (14),
energy (for
fire storm SLA, flaming whip, flaming body) (19),
dispel (for
greater dispelling SLA) (19),
destroy (for
implosion SLA, death throes) (29),
slay (for
vorpal weaponry) (25),
summon (for summon tanar'ri ability) (14),
compel (for
power word stun, insanity and
dominate monster SLAs (19),
transport (for
greater teleport SLA) (27),
banish (for
blasphemy SLA) (27) and
transform (for
telekinesis SLA) (21). There is a +380 DC adjustment due to the balor's CR. Final DC 678.
Allowing the Effects of Multiple Permanent Spells to Stack
Certain permanent spells with an area of effect are allowed to "stack" if the Spellcraft DC is increased by +20 – e.g. if a permanent spell has a 20 ft. radius area, a second casting will increase the radius to 40 ft., a third casting to 60 ft. etc. Subsequent castings are always considered centered on the point in space where the original spell was cast. The final effect is similar to an onion, with multiple 'layers' or 'shells' of magic. If a
dispel spell successfully overcomes it, only the outermost shell is affected – it requires multiple
dispels to bring down a stacked permanent epic magical effect. If the central locus is targeted by a
disjunction, the entire series of spells may be brought down (but see
disjunction ward below). Deities with the
alter reality salient divine ability and the portfolio of magic, or deities with more divine ranks than the caster and the
alter reality SDA may automatically remove the entire series of spells.
Excluding the Caster from the Effects of a Permanent Spell with the Ward Seed
If a permanent area spell contains the
ward seed, the caster himself may be rendered impervious to the ward if the Spellcraft DC is increased by +10 (translating to +50DC after permanency is accounted for).
Genesis Seed
I needed a
genesis seed for a variety of reasons -
Pharamne's Urn was one, some of Dan's ideas were another. I also needed a spell for Rhyxali (in order to explain her "touch" in Afqithan, as Koilimilou put it) and nothing else seemed capable of fitting the bill. For some reason, I like mechanical explanations of cosmic or epic events. This seed is sketchy, and still in its developmental stages.
SEED: GENESIS
Conjuration (Creation)
Spellcraft DC: 31
Components: V, S
Casting Time: 1 minute
Range: 180 ft. (see text)
Effect: A demiplane coterminous with the Ethereal Plane, and centred on your location
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
You create a finite plane with limited access: a demiplane. You must be on the Ethereal Plane when you cast this spell. The demiplane grows at the rate of 1 foot per day until it reaches a maximum radius of 180 feet. You determine factors such as atmosphere, illumination, water, temperature and the general shape of the terrain. The demiplane has a normal time trait, a normal gravity trait, and an alterable morphic. It has no dominant elemental or energy trait, is mildly neutral-aligned, and has a normal magic trait.
For every doubling in the maximum radius, increase the Spellcraft DC by +20. If you wish to allow subsequent castings of the spell to increase the radius proportionally, increase the Spellcraft DC by +20. If you wish to set no limit to the maximum radius of the fledgeling plane, increase the Spellcraft DC by +100. If you wish to increase the speed at which the demiplane grows, add a +4 modifier for every extra foot of growth per day.
If you wish to generate a demiplane which is coterminous with a transitive plane other than the Ethereal Plane (such as Dream or Shadow), increase the Spellcraft DC by +30. If you wish to create a demiplane which is coterminous with a nontransitive plane, increase the Spellcraft DC by +50. In either case, you must be on the plane with which the demiplane will be coterminous when the spell is cast.
To introduce a variety of vegetation to the demiplane, increase the spellcraft DC by +20. If you increase the Spellcraft DC by +100, you may introduce a complex natural ecosystem of your choice (albeit one with no sentient species). The ecosystem will flourish within the spatial limits of the demiplane. In both of these cases, the final spell must also include the
life seed.
If you wish to warp the periphery of the demiplane such that it folds back upon itself (in the manner of a sphere), or becomes otherwise self-contained, increase the Spellcraft DC by +50.
Changing the gravity trait increases the Spellcraft DC by +30. Changing the morphic of the plane to static or highly morphic increases the Spellcraft DC by +50. Giving the demiplane the trait of dead magic or wild magic increases the Spellcraft DC by +100. To assign an elemental or energy dominance trait, or a mild alignment trait other than neutral to the demiplane increases the Spellcraft DC by +20. If the demiplane has a strong alignment trait, increase the Spellcraft DC by +40: these modifiers are cumulative with respect to the law/chaos and good/evil axes. The creation of demiplanes which have magic traits other than dead magic or wild magic, or possess unusual temporal traits require the use of other seeds as agreed with the DM. Creation of a demiplane with a divinely morphic trait requires the use of the
alter reality salient divine ability, and is thus beyond the abilities of non-deific casters.
*
(I'd like to point out that I've just realized how much material from D&Dg is creeping into my game. Kind of scary.)
*
Anyway:
Graz'zt can cast 3 Epic Spells per day at 24th level of ability. His Spellcraft score of +85 puts an effective limit of 95 on the DCs of any Epic Spells he casts (taking 10). In addition to his amulet, Graz'zt enjoys a certain native power which can help fuel his spells – the 'xp cushion' that powerful extraplanars possess (15,000 per week, in Graz'zt's case), as well as the
dark subsumption rite (detailed hereafter) and the use of spells in his sanctum.
Graz'zt is billions of years old, so it seems natural to assume that he's got a few Epic Spells under his belt.
Adore Me
Enchantment (Compulsion) [Mind-Affecting]
Spellcraft DC: 95
Components: V
Casting Time: 1 action
Range: 75 ft.
Area: 100-ft. radius circle
Duration: 20 minutes (D)
Saving Throw: Will negates (see text)
Spell Resistance: Yes
To Develop: Seeds: Compel (DC 19). Factors: 1 action casting time (+20 DC), change from target to 20-ft. radius area (+10DC), increase area by 900% (+36DC), no somatic component (+2 DC), increase saving throw DC by +10 (+20 DC). Mitigating factor: burn 1200 XP.
All creatures within a 100-ft. radius circle must immediately make a Will saving throw (DC30 + relevant modifier) or fall to the ground, prostrating themselves before Graz'zt in worship and adoration. This condition persists until Graz'zt wills it otherwise or the spell's duration expires. If attacked by a third party, those affected by the compulsion will defend themselves until the threat has passed, and then resume their worship. If attacked by Graz'zt or his allies, the compulsion is immediately broken.
Animus Blizzard (Variation)
Evocation [Cold]
Spellcraft DC: 95
Components: V, S
Casting Time: 1 action
Range: 300 ft.
Area: 20-ft.-radius hemisphere burst
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
To Develop: Seeds: energy (DC 19), animate dead (DC 23). Factors: increase damage to 20d6 (+20 DC), increase damage die to d20 (+40 DC), set undead type to spectre (+2 DC), increase number of HD created by +1 (+1 DC), 1-action casting time (+20 DC). Mitigating factors: 10d6 backlash (-10 DC), burn 2000 XP (-20 DC)
When this spell is cast, enemies within range are dealt 20d20 points of cold damage. However, up to three victims that perish as a result of this blast are then instantly animated as spectres. These three spectres serve Graz'zt indefinitely. He cannot exceed the normal limit for controlling undead through use of this spell, but other means that allow him to exceed the normal limit for controlled undead work just as well with undead created with animus blizzard.
Bond Azzagrat: Impregnable Defense Against the Celestial Host (First Spell)
Enchantment (Compulsion)
Spellcraft DC: 95
Components: V, S, XP
Casting Time: 100 days 11 minutes
Range: 0 ft.
Area: 20-ft radius sphere
Duration: Permanent
Saving Throw: Yes (see text)
Spell Resistance: Yes (see text)
To Develop: Seeds: Afflict (DC 14). Factors: change from target to 20-ft. radius area (+10 DC), good targets take –14 penalty each on attack rolls and saving throws (+48 DC), good targets rendered deaf, blind, without scent, tactile sense or blindsense (+10 DC), allow subsequent castings to increase radius proportionally (ad hoc +20 DC), affects [good] subtype only (ad hoc –10DC), permanent (x5DC). Mitigating factor: increase casting time to 100 days 11 minutes (-220DC), burn 14,500 XP (-145DC).
Graz'zt creates a permanent zone of affliction which affects good creatures. Creatures with the [good] subtype suffer a –14 morale penalty to all attacks and saving throws and cannot see, hear, smell or infer by tactile or blindsense whilst in the afflicted area unless they succeed at a will saving throw (DC 20+ relevant modifier). Each round that they remain within the
impregnable defense they must succeed at the saving throw – failure indicates that they suffer the effects until they leave it. Leaving and then re-entering the zone prompts a further saving throw. Multiple castings of this spell have extended the
impregnable defense against the celestial host to around sixty miles across all three planes of Azzagrat, encompassing the whole of Zelatar and a swathe which extends from the walls of the city.
It is said that Graz'zt chanted nothing but this spell for fifteen millennia, repeating it fifty thousand times.
Bond Azzagrat: Violent Earth (Second Spell)
Conjuration [Fire]
Spellcraft DC: 95
Components: V,S,XP
Range: 0 ft.
Effect: Fumarole 60ft. wide and 20ft. high
Duration: Instantaneous
Saving Throw: Reflex half (see text)
Spell Resistance: Yes (see text)
To Develop: Seeds: Animate (DC25), compel (DC19), conjure (DC21), energy (DC19), contact (to form mental bond to fumarole) (DC23), life (DC27), reveal (DC19). Factor: increase area of discharge by 800% (+32DC), increase emanated damage by 8d6 (+16DC), increase volume of fumarole by 980 cubic feet (+98DC), increase volume of fumarole by 15,000 cubic feet (+150DC), allow perception within 200 ft. (ad hoc +12DC). Mitigating factor: increase casting time to 100 days 11 minutes (-220DC), burn 13,400 XP (-134DC)
Graz'zt creates a fumarole which, from that moment, erupts green fire upon his mental command. When active, the fumarole emanates 10d6 points of fire damage in a 100-foot radius. The fumarole possesses a rudimentary malice, and from any distance (even across planes) Graz'zt may perceive the fumarole's immediate environs within 200 feet as though he was standing there himself. Typically, the fumarole appears as a cone around sixty feet in diameter and around twenty feet high. Graz'zt may render any number of fumaroles active or inert as a free action.
Bond Azzagrat: Seed the Acid Tempest (Third Spell)
Evocation [Acid]
Spellcraft DC: 95
Components: V, S, XP, Dark Subsumption
Casting Time: 100 days 11 minutes
Range: 0 ft.
Area: 2 mile radius sphere
Duration: Permanent
Saving Throw: None (see text)
Spell Resistance: No (see text)
To Develop: Seeds: Energy (weather) (DC 25), energy (acid) (DC19), transform (to allow instantaneous change) (DC 21). Factors: change rain to drops of acid (ad hoc +12DC), allow subsequent castings to increase radius proportionally (ad hoc +20 DC), permanent (x5DC). Mitigating factor: increase casting time to 100 days 11 minutes (-220DC), burn 15,000 XP (-150DC), dark subsumption rite (monadic deva, -20 DC)
Henceforth, the weather within a two mile radius reacts to Graz'zt's whim. Once per round, as a free action, he may command the weather to change – such change will manifest immediately, beginning the round that Graz'zt commands it. If Graz'zt commands a storm it will rain acid (1hp of damage/round to unprotected creatures).
Multiple castings of this spell have bonded the atmosphere of Azzagrat to a distance of around ten thousand miles – the whole realm, within meaningful terms. Graz'zt may restrict the weather to one plane, exclude a plane from it, or subject all three planes of Azzagrat to his mood.
It is said that Graz'zt chanted nothing but this spell for six millennia, repeating it twenty thousand times. Twenty thousand devas perished beneath his black knife, twenty thousand laments were sung in heaven, and Oronthon wept twenty thousand tears of fire.
Bond Azzagrat: Knowledge of what Transpires (Fourth Spell)
Divination
Spellcraft DC: 95
Components: V, S, XP
Casting Time: 100 days 11 minutes
Range: See text
Area: 20-ft. radius sphere
Duration: Permanent
Saving Throw: None
Spell Resistance: No
To Develop: Seeds: reveal (DC25), ward (DC14). Factors: change from target to 20-ft. radius area (+10DC), ward against
obscure object (+2 DC), ward against
nondetection (+6 DC) and
mind blank (+14DC), allow subsequent castings to increase radius proportionally (ad hoc +20 DC), permanent (x5DC). Mitigating factor: increase casting time to 100 days 11 minutes (-220DC), burn 14,000 XP (-150DC).
By means of this spell, Graz'zt anchors his consciousness to an area of Azzagrat. Henceforth, if he concentrates upon the area, he is aware of what transpires within it with a clarity equivalent to
true seeing, and against which
nondetection, obscure object and
mind blank are ineffectual. Epic spells which use the
conceal seed must make successful opposed caster level checks in order to be effective against
knowledge of what transpires – if they succeed, Graz'zt is aware of the magical block unless the spell also contains the
delude seed. As a standard action, once per round, Graz'zt may perceive any location, object or individual creature within the area of the spell.
Multiple castings of this spell have extended Graz'zt's perception to two hundred miles from Zelatar across all three planes of Azzagrat, encompassing the heart of his realm.
Bond Azzagrat: First Argent Palace Ward (Fifth Spell)
Illusion (Glamer)
Spellcraft DC: 95
Components: V, S, XP
Casting Time: 100 days 11 minutes
Range: Touch
Area: 20 ft. radius sphere
Duration: Permanent
Saving Throw: None
Spell Resistance: No
To Develop: Conceal (DC17). Factors: block divinations (+6 DC), change from target to 20-ft. radius area sphere (+10DC), +10 on opposed caster level checks to penetrate
First Argent Palace Ward (+20 DC), restriction does not apply to spells cast by Graz'zt personally (ad hoc +10DC), allow subsequent castings to increase radius proportionally (ad hoc +20 DC), permanent (x5DC). Mitigating factor: increase casting time to 100 days 11 minutes (-220DC), burn 10,000 XP (-100DC).
The affected area is rendered impervious to divinations unless they successfully make an opposed caster level check (against caster level 34). The restriction does not apply to Graz'zt, who my freely use any divinations within the area of the spell.
Multiple castings of this spell have extended the
First Argent Palace Ward to a distance of two miles – fully protecting the Argent Palace, the seat of Graz'zt's power.
Bond Azzagrat: Second Argent Palace Ward (Sixth Spell)
Abjuration
Spellcraft DC: 95
Components: V, S, XP, Dark Subsumption
Casting Time: 100 days 11 minutes
Range: 0 ft.
Area: 20 ft. radius circle
Duration: Permanent
Saving Throw: None
Spell Resistance: Yes (see text)
To Develop: Ward (DC14). Factors: ward against
dimension door (+6 DC),
teleport (+8DC),
greater teleport (+12DC) and
gate (+16DC), change from target to 20 ft. radius area (+10DC), restriction does not apply to spells cast by Graz'zt personally (ad hoc +10DC), allow subsequent castings to increase radius proportionally (ad hoc +20 DC), permanent (x5DC). Mitigating factor: increase casting time to 100 days 11 minutes (-220DC), burn 14,500 XP (-145DC), dark subsumption (monadic deva, -20DC).
The following spells or spell-like abilities do not work within the affected area:
dimension door, teleport, greater teleport and
gate. The restriction does not apply to these spells if cast by Graz'zt himself.
Multiple castings of this spell have extended the
Second Argent Palace Ward to a distance of two miles – fully protecting the Argent Palace, the seat of Graz'zt's power. The
gate hall which opens to a number of different dimensions is not subject to this spell, and neither are several locations within the Argent Palace – these secret areas expedite the coming and going of Graz'zt's chief servants.
Gate Oven
Conjuration [Teleportation]
Spellcraft DC: 95
Components: V, S, XP
Casting Time: 10 days 11 minutes
Range: 0 ft.
Effect: One permanent portal
Duration: Permanent
Saving Throw: None
Spell Resistance: No
To Develop: Seeds: Conjure (DC21), transport (DC27). Factor: allow interplanar travel (+4 DC), permanent (x5DC). Mitigating factor: increase casting time to 10 days 11 minutes (-40DC), burn 12,000 XP (-120DC)
Graz'zt creates a
gate oven – a portal which connects to another point in any other plane. The
gate oven may be one-way, or it may connect to a similar portal.
Gate ovens appear as pits or archways in a solid surface filled with green fire.
There are thousands of
gate ovens throughout the triple realm. Most connect to a point within one of Azzagrat's planes, although some lead to other Abyssal realms or demiplanes.
Desperate Summons
Conjuration (Summoning) [Evil]
Spellcraft DC: 95
Components: V, S
Casting Time: 1 quickened action
Range: 75 ft.
Effect: Three summoned balors
Duration: 20 rounds (D)
Saving Throw: None (see text)
Spell Resistance: No
To Develop: 342,000 gp; 7 days; 13,680 XP. Seed: summon (DC 14). Factors: summon CR 20 creature (+36 DC), summon three creatures (x3DC), quickened (+28 DC). Mitigating factor: burn 13,900XP (-139DC).
This spell summons three balors. They appear where Graz'zt designates and act immediately. They attack Graz'zt's opponents to the best of their abilities. Graz'zt can direct the balors not to attack, to attack particular enemies, or to perform other actions. Due to the subsequent obligation owed by Graz'zt to the balors, he will only use this spell when in dire need.
Great Profane Flame Aura
Evocation [Evil]
Spellcraft DC: 95
Components: V,S
Casting Time: 1 action
Range: Personal
Area: 100-ft radius emanation
Duration: 20 hours (D)
Saving Throw: Reflex half
Spell Resistance: Yes
To Develop: Seed: energy (DC14), fortify (DC17). Factors: change fire to unholy damage (ad hoc +12DC), increase enhancement bonus to spell resistance by +19 (+38DC), 1-action casting time (+20DC), increase damage by 13d6 (+26 DC), increase area by 900% (+36DC), +10 on caster level to beat foe's
dispel effect (+20DC), change from touch to personal (-2DC), dismissible by caster (+2DC). Mitigating factor: burn 7100 XP
Graz'zt in wreathed in a swirling maelstrom of unholy fire which deals 15d6 points of damage per round to nonevil creatures within its area (Reflex save for half). Each round that a foe remains within the area, it sustains a further 15d6 damage. All evil creatures within the spell's area enjoy a +20 enhancement bonus to their spell resistance if they possess it.
[Variation: (1) increase damage to 15d20, increase burn to 11,100 XP; (2) change unholy damage to chaotic damage, change evil to chaotic and nonevil to nonchaotic]
Death Impulse
Necromancy [Death]
Spellcraft DC: 95
Components: none
Casting Time: 1 quickened action
Range: 0 ft.
Area: 20-ft. radius sphere burst centred on you
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes
To Develop: Seeds: slay (DC 25). Factors: quickened (+28 DC), no verbal or somatic components (+4DC), change from target to area (+10DC), +10 on caster level to overcome SR (+20DC), increase spell's save DC by +10 (+20DC). Mitigating factors: burn 1200 XP (-12 DC)
As a free action which counts as a quickened spell, you release an impulse of death which slays those near you. All creatures with less than 80 HD who are within 20 feet of you must succeed at a Fortitude saving throw (DC 30+ relevant modifier) or die. You enjoy a +10 bonus to overcome their spell resistance, if applicable.
Ruin (Variation)
Transmutation
Spellcraft DC: 95
Components: V, S , XP
Casting Time: 1 action
Range: 12,000 ft.
Target: One creature, or up to a 10-foot cube of nonliving matter
Duration: Instantaneous
Saving Throw: Fortitude half
Spell Resistance: Yes
To Develop: Seed: destroy (DC 29). Factors: increase damage to 50d6 (+80 DC), increase damage die to d20 (+40 DC), 1- action casting time (+20 DC), +10 on caster level check to overcome SR (+20 DC), increase spell's save DC by +10 (+20 DC). Mitigating factor: burn 10,000 XP (–100 DC), 14d6 backlash (-14 DC).
Graz'zt deals 50d20 points of pure destructive damage to a single target within range and line of sight: a successful Fortitude saving throw (DC 30+ relevant modifier) reduces the damage by half. Graz'zt benefits from a +10 bonus to his caster level to overcome his foe's spell resistance, if applicable. If the target is 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. Only a trace of fine dust remains. XP Cost: 10,000 XP.
In Preparation for Battle
Transmutation
Spellcraft DC: 95
Components: V, S, XP
Casting Time: 10 minutes
Range: Touch
Target: Creature touched
Duration: 20 hours
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
To Develop: Seed: fortify (DC 27). Factors: further +9 enhancement bonus to Str (+18DC), +10 enhancement bonus to Con (+20DC), +10 enhancement bonus to Dex (+20DC), +10 additional SR (+20DC); +10 on caster level to overcome foe's
dispel effect (+20 DC). Mitigating factor: +9 minutes casting time (-18DC), burn 1,200 XP (-12DC).
Graz'zt grants the subject touched a +10 enhancement bonus to Str, Con and Dex, and a +10 enhancement bonus to spell resistance. Attempts to
dispel the spell
in preparation for battle treat Graz'zt as 10 levels higher than his caster level.
Taint Seed
Conjuration (Creation)
Spellcraft DC: 95
Components: V, S
Casting Time: 7 days 11 minutes
Range: 0 ft. (see text)
Effect: An area of altered alignment traits within an existing plane or demiplane
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
To Develop: Seeds:
Genesis (DC31),
transform (DC21). Factors: increase speed of growth by 4 ft. per day (+16DC), no limit to maximum radius (+100DC), assign mild chaos and mild evil alignment traits (+40 DC). Mitigating factors: increase casting time by 7 days 10 minutes (-34DC), burn 7900XP.
You create a seed of taint within an existing plane or demiplane. The tainted area exhibits the mild chaos-aligned and mild evil-aligned traits as though they were traits native to the plane. The seed grows indefinitely at a speed of 5-ft. per day in radius.
A
wish or
miracle will not halt the growth of the taint, although other epic spells using the
genesis seed designed to overtake it (or the intervention of a deity) will. If cast within the space of a finite demiplane, the entire demiplane will assume the mild-chaos and mild-evil alignment traits if the tainted area expands to include it. If the demiplane itself is still growing, subsequent growth will exhibit the mild-chaos and mild-evil alignment traits.
Disjunction Ward
Abjuration
Spellcraft DC: 95
Components: V, S, XP
Casting Time: 100 days 11 minutes
Range: Touch
Target: Object touched
Duration: Permanent
Saving Throw: None
Spell Resistance: Yes
To Develop: Seed: ward (DC 14). Factors: ward against
disjunction (+16DC), gain +30 on caster level to beat foe's
dispel effect (+60DC), permanent (x5 DC). Mitigating factors: increase casting time by 100 days 10 minutes (–220 DC), burn 13,500 XP (-135 DC).
The object warded is rendered impervious to
disjunctions. If it is targeted by a
disjunction, the
disjunction ward itself is disjoined, but the object remains unaffected. Multiple
disjunction wards may be placed upon the same object – before the object can be affected by a
disjunction, each
disjunction ward must be brought down in turn.