Moon Spiral Heart Attack (yes, it's a Sailor Moon parody)
Necromancy (Death)
Spellcraft DC: 49
Components: V, S
Casting time: 1 action
Range: 300 ft
Target: One living creature up to 160 HD
Duration: Instantaneous
Saving throw: Fortitude partial
Spell resistance: Yes
To develop: 441,000 gp; 17,640 XP; 9 days. Seed: slay (25).
Factors: 1-action casting time (20), +30 save DC (+60), affect additional 80 HD (+8). Mitigating factors: 64d6 backlash damage (-64).
A spiral beam of pure white energy shoots from the caster's hand accompanied by a blaze of sparkles, hearts and other special effects, striking a single target. If the target is a living creature with 160 HD or less, it must pass a Fortitude save (DC 50+key ability modifier) or die. If it passes, it takes 3d6+20 damage.
The One Who Comes After
Transmutation
Spellcraft DC: 50
Components: V, S, XP
Casting time: 1 day, 10 minutes
Range: Personal/touching creature (see below)
Target: Self/touching creature (see below)
Duration: Until discharged/permanent (see below)
Saving throw: Fortitude negates
Spell Resistance: Yes
To develop: 450,000 gp; 9 days; 18,000 XP. Seed: Transform (21). Factors: Double contingency (twice cost of being contingent on trigger = +50), +40 to save DC (+80), change type of target creature (+5), transform into specific individual (+25), give assumed form up to 50 HD (+70). Mitigating factors: +9 minutes to duration (-18), +1 day to duration (-2), nine additional casters contributing 5th-level spell slots (-81), burn 1,000 XP per caster (-100).
This ritual spell requires nine additional participants, each contributing a 5th-level spell slot. The first contingency is activated if the caster dies. If his remains are subsequently touched by a creature with as many or more HD than his own at the time of casting the spell, the second contingency activates: that creature must make a Fortitude save (DC 60+caster's key ability modifier) or be instantly transmuted into a copy of the caster at the time when he cast the spell. This copy has all abilities (except supernatural) that the caster had at the time of casting, along with his memories and personality; to all intents and purposes, it is him. This spell is often used by evil arcane spellcasters with no access to resurrection magic or cloning tanks.
XP Cost: 1,000 XP from each participant in the ritual.
Form of the Avatar.
Developed by a elven druid with a cat fixation, this spell transforms the target into a lycanthrope. She used this spell on herself (changing into a Werepanther) and several warriors from her village. The spell was developed to use the help of a Sorcerer ally (who was working on a spell to turn himself into a dragon). The target gains most of the abilities of a Lycanthrope, including: +2 racial mod to wisdom, the ability to change shape into their totem animals form and a hybrid form, the scent ability, DR 10/silver in animal/hybrid form, The shapeshifter type, and Animal Empathy. The target does not gain any additional HD or feats (unlike a normal Lycanthrope), but they also do not change alignment.
Cost: Transform Seed (21), Changes Type (+5), Lycanthropes +2 racial bonus to Wis (10), Shapeshifting (10), DR10/silver (10), Animal Empathy (10), Scent (10) = 76 in Factors.
Mitigating Factors: 10 Min casting time (-18), requires another Epic spell slot from an Epic Spellcaster (-19)
Final Cost= 39 = 351000gp, 14040xp, 7 days.
Inferno
Spellcraft DC: 23
Components: V,S
Casting Time: 10 minutes
Range: 1500 ft
Area: 5 hundred foot radius sphere
Duration: Instantaneous
Saveing Throw: Reflex half
Spell Resistance: Yes
To Develop: 207,000 gp; 5 days; 8280 XP. Seed: energy(DC 19). Factor: change area to 500 ft (+ 50 DC), increase range to 1,500 (+ 10 DC). Mitigating factors: increase casting time to ten minutes (- 18 DC), two additional casters contributing 5th level spell slots(-18 DC).
This is essentially a spell to wipe out large groups of people such a large portion of an army. This spell deals 10d6 points of fire damage within the area of effect. (The seed said bolt but the other damages were for the 20 hour duration.)
Inhabit Golem
Spellcraft DC: 32
Components: V,S,XP
Casting Time: 65 days
Range: Touch
Target: You or person your touching and golem you are touching
Duration: Permanent
Saving Throw: None
Spell Resistance: No
To Develop: 288,000 gp; 6 days; 11,520 XP. Seed: animate (DC 25), transport (DC 27). Factors: soul transport (ad hoc +4), permanent (x5 DC). Mitigating Factors: burn 10,000 XP, 10 minutes casting time (-18 DC), 65 days casting time (-130 DC)
This spell transfers one willing soul into an already made golem but for the geas/quest spell. If the golem has magic immunity the person loses their spells, spell-like abilities, and supernatural abilities. They also lose any abilities that rely on their body such as poison.
Wall of Epic Security
[Abjuration]
DC:82
Components: V,S, Ritual
Castingtime: 10 minutes
Area : 160 ft
Duration: Permanent
Save: Fort half
SR: Yes
To develop: 738000 GP, 15 days, 29,520 XP, Seeds: ward(14), Forsee (17) , Destroy(29), Factors: 4x Increase area by 100% (+16 DC), Ward against 0-9th level spells (+160 DC), Increase damage die from d6 to d20 (+40 dc), Permanent duratation(DCx5) (DC=1380) Mitigating factors: +9 minutes casting time(-18dc), Ritual (-1280 dc):
10 1st, 10 4th-7th, 20 8th, 10 9th, 10 10th and 10 11th level slots.
The participants of the ritual create a ward around them with a radius of 160 ft. All hostile spells of 0-9th level are negated when aimed at creatures/objects within the ward and every hostile creature inside the ward takes 20d20 points of damage until they leave. A successfull Fortitude save reduces the damage to 1/2 and SR does aplly. The ward is immobile.
Epic Intelligence
Spellcraft DC: 55
Casting time: 10 minutes
Range: Touch
Target: Personal
Duration: 20 hours
Saving Throw: will negates (harmless)
Spell Resistance: Yes (harmless)
To develop; 495,000gp; 10 days; 19,800XP.
Primary seed: Fortify (DC 17).
Factors: Add 29 Inteligence (+58), Increase casting time by 9 minutes (-18DC), from touch to personal (-2DC)
This spell adds a +30 Intelligence enhancement bonus to the caster.
Ward Against Spells
Spellcraft DC: 34
Casting time: 10 minutes
Range: Caster
Target: Personal
Duration: 24 hours
Saving Throw: none
Spell Resistance: none
To develop; 306,000gp; 7 days; 12,240XP.
Primary seed: Ward (DC 14).
Factors: Ward against all 1st level spells, Disintegrate, Holy Word, and Mordincain’s Disjunction (+40), Increase Casting time by 9 minutes (-18), change from touch to personal (-2),
This spell creates a ward for the caster against the effects 1st level spells, Disintegration, holy word, and Mordincain’s Disjunction.
Attack Ward
Spellcraft DC: 76
Range: Caster
Target: Personal
Duration: 7.5 days or until expended
Saving Throw: none
Spell Resistance: none
Seed: Reflect (DC 27) (reflect 5 melee attacks), Reflect (DC 27) (reflect 5 ranged attacks) Increase Casting Time by 10 minutes (-20 DC) Add 3 extra melee attack reflections (+12 DC) Add 3 extra ranged attack reflections (+12 DC) Increase Duration 900% (+18 DC)
This spell lets 8 melee and 8 ranged attacks to be reflected upon their original attacker at the same bonus the original attack was made at.