Share you Epic Spells!!

Faerl'Elghinn

First Post
Hi:

I am currently playing a wizard with a total Spellcraft score of 71, and to reflect his intelligence score of 51, I'd like to start a pool of resources as far as ideas for Epic Spells. I've created a few of my own, and I'll list them here for your perusal, but would like to solicit others to do the same, as I can't possibly think of every option. I have a fairly flexible DM, so please feel free to submit anything and everything, including spells with custom ad hoc modifiers or original seeds. Divine spells are fine, too, as this thread is intended to be a database for everyone to scour for ideas.

Thanks, and here are my initial submissions:

Felin's Dramatic Exit
Transmutation [Teleportation], Evocation
Spellcraft DC: 67
Components: V, S
Casting Time: 11 minutes
Target: You and up to 2 additional targets within 300 feet
Duration: Permanent until triggered, Instantaneous
Saving Throw: None, Reflex half
Spell Resistance: Yes

When this spell's contingent trigger is met, you transport yourself and up to 2 other willing creatures to any location on any plane, leaving in your wake a 20d10 Fireball.

Transportation Seed (DC 27), Interplanar Travel (+4 DC), Additional Target x2 (+20 DC), Energy Seed (Fire, DC 19), Change area to 20' radius (+2 DC), Increase damage die by 2 steps (+ 20 DC), 10 additional damage dice (+20 DC), Contingent upon specific trigger (+25 DC)

Mitigating factors: Increase casting time by 10 minutes (-20 DC), Backlash damage: 50d6 (-50 DC)

Felin's Reactivation
Spellcraft DC: 67
Components: V, S
Casting Time: 11 minutes
Range: See text
Target: Up to 3 target creatures within 300 feet
Duration: Permanent until triggered
Saving throw: None (harmless)
SR: No (harmless)

Whenever your spells currently in effect are successfully dispelled or suppressed, this spell triggers, granting the effects of a haste spell and +10 dexterity to up to 3 target creatures within 300 feet. The haste effect lasts for 20 rounds, while the Dexterity bonus applies for 20 hours.

Fortify Seed (17 DC), Transport Seed (27 DC), +9 additional Enhancement (+18 DC), 2 additional targets (+20 DC), Contingent upon specific trigger (+25 DC), Increase casting time by 10 minutes (-20 DC), 20d6 Backlash (-20 DC)

Felin's Fabulous Contingent Counterspell
Abjuration
Spellcraft DC: 74
Components: V,S
Casting Time: 11 minutes
Range: 300 ft.
Target: Personal
Duration: Permanent until triggered
Saving Throw: None
Spell Resistance: No
Cost to Develop: 630,000 gp, 25,560 xp, 13 days

Whenever a spell or spell-like effect would cause any of your spells or items to come under a dispel or similar effect, Felin's Fabulous Contingent Counterspell attempts to counter the effect. Roll a caster level check (1d20+60) versus 11+ the spell or effect's caster level to determine whether or not the spell or effect is countered. Once this spell is triggered, it is dispersed and must be recast.

Dispel Seed (19 DC), +50 to caster level check (+50 DC), Contingent upon specific trigger (+25 DC), Increase casting time by 10 minutes (-20 DC)

Megadeath
Necromancy [Death]
Spellcraft DC: 75
Components: None
Casting Time: 1 Free Action
Area: 200' Radius Sphere
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes
Cost to Research: 675,000 gp, 27,000 xp, 14 days

This spell sucks the souls from up to 800 HD of living creatures in a 200-foot radius sphere. Living creatures within the area must make a fortitude saving throw or be instantly slain. Their souls rise to the sky in a swirling vortex, exploding in a bright burst of blacklight covering a 1-mile radius. All survivors within this area see a vision of Cyric's Holy Symbol flash before their eyes.

Slay Seed (DC 25), Change from target to 20' radius (+4 DC), Increase area by 1,000% (+40 DC), Quickened Spell (+28 DC), 720 extra HD (+72 DC), No verbal or somatic components (+4 DC), 90d6 Backlash damage (-90 DC)

Soul Blade
Transmutation
Spellcraft DC: 83
Components: XP
Casting Time: 1 Free Action
Duration: 20 Rounds
Saving throw: None (harmless)
SR: No

You may draw the soul from your body in the shape of a brilliant energy weapon as a free action. Your body becomes a Golem-like construct with all of your physical characteristics (str, dex, con, hp, base attack bonus, etc.) but no intelligence, wisdom, or charisma score. You control your body through the weapon, and can see as normal in a complete panorama. You can communicate telepathically with any creature within 60 feet. You cannot cast spells with verbal, somatic, or material components while in this form. You are specifically a +10 keen, vorpal, brilliant energy intelligent edged weapon of the type of your choice. If your body is slain, your soul still lives in the weapon, and it retains all characteristics of an intelligent weapon with all of your normal spells and abilities. If your body is somehow restored to health (or recreated, such as with a Clone spell), you may return to it at will as a free action, as long as it is within 10 feet. If the weapon is somehow destroyed while it contains your soul and your body has been slain or is more than 10 feet away, you immediately die.

Animate Seed (+25 DC), Transform Seed (+21 DC), Fortify Seed (+17 DC), +19 Enhancement (+38 DC), Quickened Spell (+28 DC), No Verbal or Somatic Components (+4 DC), Factors: Burn 5,000 XP (-50 DC)
 
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