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Tequila Sunrise's Epic Level Handbook 3.75

Tequila Sunrise

Adventurer
With some of us seriously talking about house ruling the worst parts of 3e rather than switch to 4e in May, I decided to make my own contribution. Here I will be fixing or replacing the problems that I see with the 3.0 ELH; the rampant power disparity that it encourages between optimizers and non-optimizers, its clunky epic spell casting system, the truncation at 20th level of abilities that should progress beyond and the continuation of abilities that should end at 20th and its dysfunctional wealth and equipment system. I’ll also be sneaking a few things in that I use in games of any power level. In any case, this little project isn’t complete so I’ll be adding to it and editing it as I have time and as suggestions come in, so discuss away!

Epic Saves and Attack Bonuses
Code:
Character	Epic		Epic
Level		Save Bonus	Attack Bonus
21		+0		+1
22		+1		+2
23		+1		+3
24		+2		+4
25		+2		+5
26		+3		+6
27		+3		+7
28		+4		+8
29		+4		+9
30		+5		+10

Epic Save and Attack Bonuses
After 20th level, all characters gain the same bonuses to all their saves and their base attack bonus, rather than continuing their class’ bonus progressions. To calculate a character’s total save bonuses and attack bonus add up the bonuses derived from the character’s 20 non-epic levels and then add the epic bonuses shown on the table above. In the case of a multiclassed character, a player should mix and match the best of their 20 non-epic levels before adding their epic bonuses. For example Raniard is a 20th level wizard who decides to multiclass into the fighter class. Each time Raniard gains a level, he chooses the best of his non-epic save and attack bonuses and then adds his epic bonuses. So when Raniard reaches 40th level as a Fighter 20/Wizard 20, he has base bonuses as follows: Fort +22, Ref +16, Will +22, Attack +40.

Epic Barbarian
Rage: An epic barbarian gains no further rages per day, but the potency of his rage does increase. The numbers on the table below represent the Strength and Constitution bonuses that a barbarian of a given level gains while in rage; half of the listed bonus applies to his will saves while in rage.
Code:
Level	Special
21	Trap Sense +7
22	Damage Reduction 6/--
23
24 	Trap Sense +8
25 	Damage Reduction 7/--, Rage +10
26
27 	Trap Sense +9
28 	Damage Reduction 8/--
29
30	Rage +12, Trap Sense +10

Epic Bard
Bardic Music: An epic bard continues to gain uses of this ability per day, and its potency increases as noted below.
Spells: An epic bard’s caster level continues to equal his class level and he continues to gain spell levels, spells per day and spells known. It is recommended that 7th level bard spells be added at level 19, as this fits the class’ level pattern.
Code:
Level	Special
21
22
23
24
25 	Inspire Courage +5
26
27
28
29
30	Inspire Courage +10

Epic Bard Spells per Day
Code:
Level	8	9	10
21	--	--	--
22	0	--	--
23	1	--	--
24	2	--	--
25	3	1	--
26	4	2	--
27	4	3	--
28	4	4	1
29	4	4	2
30	4	4	3

Epic Bard Spells Known
Code:
Level	8	9	10
21	--	--	--
22	2	--	--
23	3	--	--
24	4	--	--
25	5	2	--
26	5	3	--
27	5	4	--
28	5	5	2
29	5	5	3
30	5	5	4

Epic Cleric
Turn Undead: A cleric’s effective turning level continues to rise with his class level. I highly recommend the variant rules for turning undead found in the Player’s Handbook II, as it remains useful against any epic undead unlike the standard turning rules.
Spells: An epic cleric’s caster level continues to equal his class level and he continues to gain spell levels and spells per day. It is recommended that 9th level cleric spells be added at level 19, as this fits the class’ level pattern.
Epic Cleric Spells per Day
Code:
Level	11	12	13	14	15
21	1+1	--	--	--	--
22	2+1	--	--	--	--
23	3+1	1+1	--	--	--
24	4+1	2+1	--	--	--
25	4+1	3+1	1+1	--	--
26	4+1	4+1	2+1	--	--
27	4+1	4+1	3+1	1+1	--
28	4+1	4+1	4+1	2+1	--
29	4+1	4+1	4+1	3+1	1+1
30	4+1	4+1	4+1	4+1	2+1

Epic Druid
Shapeshift: (Variant from PHBII) At 24th level and each 4 levels thereafter, a druid's enhancement bonus to Strength and natural armor improves by +2 while the druid is in any shapeshift form.
Spells: An epic druid’s caster level continues to equal her class level and she continues to gain spell levels and spells per day. It is recommended that 9th level druid spells be added at level 19, as this fits the class’ level pattern.
Code:
Level	Special
21
22
23
24	Shapeshift +2
25
26
27
28 	Shapeshift +4
29
30

Epic Druid Spells per Day
Code:
Level	11	12	13	14	15
21	1	--	--	--	--
22	2	--	--	--	--
23	3	1	--	--	--
24	4	2	--	--	--
25	4	3	1	--	--
26	4	4	2	--	--
27	4	4	3	1	--
28	4	4	4	2	--
29	4	4	4	3	1
30	4	4	4	4	2

Epic Fighter
Code:
Level	Special
21
22	Bonus Feat
23
24 	Bonus Feat
25
26 	Bonus Feat
27
28 	Bonus Feat
29
30 	Bonus Feat

Epic Monk
Unarmed Damage: At 24th level, a monk’s unarmed damage improves to 4d6. Every four levels thereafter, it improves by another d6.
Miscellaneous Abilities: An epic monk gains no further uses per day of any class abilities, but her level for determining the potency of such abilities continues to equal her class level.
Code:
	Unarmed
Level	Damage		AC	Speed
21	2d10		+4	+70
22	2d10		+4	+70
23	2d10		+4	+70
24 	4d6		+4	+80
25	4d6		+5	+80
26 	4d6		+5	+80
27	4d6		+5	+90
28 	5d6		+5	+90
29	5d6		+5	+90
30 	5d6		+6	+100

Epic Paladin
Smite Evil: An epic paladin gains no further smites per day, but her extra smite damage continues to equal her class level.
Lay on Hands: The potency of this ability continues to improve with paladin levels.
Turn Undead: A paladin’s effective turning level continues to rise with her class level. I highly recommend the variant rules for turning undead found in the Player’s Handbook II, as it remains useful against any epic undead unlike the standard turning rules.
Remove Disease: A paladin gains no further uses of this ability per week.
Spells: An epic paladin’s caster level continues to equal half her class level and she continues to gain spell levels and spells per day.
Epic Paladin Spells per Day
Code:
Level	5	6	7
21	0	--	--
22	1	--	--
23	1	--	--
24	2	--	--
25	2	0	--
16	2	1	--
27	3	1	--
28	3	2	--
29	3	2	0
30	3	2	1

Epic Ranger
Spells: An epic ranger’s caster level continues to equal half his class level and he continues to gain spell levels and spells per day.
Code:
Level	Special
21
22
23
24 
25	6th Favored Enemy
26 
27
28
29
30 	7th Favored Enemy

Epic Ranger Spells per Day
Code:
Level	5	6	7
21	0	--	--
22	1	--	--
23	1	--	--
24	2	--	--
25	2	0	--
16	2	1	--
27	3	1	--
28	3	2	--
29	3	2	0
30	3	2	1

Epic Rogue
Code:
Level	Special
21	Sneak Attack +11d6, Trap Sense +7
22	Special Ability
23 	Sneak Attack +12d6
24 	Trap Sense +8
25 	Special Ability, Sneak Attack +13d6
26
27	Sneak Attack +14d6, Trap Sense +9
28 	Special Ability
29 	Sneak Attack +15d6
30	Trap Sense +10

Epic Sorcerer Spells per Day
Spells: An epic sorcerer’s caster level continues to equal his class level and he continues to gain spell levels, spells per day and spells known. It is recommended that 9th level sorcerer spells be added at level 20, as this fits the class’ level pattern.
Code:
Level	11	12	13	14	15
21	--	--	--	--	--
22	3	--	--	--	--
23	4	--	--	--	--
24	5	3	--	--	--
25	6	4	--	--	--
26	6	5	3	--	--
27	6	6	4	--	--
28	6	6	5	3	--
29	6	6	6	4	--
30	6	6	6	5	3

Epic Sorcerer Spells Known
Code:
Level	11	12	13	14	15
21	--	--	--	--	--
22	1	--	--	--	--
23	2	--	--	--	--
24	2	1	--	--	--
25	3	2	--	--	--
26	3	2	1	--	--
27	3	3	2	--	--
28	4	3	2	1	--
29	4	3	3	2	--
30	4	4	3	2	1

Epic Wizard
Spells: An epic wizard’s caster level continues to equal his class level and he continues to gain spell levels and spells per day. It is recommended that 9th level sorcerer spells be added at level 19, as this fits the class’ level pattern.
Code:
Level	Special
21
22
23
24 
25	Bonus Feat
26 
27
28
29
30 	Bonus Feat

Epic Wizard Spells per Day
Code:
Level	11	12	13	14	15
21	1	--	--	--	--
22	2	--	--	--	--
23	3	1	--	--	--
24	4	2	--	--	--
25	4	3	1	--	--
26	4	4	2	--	--
27	4	4	3	1	--
28	4	4	4	2	--
29	4	4	4	3	1
30	4	4	4	4	2

Behind the Curtain: Class Progressions
Class benefits should follow a simple and definable pattern, rather than an arbitrary hodge-podge of abilities, so that scaling epic levels doesn’t become overwhelmingly complex and confusing. Further, class abilities should be locked-in rather than just a series of bonus feats that may or may not increase a character’s effectiveness. Judging CRs for monsters is already more an art than a science, without creating the likely possibility of epic characters with wildly varied levels of effectiveness.

Behind the Curtain: per Day Abilities
Game balance is based on encounters per day. As class abilities are often already usable more times per day than the recommended four encounters at 20th level, so adding uses per day to those abilities would only degrade the shaky balance that high- and epic-level play already possess. Spells improve beyond 20th level because only a caster’s highest spell levels effectively constitute their per day abilities.

Animal Companions: Though I try to discourage players from having pets, and in fact the druid shapeshift variant which I use removes this druid class ability, I do allow any character to spend a [non-epic] feat to get an animal companion if they really want one.
Code:
Level		HD		Armor		Str/Dex		Tricks
21		+14		+14		+7		8
24		+16		+16		+8		9
27		+18		+18		+9		10
30		+20		+20		+10		11
33		+22		+22		+11		12
36		+24		+24		+12		13
39		+26		+26		+13		14

Paladin Mount
Code:
Level		HD		Armor		Str		Int
21		+10		+12		+5		10
25		+12		+14		+6		11
29		+14		+16		+7		12
33		+16		+18		+8		13
37		+18		+20		+9		14

Familiar
Code:
Level		Armor		Int
21		+11		16
23		+12		17
25		+13		18
27		+14		19
29		+15		20
21		+16		21
23		+17		22
25		+18		23
27		+19		24
29		+20		25

Behind the Curtain: Massive Damage
I myself don’t even use death from massive damage because it becomes just a wrist exercise in high level and epic play. (Save against massive damage? Okay, I rolled a 2 so I pass…*yawn*) If you use this rule though, I recommend modifying it. To do so, add 2 to an epic character’s massive damage threshold for each epic level he/she possesses. Then add 1 to the Fortitude DC for each 5 points by which the damage exceeds 50.
 
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Epic Feats
I’m not going to go through the massive project of writing out every possible epic feat. Instead I’ll write up a few basic feats that demonstrate what an epic feat should be—if it grants a numeric bonus it should generally be twice as good as its non-epic version. Feats that completely remove competition should be avoided. For example, Epic Initiative could grant a +8 bonus to initiative checks that stacks with Improved Initiative or it could grant the ability to automatically go first in any combat. While the second option looks and feels more epic, the first option is better because it is a simple numeric bonus that allows other combatants at least the hope to compete.

I won't be including certain epic feats, due to their ridiculous effect on play. The biggest offenders are Multispell, Improved Metamagic due to their drastic effect on spell casters. Other epic feats are no longer necessary such as Epic Prowess, Epic Spellcasting, Improved Sneak Attack, Improved Spell Capacity, Intensify Spell, Lingering Damage, Mighty Rage and Wild Shape feats because the improvements which they grant are already granted by class features or other feats.

Automatic Empower
Prerequisite: Empower Spell
Benefit: Your 0 through 3rd level spells are automatically empowered. Each time you take this feat, it applies to the next three higher spell levels.

Automatic Enlarge
Prerequisite: Enlarge Spell
Benefit: Your 0 through 4st level spells are automatically enlarged. Each time you take this feat, it applies to the next four higher spell levels.

Automatic Extend
Prerequisite: Extend Spell
Benefit: Your 0 through 4st level spells are automatically extended. Each time you take this feat, it applies to the next four higher spell levels.

Automatic Maximize
Prerequisite: Maximize Spell
Benefit: Your 0 through 2nd level spells are automatically silenced. Each time you take this feat, it applies to the next two higher spell levels.

Automatic Quicken
Prerequisite: Quicken Spell
Benefit: Your 0 and 1st level spells are automatically quickened. Each time you take this feat, it applies to the next higher spell level.

Automatic Silent
Prerequisite: Silent Spell
Benefit: Your 0 through 4st level spells are automatically silenced. Each time you take this feat, it applies to the next four higher spell levels.

Automatic Still
Prerequisite: Still Spell
Benefit: Your 0 through 4st level spells are automatically stilled. Each time you take this feat, it applies to the next four higher spell levels.

Automatic Widen
Prerequisite: Widen Spell
Benefit: Your 0 through 2nd level spells are automatically widened. Each time you take this feat, it applies to the next two higher spell levels.

Epic Alertness
Prerequisite: Alertness
Benefit: You gain an additional +4 bonus to Spot and Listen checks.
Special: You can gain this feat multiple times; once at 21st level and every twenty levels thereafter. Its effects stack.

Epic Blind-Fight
Prerequisite: Blind-Fight
Benefit: In melee, you do not suffer miss chances because of concealment. You take no penalty to speed for being unable to see.

Epic Critical
Prerequisite: Improved Critical
Benefit: When using the weapon you selected, you deal +2d6 damage on a successful critical hit. If the weapon's critical multiplier is X3, add +4d6 points of damage instead, and if the critical multiplier is X4, add +6d6 points of damage instead.

Epic Eschew Materials
Prerequisite: Eschew Materials
Benefit: You no longer need material components or foci to cast spells.

Epic Initiative
Prerequisite: Improved Initiative.
Benefit: You gain a +4 bonus initiative checks. This bonus stacks with other initiative bonuses.
Special: You can gain this feat multiple times; once at 21st level and every twenty levels thereafter. Its effects stack.

Epic Item Creation Feats
Each epic item creation feat has its non-epic version and a caster level of 21 required. Epic item creation works exactly as it does in non-epic play.

Epic Metamagic Feats
Each epic metamagic feat is simply a copy of its non-epic version, which is also its prerequisite. The benefit of epic metamagic is that the caster can stack the effects of two similar feats. For example a wizard with Empower Spell and two Epic Empower Spell feats can apply all three to one spell, making it six levels higher and dealing +150% damage.

Epic Skill Focus
Prerequisite: Skill Focus in chosen skill.
Benefit: You gain an additional +6 bonus to your chosen skill.
Special: You can gain this feat multiple times for the same skill; once at 21st level and every twenty levels thereafter. Its effects stack.

Epic Speed
Prerequisite: Improved Speed.
Benefit: Your base speed improves by +10 feet. This bonus stacks with other improvements to your base speed.
Special: You can gain this feat multiple times; once at 21st level and every twenty levels thereafter. Its effects stack.

Epic Spell Focus
Prerequisite: Greater Spell Focus.
Benefit: The save DCs of your chosen school rises by an additional +1.
Special: You can gain this feat multiple times for the same school; once at 21st level and every ten levels thereafter. Its effects stack.

Epic Turning
Prerequisite: Greater Turning.
Benefit: Your turn attempts deal an additional 1d6 damage to undead and the save DC rises by an additional 1.
Special: You can gain this feat multiple times; once at 21st level and every ten levels thereafter. Its effects stack.

Epic Weapon Focus
Prerequisite: Supreme Weapon Specialization with selected weapon, fighter level 24th.
Benefit: You gain a +2 bonus on all attack rolls you make using the selected weapon.
Special: You can gain this feat multiple times; once at 24th level and every eight levels thereafter. Its effects stack.

Epic Weapon Specialization
Prerequisite: Epic Weapon Focus with selected weapon, fighter level 28th.
Benefit: You gain a +4 bonus on all damage rolls you make using the selected weapon.
Special: You can gain this feat multiple times; once at 28th level and every eight levels thereafter. Its effects stack.

Greater Epic Critical
Prerequisite: Epic Critical
Benefit: When using the weapon you selected, your critical range is tripled, rather than doubled.

Non-Epic Feats

Greater Turning
Prerequisite: Improved Turning.
Benefit: Your turn attempts deal an additional 1d6 damage to undead and the save DC rises by an additional 1.

Improved Speed
Benefit: Your base speed improves by +10 feet. This bonus stacks with other improvements to your base speed.
Special: A barbarian automatically gains this feat at 1st level.

Superior Two-Weapon Fighting
Prerequisites: Dex 21, Greater Two-Weapon Fighting, Improved Two-Weapon Fighting, Two-Weapon Fighting, base attack bonus +16
Benefit: You get a fourth attack with your off-hand weapon, albeit at a -15 penalty.
Special: A fighter may select Superior Two-Weapon Fighting as one of his fighter bonus feats.

Supreme Weapon Focus
Prerequisite: Greater Weapon Specialization with selected weapon, fighter level 16th.
Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon.

Supreme Weapon Specialization
Prerequisite: Supreme Weapon Focus with selected weapon, fighter level 20th.
Benefit: You gain a +2 bonus on all damage rolls you make using the selected weapon.
 
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Epic Spells
If it isn’t broken, don’t fix it! The pre-epic spell system isn’t broken (most of it isn’t at least), so why saddle epic games with a completely new, bizarre and frankly dysfunctional system? The epic spell casting system is supposed to provide flexibility and the chance to create new and unique spells for your caster but in actuality spell levels are just as flexible and creative. The only reason that some gamers perceive epic spell casting to be more flexible is because the Epic Level Handbook comes right out and tells the DM that casters with the Epic Spell Casting feat are supposed to create new and unique spells and that the DM is supposed to work with the player to do so. Even though some DMs choose to ignore the subtler but similar suggestion in the Dungeon Master’s Guide with regards to non-epic spells, it is actually even easier to create new and unique non-epic spells than epic spells because there are already so many spells to compare and contrast to. So here are a few simple spells that demonstrate how to continue the standard and very usable spell level progression into epic levels. Of course other unique and creative epic spells are possible like demand, but those can come later.

Charm XII
Enchantment (Charm) [Mind-Affecting]
Brd 9, Sor/Wiz 12
Components: V, S, M
Casting Time: 1 standard action
Range: 30 ft.
Target: One creature
Duration: 1 day
Save: Will partial
Spell Resistance: Yes
This spell functions like charm person with three exceptions. First this spell is not restricted by type. Second this spell only affects creatures of a CR up to your caster level -3 (maximum CR 32). Third, if the targeted creature's CR is too high to be affected or if it passes its save, the target is shaken instead.

Charm XI, Mass
Enchantment (Charm) [Mind-Affecting]
Brd 8, Sor/Wiz 11
Components: V, S, M
Casting Time: 1 standard action
Range: Up to 30 ft.
Targets: All creatures within range
Duration: 1 day
Save: Will partial
Spell Resistance: Yes
This spell functions like charm person with three exceptions. First this spell is not restricted by type. Second this spell only affects creatures of a CR up to your caster level -3 (maximum CR 27). Third, if the targeted creature's CR is too high to be affected or if it passes its save, the target is shaken instead.

Cure Wounds XI
Conjuration (Healing)
Brd 11, Clr 11, Drd 12, Pal 11, Rgr 12
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Save: Will half
Spell Resistance: Yes
This spell functions like cure light wounds except that it cures 11d8 points of damage +1 point per caster level (+55).

Death XI
Necromancy [Death]
Clr 11, Drd 11, Sor/Wiz 11
Components: V, S, M
Casting Time: 1 standard action
Range: 30 ft.
Target: One creature
Duration: Instantaneous
Save: Fortitude partial
Spell Resistance: Yes
This spell functions like finger of death with two exceptions. First this spell only affects creatures of a CR up to your caster level -5 (maximum CR 30). Third, if the targeted creature's CR is too high to be affected or if it passes its save, the target takes 1 point of damage per caster level (maximum 35).

Death XI, Mass
Necromancy [Death]
Death 11, Sor/Wiz 11
Components: V, S, M
Casting Time: 1 standard action
Range: Up to 30 ft.
Targets: All creatures within range
Duration: Instantaneous
Save: Fortitude partial
Spell Resistance: Yes
This spell functions like wail of the banshee with two exceptions. First this spell only affects creatures of a CR up to your caster level -5 (maximum CR 25). Third, if the targetted creature's CR is too high to be affected or if it passes its save, the target takes 1 point of damage per caster level (maximum 30).

Disintegrate XII
Transmutation
Sor/Wiz 12
Components: V, S, M
Casting Time: 1 standard action
Range: 100 ft.
Effect: Ray
Duration: Instantaneous
Save: Fortitude partial (object)
Spell Resistance: Yes
This spell functions like disintegrate except that it deals 2d6 points of damage per caster level (maximum 70d6), or one tenth damage if it passes its save.

Dispel Magic XII
Abjuration
Brd 9, Clr 12, Drd 12, Pal 12, Sor/Wiz 12
Components: V, S, M
Casting Time: 1 standard action
Range: 100 ft.
Target: One spell or spell-like effect
Duration: Instantaneous (5 minutes)
Save: None
Spell Resistance: No
You make a dispel check against any one spell or spell-like effect. The DC is 1 + caster level and your maximum dispel bonus is +40. If you target a creature or area with numerous magical effects, you can designate which one to dispel if you can identify it via detect magic or similar means. Otherwise, the spell automatically targets the strongest magical effect (highest caster level, then highest spell level). If successfully dispelled, temporary effects are ended instantaneously while permanent effects are suppressed for 5 minutes.

Dominate XII
Enchantment (Compulsion) [Mind-Affecting]
Brd 9, Sor/Wiz 12
Components: V, S, M
Casting Time: 1 standard action
Range: 30 ft.
Target: One creature
Duration: 30 days
Save: Will partial
Spell Resistance: Yes
This spell functions like dominate person with three exceptions. First this spell is not restricted by type. Second this spell only affects creatures of a CR up to your caster level -7 (maximum CR 28). Third, if the targetted creature's CR is too high to be affected or if it passes its save, the target takes 1 point of damage per caster level (maximum 35) from mental stress.

Dominate XI, Mass
Enchantment (Compulsion) [Mind-Affecting]
Brd 8, Sor/Wiz 11
Components: V, S, M
Casting Time: 1 standard action
Range: Up to 30 ft.
Targets: All creatures within range
Duration: 30 days
Save: Will partial
Spell Resistance: Yes
This spell functions like dominate person with three exceptions. First this spell is not restricted by type. Second this spell only affects creatures of a CR up to your caster level -7 (maximum CR 23). Third, if the targetted creature's CR is too high to be affected or if it passes its save, the target takes 1 point of damage per caster level (maximum 30) from mental stress.

Fear XII
Necromancy [Fear, Mind-Affecting]
Brd 9, Sor/Wiz 12
Components: V, S, M
Casting Time: 1 standard action
Range: 30 ft.
Target: One creature
Duration: 5 minutes
Save: Will partial
Spell Resistance: Yes
This spell functions like cause fear with two exceptions. First this spell only affects creatures of a CR up to your caster level -1 (maximum CR 34). Second, if the targeted creature's CR is too high to be affected or if it passes its save, the target is shaken for 1 round.

Fear XI, Mass
Necromancy [Fear, Mind-Affecting]
Brd 8, Sor/Wiz 11
Components: V, S, M
Casting Time: 1 standard action
Range: Up to 30 ft.
Targets: All creatures within range
Duration: 5 minutes
Save: Will partial
Spell Resistance: Yes
This spell functions like cause fear with two exceptions. First this spell only affects creatures of a CR up to your caster level -1 (maximum CR 29). Second, if the targeted creature's CR is too high to be affected or if it passes its save, the target is shaken for 1 round.

Fireball XI
Evocation [Fire]
Sor/Wiz 11
Components: V, S, M
Casting Time: 1 standard action
Range: 500 ft.
Area: Up to 60 ft. radius spread
Duration: Instantaneous
Save: Reflex half
Spell Resistance: Yes
This spell functions like fireball except that it deals 1d6 points of fire damage per caster level (maximum 30d6).

Heal XII
Conjuration (Healing)
Clr 12, Drd 13
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Save: Will half
Spell Resistance: Yes
This spell functions like heal except that it heals 10 hit points per level (maximum 300 hit points at 30th level) and also ends any and all harmful conditions.

Origin of Draconians
Necromancy [Evil]
Clr 11, Sor/Wiz 11
Components: V, S, F
Casting Time: 30 days
Range: 0 ft.
Target: Up to 100 true dragon eggs
Duration: Permanent
Save: None
Spell Resistance: No
Over the course of one month, you pervert the un-hatched dragons within a group of true dragon eggs. At the month’s end the now bulbous and sickly eggs finally split open so that a new generation of true breeding draconians spew forth. This spell can create draconions of a CR up to your caster level -20 (maximum CR 5). Draconians are hatched immature and feral, but take only 1 year to mature into adults. Draconians created by this spell usually take on the alignment of their creator, which is almost invariably evil.
Components: Origin of Draconians requires a special magical laboratory or unholy shrine which must cost at least 10,000 gp. The laboratory or shrine can be reused but the caster must spend 5,250 XP each time he casts this spell. If the eggs or laboratory or shrine are disturbed at any time during the 30 day casting time, the spell is ruined.

Ray of Lightning XII
Evocation [Electricity]
Sor/Wiz 12
Components: V, S, M
Casting Time: 1 standard action
Range: 1,000 ft.
Effect: Ray
Duration: Instantaneous
Save: None
Spell Resistance: Yes
This spell functions like polar ray except that it deals 1d6 points of electricity damage per caster level (maximum 35d6).

Summon Nature’s Ally XI
Conjuration (Summoning)
Drd 11, Rgr 11
Components: V, S, M
Casting Time: 1 round
Range: 30 ft.
Effect: One summoned creature
Duration: 5 minutes
Save: None
Spell Resistance: No
This spell functions like summon nature's ally I except that it can summon any one of the following creatures: any CR 19 animal, any CR 17 elemental, a CR 11 nymph or a CR 17 griffon.

Wasting Curse
Necromancy
Clr 11, Sor/Wiz 11
Components: V, S, F
Casting Time: 1 day
Range: 0 ft.
Area: See text
Duration: 1 year (D)
Save: Fortitude half
Spell Resistance: Yes
This spell draws the moisture out of an area with a radius equal to 1 mile per caster level -20 (maximum 5 miles). This deals 1 point of damage to each living creature per round, or 2 points of damage to each water or plant creature per round. Though the spell is cast in a day, the caster loses a spell slot until the spell ends.
Focus: This spell requires a large stone obelisk weighing at least 500 pounds and worth at least 10,000 gp. The spell effect is centered on, and moves with, the obelisk. If the obelisk is destroyed any Wasting Curse effect is immediately ended.
 
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Epic Magical Items

Attunement: At epic levels, characters become so familiar with magical items that they can directly improve, or attune, their items without the aid of magic. To attune an item a character must spend the necessary wealth and must spend one day per improvement in solitude with the item. For example Thedros is a 21st level fighter and wishes to improve Desert Sirocco, a +5 flaming burst ghost touch icy burst scimitar. To improve Desert Sirocco's enhancement bonus to +6, Thedros must spend 284,000 gp and spend 1 day is solitude with it. A character's attuned items operate at a caster level equal to the character's current level.

Wealth by Level: I like to give characters enough money to have a limited number of items which increase in power at a steady rate, rather than a few one-shot items to begin with and then a few dozen powerful items later. Rather than calculating wealth by level with some arbitrary percentage formula, I add up how much wealth a character would need at every fourth level to have an appropriately powerful repertoire of items: two weapons, a booster item, armor with special properties, a ring of deflection, a vestment of natural armor, bracers of shielding and a ring of resistance. These items reflect what a dual wielding character would have, which is the most expensive style to maintain. So I take those numbers and the divide each four-level wealth increment by four to come up with each level’s wealth by level guideline.

Code:
Level	Wealth
1	8,000
2	16,000
3	24,000
4	32,000
5	56,000
6	80,000
7	104,000
8	128,000
9	168,000
10	208,000
11	248,000
12	288,000
13	344,000
14	400,000
15	456,000
16	512,000
17	584,000
18	656,000
19	728,000
20	800,000
21	1,176,000
22	1,552,000
23	1,928,000
24	2,304,000
25	2,904,000
26	3,504,000
27	4,104,000
28	4,704,000
29	5,576,000
30	6,448,000
31	7,320,000
32	8,192,000
33	9,384,000
34	10,576,000
35	11,768,000
36	12,960,000
37	13,720,000
38	14,480,000
39	15,240,000
40	16,000,000

Armor and Shields
Code:
	Market		Minimum
Bonus	Price		Level
+11	242,000		21
+12	288,000		23
+13	507,000		25
+14	588,000		27
+15	900,000		29
+16	1,024,000	31
+17	1,445,000	33
+18	1,620,000	35
+19	1,805,000	37
+20	2,000,000	39

Weapons
Code:
	Market		Minimum
Type	Price		Level
+11	484,000		21
+12	576,000		23
+13	1,014,000	25
+14	1,176,000	27
+15	1,800,000	29
+16	2,048,000	31
+17	2,890,000	33
+18	3,240,000	35
+19	3,610,000	37
+20	4,000,000	39

Staffs: A staff holds a number of spell charges equal to its type, with each charge holding a spell one level higher than the last. For example a type III staff might hold charm person, invisibility and fireball. Each charge is usable once per day, though higher level charges can be used to power lower level spells. Each time a staff is improved one of its spells may be traded out for another, though the new spell may not be of a higher level than the old one.
Code:
	Market		Minimum
Type	Price		Level
XI	484,000		21
XII	576,000		23
XIII	1,014,000	25
XIV	1,176,000	27
XV	1,800,000	29
XVI	2,048,000	31
XVII	2,890,000	33
XVIII	3,240,000	35
XIX	3,610,000	37
XX	4,000,000	39

Tattoos of Ability Enhancement
Code:
	Market		Minimum
Bonus	Price		Level
+12	288,000		21
+14	588,000		25
+16	1,024,000	29
+18	1,620,000	33
+20	2,000,000	37

Bracers of Shielding, Rings of Resistance, Robes of Armor (Bracers of Shielding and Robes of Armor cannot be enchanted with special properties)
Code:
	Market		Minimum
Bonus	Price		Level
+6	72,000		21
+7	147,000		25
+8	256,000		29
+9	405,000		33
+10	500,000		37

Gauntlets of Mighty Fists, Rings of Protection, Vestments of Natural Armor (Guantlets of Mighty Fists cannot be enchanted with special properties)
Code:
	Market		Minimum
Bonus	Price		Level
+6	144,000		21
+7	294,000		25
+8	592,000		29
+9	810,000		33
+10	1,000,000	37

Behind the Curtain: Epic Pricing and Level Requirements
Epic items should be significantly more valuable than non-epic items, but a flat x10 price modifier is too sudden. It encourages the ‘Christmas tree syndrome’ where players obtain items that grant non-standard bonuses or it encourages the ‘it’s like we’re first level again’ situation, neither of which I like. I like characters to have a steady progression of a limited number of bonuses, because it makes the game simpler for both players and DMs. Players don’t have to find or make obscure items to boost the stats they need to stay alive and DMs can at least roughly estimate what items his players should have and how challenging his monsters will be. Level requirements further ensure that most characters will have the right number of bonuses for their level, but they also give item creation feats a place in the game as a method to create truly spectacular items. Epic items which characters can expect to have at 21st to 24th level have a x2 cost multiplier beyond their base cost formula, items which characters can expect to have at 25th to 28th level have a x3 cost multiplier, items which characters can expect to have at 29th to 32nd level have a x4 cost multiplier, and items which characters can expect to have at higher levels have a x5 cost multiplier.

Behind the Curtain: Item Oddities
Some items don’t fit well into the epic levels. Most notable are Bracers of Armor, because of the rate at which their bonuses rise. A +1 bonus per two caster levels works fine in non-epic play, but in epic play they eventually outstrip even full plate armor in AC bonus. So I changed the bonus rate to +1 per three caster levels like other standard items, changed the form of the item to a more appropriate body slot and finally added Bracers of Shielding to the standard item list to make up for those lost AC bonuses.

Another item oddity are the Tattoos of Ability Enhancement. I made these items tattoos rather than their usual forms just so that they don't interfere with other important items; if you prefer their standard form, feel free to change them back. I start epic ability boosters at +12 because I allow non-epic boosters of up to +10, but I don't allow inherent bonuses. The most important reason being that I like PCs to be able to advance their items and stats at a steady and consistent pace rather than scraping for a +2 booster at low levels but then ending up with a +6 booster plus a +5 tome at later levels almost all at once. Also, three increments of +2 just doesn’t fit neatly into 20 levels.
 
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Epic Campaigns

On the Path to Divinity: This type of campaign is my favored way of playing with epic characters. In this type of campaign, epic characters are on the path to divinity. As a result epic characters begin to shed their mortality and also gain other special abilities as they gain experience (see Epic Powers Below).
Timeless Body: At 21st level, an epic character ceases to age physically. They accrue no further age related penalties, but will die naturally when their time is up.
Ageless: At 31st level, an epic character will never die naturally.
Timeless: At 41st level, an epic character passes the threshold into divinity and gains the ability to alter their physical age at will. If they have accrued any physical age related penalties, such are immediately removed. Even if they choose to appear elderly, their abilities are not affected. Additionally, 41st level characters do not need to drink, eat or sleep (though spellcasters must still rest as usual to regain spells).
Immortal: At 51st level, an epic character becomes a true power bound inseparably to the life of the multiverse itself. Even if slain, such a character simply reforms in 5d20 days.

Divine Casters: An epic divine caster becomes more and more his deity’s ally rather than follower. An epic divine character gains an intuitive understanding of magic and henceforth channels his spells directly from the multiverse, rather than through his god. This has no mechanical effect, except that he retains access to his spells in places which have been abandoned by the gods.

Item Attunement: An epic character’s growing divinity and longtime familiarity with magical items gives them the ability to directly improve, or attune, their items without the aid of magic. To attune an item a character must spend the necessary wealth and must spend one day per improvement in solitude with the item. For example Thedros is a 21st level fighter and wishes to improve Desert Sirocco, a +5 flaming burst ghost touch icy burst scimitar. To improve Desert Sirocco's enhancement bonus to +6, Thedros must spend 284,000 gp and spend 1 day is solitude with it. And attuned item operates at a caster level equal to the creator’s character level at the time of attunement. Attuned items operate for any creature who uses them, just as normal items.

Epic Powers: At 21st level and every two levels thereafter, a character gains a power from the following list. Unless otherwise noted an epic power is a spell-like ability that requires a free action to activate or deactivate.
Damage Reduction: You gain damage reduction according to the table below. This damage reduction can be bypassed by weapons of certain enhancement strength, or partially bypassed by weapons with lesser enhancement strength (see Damage Reduction under Epic Monsters).
Code:
Level	DR
21	5/+1
25	10/+2
29	15/+3
33	20/+4
37	25/+5
Death Ward: You gain the continuous benefits of this spell.
Detect Auras: You gain the continuous benefits of detect chaos, detect evil, detect good, detect law, and detect magic.
Dimension Door: You can dimension door yourself and one hundred pounds of gear at will.
Dispel Magic: You may an effect similar to Dispel Magic XII at will, except that there is no maximum caster level and the dispel DC is 11 + caster level.
Disintegrate: At will you can use an effect similar to that of disintegrate, except that it deals 1d6 damage per character level or one tenth that on a successful save.
Enlarge/Reduce Person: You gain the continuous benefits of either of these spells. You can go from enlarged to reduced, or vice versa.
Extra Attunement: You gain a number of virtual gold pieces that you can use to attune magical items, according to the table below. You can take this power multiple times; its effects stack, though you can never attune any one item beyond your normal level limits.
Code:
Level	Total Virtual GP
21	242,000
23	288,000
25	507,000
27	588,000
29	900,000
31	1,024,000
33	1,445,000
35	1,620,000
37	1,805,000
39	2,000,000
Greater Teleport: You can greater teleport yourself and one hundred pounds of gear at will. You must have the Teleport epic power to take Greater Teleport.
Haste: You gain the continuous benefits of this spell.
Hit Point Increase: At each epic level, gain 1 hit point per Hit Die in addition to your usual increase. This increase is cumulative so at 21st level you gain 1 hp per hit die, while at 22nd level you gain 2 hp per hit die, etc… This benefit can never increase your hit points above the maximum for your Hit Dice and Constitution bonus.
Mind Blank: You gain the continuous benefits of this spell. You must have the Nondetection epic power to take Mind Blank.
No Automatic Failures: You do not automatically any d20 roll when you roll a natural 1.
Nondetection: You gain the continuous benefits of this spell.
Plane Shift: You can plane shift yourself and one hundred pounds of gear at will. You must have the Teleport epic power to take Plane Shift.
See Invisibility: You gain the continuous benefits of this spell.
Spell Resistance: You gain spell resistance equal to 7 + your level.
Teleport: You can teleport yourself and one hundred pounds of gear at will. You must have the Dimension Door epic power to take Teleport.
Tongues: You gain the continuous benefits of this spell.
True Seeing: You gain the continuous benefits of this spell. You must have the See Invisibility epic power to take True Seeing.
 
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Epic Monsters
Rather than spend hours stating up a few individual monsters that other DMs may or may not use, I’ll spend a few hours stating up a few basic monster progressions that can be used to quickly and easily stat up many different monsters as DMs need them.

Damage Reduction: I prefer old style damage reduction because it remains relevant throughout all levels and because it encourages players to enchant their weapons with enhancement bonuses rather than just bonus-equivalent abilities. Old style damage reduction does have its problems though, so I use a bit differently. For each enhancement bonus that a weapon is below that which a monster’s damage reduction requires, the weapon deals 5 less damage than normal. For example a fighter battling a dragon loses his primary weapon and must resort to a +1 sword. The dragon has damage reduction 15/+3, so the fighter must subtract 10 from each damage roll made with his +1 sword.

Monster Ability Progressions: Monster abilities progress as a definable rate based on their CR. When reading a monster ability formula, the first number is the ability score that a monster starts with. The second number, most often a formula, is the rate at which that ability score advances as the monster’s CR rises. (see table below) For example a dragon’s Strength is equal to 11 + 5/8, so a CR 21 dragon would have a 37 Strength.
Code:
CR	0	1/8	1/4	3/8	1/2	5/8	3/4	7/8	1
21	+0	+4	+10	+14	+20	+26	+30	+36	+42
22	+0	+4	+10	+16	+22	+26	+32	+38	+44
23	+0	+4	+10	+16	+22	+28	+34	+40	+46
24	+0	+6	+12	+18	+24	+30	+36	+42	+48
25	+0	+6	+12	+18	+24	+30	+36	+42	+50
26	+0	+6	+12	+18	+26	+32	+38	+44	+52
27	+0	+6	+12	+20	+26	+32	+40	+46	+54
28	+0	+6	+14	+20	+28	+34	+42	+48	+56
29	+0	+6	+14	+20	+28	+36	+42	+50	+58
30	+0	+6	+14	+22	+30	+36	+44	+52	+60
31	+0	+6	+14	+22	+30	+38	+46	+54	+62
32	+0	+8	+16	+24	+32	+40	+48	+56	+64
33	+0	+8	+16	+24	+32	+40	+48	+56	+66
34	+0	+8	+16	+24	+34	+42	+50	+58	+68
35	+0	+8	+16	+26	+34	+42	+52	+60	+70
36	+0	+8	+18	+26	+36	+44	+54	+62	+72
37	+0	+8	+18	+26	+36	+46	+54	+64	+74
38	+0	+8	+18	+28	+38	+46	+56	+66	+76
39	+0	+8	+18	+28	+38	+48	+58	+68	+78
40	+0	+10	+20	+30	+40	+50	+60	+70	+80

Draconian (Monstrous Humanoid [draconic])
Size CR 1-2: Small, CR 3-4: Medium, CR 5-8: Large, CR 9-12: Huge, CR 13-20: Gargantuan, CR 21-28: Colossal, CR 29-44: Colossal +, CR 45-60: Colossal ++
HD 1-1/2 x CR
Strength 11 + 1/2
Dexterity 10 + 0
Constitution 11 + 1/4
Intelligence 10 + 0
Wisdom 10 + 0
Charisma 11 + 0
Natural Armor Bonus: 1 x CR
Attacks: Great Sword (manufactured, one and a half Strength) or Claw (primary, full Strength)
Code:
Size		Speed	Space/Reach	Claw
Small		30	5/5		1d4 (1)
Medium		40	5/5		1d6 (1)
Large		40	10/10		1d8 (1)
Huge		50	15/15		1d12 (2)
Gargantuan	50	20/20		2d8 (2)
Colossal	60	30/30		3d6 (2)
Colossal +	60	40/40		4d6 (2)
Colossal ++	70	50/50		5d6 (2)
Special Qualities
Death Throes: When a draconian is reduced to -10 hit points, its body explodes with the pent up element of its ancestor dragon. This deals 1d6 points of acid, cold, electricity or fire damage per CR (Reflex half).


Dragon
Size CR 1-2: Tiny, CR 3-4: Small, CR 5-8: Medium, CR 9-12: Large, CR 13-20: Huge, CR 21-28: Gargantuan, CR 29-44: Colossal, CR 45-60: Colossal +
HD 1-1/2 x CR
Strength 11 + 5/8
Dexterity 10 + 0
Constitution 11 + 3/8
Intelligence 10 + 1/4
Wisdom 10 + 1/4
Charisma 11 + 1/4
Natural Armor Bonus: 1-1/4 x CR
Attacks: Bite (primary, full Strength), Claw (secondary, half Strength)

Code:
Size	Speed	Fly		Space/Reach		Bite	Claw
Garg	60	220 (clumsy)	20/15 (20 with bite)	3d6 (2)	2d8 (4)
Col	70	240 (clumsy)	30/20 (30 with bite)	4d6 (2)	3d6 (4)
Col +	70	260 (clumsy)	40/30 (40 with bite)	5d6 (2)	4d6 (4)

		Cone	Line
Gargantuan	60	120
Colossal	70	140
Colossal +	80	160

Special Abilities
Breath Weapon (Su): Each dragon's breath weapon takes the form of either a cone or a line and deals damage of a certain type: either acid, cold, electricity or fire. Using a breath weapon is a standard action and deals 1d6 damage per CR. Once a dragon breaths, it can't breathe again until 3 rounds later. A blast brom a breath weapon always starts at any intersection adjacent to the dragon and extends in a direction of the dragon's choice. Creatures caught in the area can attempt Reflex saves to take half damage. The save is Constitution-based.
Crush (Ex): This special attack allows a flying or jumping dragon to land on opponents as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents three or more size categories smaller than the dragon though it can attempt normal overrun or grapple attacks agianst larger opponents). A crush attack affects as many creatures as can fit under the dragon's body. Creatures in the affected area must succeed on a Reflex save or be pinned, automatically taking bludgeoning damage during the next round unless the dragon moves off them. If the dragon chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents take damage from the crush each round if they don't escape. A crush attack deals bite damage plus 1-1/2 times the dragon's Strength bonus. The save DC is Constitution-based.
Frightful Presence (Ex): This special attack allows a dragon to unsettle foes with its mere presence. The ability takes effect automatically whenever the dragon attacks, charges or flies overhead. Creatures within a radius of 15 feet per CR are subject to the effect if they have fewer HD than the dragon. A potentially affected creature that succeeds on a Will save remains immune to that dragon's frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons. The save DC is Charisma-based.
Spell-like Abilities (Sp): Caster Level = CR - 4. A dragon gains two spell-like abilities at each CR after 4. These spell-like abilities can be drawn from any spell list, but should generally reflect the dragon's alignment and natural habitat. Spells that incapacitate or kill should not be chosen as spell-like abilities. Highest Level -- 1/day; Second Highest Level -- 2/day; Third Highest Level -- 3/day; Lower Levels -- at will. The save DCs are Charisma-based.
Tail Sweep (Ex): This special attack allows a dragon to sweep with its tail as a standard action. The sweep affects a half-circle with a radius of 30 feet (for a Gargantuan dragon) or 40 feet (for a Colossal dragon), extending from an intersection on the edge of the dragon's space in any direction. Creatures within the swept area are affected if they are four or more size categories smaller than the dragon. A tail sweep automatically deals claw damage plus 1-1/2 times the dragon's Strength bonus. Affected creatures can attempt Reflex saves to take half damage. The save DC is Constitution-based.
Special Qualities
Alternate Form (Su): This special ability allows a dragon to assume any animal, humanoid or vermin form as a standard action three times per day. This form may not have a CR more than 8 less than the dragon's CR. This ability functions as the polymorph spell cast on itself at its caster level, except that the dragon does not regain hit points for changing form and can only assume the form of an animal or humanoid. The dragon can remain in its animal or humanoid form until it chooses to assume a new one or return to its natural form.
Blindsense (Ex): Dragons can pinpoint creatures within a distance of 60 feet. Opponents which the dragon can't actually see still have total concealment against the dragon.
Damage Reduction (Su): CR 21-24: 20/+4, CR 25-28: 25/+5, CR 29-32: 30/+6. The natural weapons of a dragon with damage reduction are treated as magic weapons for the purpose of overcoming damage reduction.
Immunity (Ex): A dragon is immune to the same type of energy which its breath weapon is.
Keen Senses (Ex): A dragon sees four times as well as a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.
Spell Resistance (Ex): CR + 7.
 
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C'mon folks, I've got discussions going on about this on three other boards, I know some of the great Enworlders must have something to say! I know not all epic fans are sitting on their hands just waiting for 4e...
 


Epic Spells

I don't know about standardized builds: by the time most of our characters get to epic levels they tend to be pretty weird. The epic squirrel who took some specialized classes to be a familiar was kind of strange, and his pyromaniac mage friend who accidently merged with a star was worse. Still, if you want a bunch of level 10+ spells, as well as a straight build option for epic level characters (and a playable system for deities: we've had deity and non-deity characters in the same party and still had a balanced game), try the Eclipse link below. You can't lose anything looking at a shareware .PDF, and you might find something useful.
 

Into the Woods

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