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Tequila Sunrise's Epic Level Handbook 3.75
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<blockquote data-quote="Tequila Sunrise" data-source="post: 3925020" data-attributes="member: 40398"><p><strong>Epic Spells</strong></p><p>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 <strong>supposed</strong> to create new and unique spells and that the DM is <strong>supposed</strong> 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 <em>demand</em>, but those can come later.</p><p></p><p><strong>Charm XII</strong></p><p>Enchantment (Charm) [Mind-Affecting]</p><p>Brd 9, Sor/Wiz 12</p><p>Components: V, S, M</p><p>Casting Time: 1 standard action</p><p>Range: 30 ft.</p><p>Target: One creature</p><p>Duration: 1 day</p><p>Save: Will partial</p><p>Spell Resistance: Yes</p><p>This spell functions like <em>charm person</em> 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.</p><p></p><p><strong>Charm XI, Mass</strong></p><p>Enchantment (Charm) [Mind-Affecting]</p><p>Brd 8, Sor/Wiz 11</p><p>Components: V, S, M</p><p>Casting Time: 1 standard action</p><p>Range: Up to 30 ft.</p><p>Targets: All creatures within range</p><p>Duration: 1 day</p><p>Save: Will partial</p><p>Spell Resistance: Yes</p><p>This spell functions like <em>charm person</em> 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.</p><p></p><p><strong>Cure Wounds XI</strong></p><p>Conjuration (Healing)</p><p>Brd 11, Clr 11, Drd 12, Pal 11, Rgr 12</p><p>Components: V, S, M</p><p>Casting Time: 1 standard action</p><p>Range: Touch</p><p>Target: Creature touched</p><p>Duration: Instantaneous</p><p>Save: Will half</p><p>Spell Resistance: Yes</p><p>This spell functions like <em>cure light wounds</em> except that it cures 11d8 points of damage +1 point per caster level (+55).</p><p></p><p><strong>Death XI</strong></p><p>Necromancy [Death]</p><p>Clr 11, Drd 11, Sor/Wiz 11</p><p>Components: V, S, M</p><p>Casting Time: 1 standard action</p><p>Range: 30 ft.</p><p>Target: One creature</p><p>Duration: Instantaneous</p><p>Save: Fortitude partial</p><p>Spell Resistance: Yes</p><p>This spell functions like <em>finger of death</em> 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).</p><p></p><p><strong>Death XI, Mass</strong></p><p>Necromancy [Death]</p><p>Death 11, Sor/Wiz 11</p><p>Components: V, S, M</p><p>Casting Time: 1 standard action</p><p>Range: Up to 30 ft.</p><p>Targets: All creatures within range</p><p>Duration: Instantaneous</p><p>Save: Fortitude partial</p><p>Spell Resistance: Yes</p><p>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).</p><p></p><p><strong>Disintegrate XII</strong></p><p>Transmutation</p><p>Sor/Wiz 12</p><p>Components: V, S, M</p><p>Casting Time: 1 standard action</p><p>Range: 100 ft.</p><p>Effect: Ray</p><p>Duration: Instantaneous</p><p>Save: Fortitude partial (object)</p><p>Spell Resistance: Yes</p><p>This spell functions like <em>disintegrate</em> except that it deals 2d6 points of damage per caster level (maximum 70d6), or one tenth damage if it passes its save.</p><p></p><p><strong>Dispel Magic XII</strong></p><p>Abjuration</p><p>Brd 9, Clr 12, Drd 12, Pal 12, Sor/Wiz 12</p><p>Components: V, S, M</p><p>Casting Time: 1 standard action</p><p>Range: 100 ft.</p><p>Target: One spell or spell-like effect</p><p>Duration: Instantaneous (5 minutes)</p><p>Save: None</p><p>Spell Resistance: No</p><p>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 <em>detect magic</em> 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.</p><p></p><p><strong>Dominate XII</strong></p><p>Enchantment (Compulsion) [Mind-Affecting]</p><p>Brd 9, Sor/Wiz 12</p><p>Components: V, S, M</p><p>Casting Time: 1 standard action</p><p>Range: 30 ft.</p><p>Target: One creature</p><p>Duration: 30 days</p><p>Save: Will partial</p><p>Spell Resistance: Yes</p><p>This spell functions like <em>dominate person</em> 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.</p><p></p><p><strong>Dominate XI, Mass</strong></p><p>Enchantment (Compulsion) [Mind-Affecting]</p><p>Brd 8, Sor/Wiz 11</p><p>Components: V, S, M</p><p>Casting Time: 1 standard action</p><p>Range: Up to 30 ft.</p><p>Targets: All creatures within range</p><p>Duration: 30 days</p><p>Save: Will partial</p><p>Spell Resistance: Yes</p><p>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.</p><p></p><p><strong>Fear XII</strong></p><p>Necromancy [Fear, Mind-Affecting]</p><p>Brd 9, Sor/Wiz 12</p><p>Components: V, S, M</p><p>Casting Time: 1 standard action</p><p>Range: 30 ft.</p><p>Target: One creature</p><p>Duration: 5 minutes</p><p>Save: Will partial</p><p>Spell Resistance: Yes</p><p>This spell functions like <em>cause fear</em> 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.</p><p></p><p><strong>Fear XI, Mass</strong></p><p>Necromancy [Fear, Mind-Affecting]</p><p>Brd 8, Sor/Wiz 11</p><p>Components: V, S, M</p><p>Casting Time: 1 standard action</p><p>Range: Up to 30 ft.</p><p>Targets: All creatures within range</p><p>Duration: 5 minutes</p><p>Save: Will partial</p><p>Spell Resistance: Yes</p><p>This spell functions like <em>cause fear</em> 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.</p><p></p><p><strong>Fireball XI</strong></p><p>Evocation [Fire]</p><p>Sor/Wiz 11</p><p>Components: V, S, M</p><p>Casting Time: 1 standard action</p><p>Range: 500 ft.</p><p>Area: Up to 60 ft. radius spread</p><p>Duration: Instantaneous</p><p>Save: Reflex half</p><p>Spell Resistance: Yes</p><p>This spell functions like <em>fireball</em> except that it deals 1d6 points of fire damage per caster level (maximum 30d6).</p><p></p><p><strong>Heal XII</strong></p><p>Conjuration (Healing)</p><p>Clr 12, Drd 13</p><p>Components: V, S, M</p><p>Casting Time: 1 standard action</p><p>Range: Touch</p><p>Target: Creature touched</p><p>Duration: Instantaneous</p><p>Save: Will half</p><p>Spell Resistance: Yes</p><p>This spell functions like <em>heal</em> except that it heals 10 hit points per level (maximum 300 hit points at 30th level) and also ends any and all harmful conditions.</p><p></p><p><strong>Origin of Draconians</strong></p><p>Necromancy [Evil]</p><p>Clr 11, Sor/Wiz 11</p><p>Components: V, S, F</p><p>Casting Time: 30 days</p><p>Range: 0 ft.</p><p>Target: Up to 100 true dragon eggs</p><p>Duration: Permanent</p><p>Save: None</p><p>Spell Resistance: No</p><p>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.</p><p>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.</p><p></p><p><strong>Ray of Lightning XII</strong></p><p>Evocation [Electricity]</p><p>Sor/Wiz 12</p><p>Components: V, S, M</p><p>Casting Time: 1 standard action</p><p>Range: 1,000 ft.</p><p>Effect: Ray</p><p>Duration: Instantaneous</p><p>Save: None</p><p>Spell Resistance: Yes</p><p>This spell functions like <em>polar ray</em> except that it deals 1d6 points of electricity damage per caster level (maximum 35d6).</p><p></p><p><strong>Summon Nature’s Ally XI</strong></p><p>Conjuration (Summoning)</p><p>Drd 11, Rgr 11</p><p>Components: V, S, M</p><p>Casting Time: 1 round</p><p>Range: 30 ft.</p><p>Effect: One summoned creature</p><p>Duration: 5 minutes</p><p>Save: None</p><p>Spell Resistance: No</p><p>This spell functions like <em>summon nature's ally I</em> 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.</p><p></p><p><strong>Wasting Curse</strong></p><p>Necromancy</p><p>Clr 11, Sor/Wiz 11</p><p>Components: V, S, F</p><p>Casting Time: 1 day</p><p>Range: 0 ft.</p><p>Area: See text</p><p>Duration: 1 year (D)</p><p>Save: Fortitude half</p><p>Spell Resistance: Yes</p><p>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.</p><p>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.</p></blockquote><p></p>
[QUOTE="Tequila Sunrise, post: 3925020, member: 40398"] [b]Epic Spells[/b] 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 [b]supposed[/b] to create new and unique spells and that the DM is [b]supposed[/b] 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 [i]demand[/i], but those can come later. [b]Charm XII[/b] 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 [i]charm person[/i] 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. [b]Charm XI, Mass[/b] 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 [i]charm person[/i] 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. [b]Cure Wounds XI[/b] 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 [i]cure light wounds[/i] except that it cures 11d8 points of damage +1 point per caster level (+55). [b]Death XI[/b] 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 [i]finger of death[/i] 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). [b]Death XI, Mass[/b] 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). [b]Disintegrate XII[/b] 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 [i]disintegrate[/i] except that it deals 2d6 points of damage per caster level (maximum 70d6), or one tenth damage if it passes its save. [b]Dispel Magic XII[/b] 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 [i]detect magic[/i] 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. [b]Dominate XII[/b] 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 [i]dominate person[/i] 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. [b]Dominate XI, Mass[/b] 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. [b]Fear XII[/b] 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 [i]cause fear[/i] 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. [b]Fear XI, Mass[/b] 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 [i]cause fear[/i] 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. [b]Fireball XI[/b] 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 [i]fireball[/i] except that it deals 1d6 points of fire damage per caster level (maximum 30d6). [b]Heal XII[/b] 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 [i]heal[/i] except that it heals 10 hit points per level (maximum 300 hit points at 30th level) and also ends any and all harmful conditions. [b]Origin of Draconians[/b] 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. [b]Ray of Lightning XII[/b] 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 [i]polar ray[/i] except that it deals 1d6 points of electricity damage per caster level (maximum 35d6). [b]Summon Nature’s Ally XI[/b] 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 [i]summon nature's ally I[/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. [b]Wasting Curse[/b] 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. [/QUOTE]
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Tequila Sunrise's Epic Level Handbook 3.75
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