Epic Level Handbook
3.0
Mummy Advanced: Mummy Dust epic spell.
Hunefer Rot disease.
Atropal: Atropals are stillborn godlings who spontaneously rise as undead.
Demilich: Particularly powerful liches sometimes learn the secret of fashioning soul gems, and so evolve to demilichdom.
“Demilich” is a template that can be added to any lich.
The process of becoming a demilich can be undertaken only by a lich acting of its own free will.
Each demilich must make its own soul gems, which requires the Craft Wondrous Item feat. The lich must be a sorcerer, wizard, or cleric of at least 21st level. Each soul gem costs 120,000 gp and 4,800 XP to create and has a caster level equal to that of its creator at the time of creation.
Soul gems appear as egg-shaped gems of wondrous quality. They are always incorporated directly into the concentrated form of the demilich. For instance, a demilich skull might place the gems in the eye and tooth sockets of the skull, while a demilich hand might integrate the gems as faux joints.
Hunefer: Hunefers are the mummies of demigods whose power has not utterly departed to astral realms.
Lavawight: Lavawights are created from the remains of victims slain by shapes of fire.
Any humanoid slain by a shape of fire becomes a lavawight in 1d4 rounds.
Shadow of the Void: A shadow of the void is a manifestation of cold malevolence, the spirit of one condemned in the afterlife to an eternity of frosty conflagration.
Shape of Fire: A shape of fire is a manifestation of white-hot malice, the spirit of one condemned in the afterlife to an eternity of scorching damnation.
Winterwight: The creatures known as winterwights were originally created by shadows of the void, though winterwights have also been created artificially by powerful demiliches.
Any humanoid slain by a shadow of the void becomes a winterwight in 1d4 rounds.
Winterwights are the creation of a legendary demilich who sought the limits of necromantic power.
Sirrush Ghost: The dusty remains inside the cage are of a sirrush that Kerleth used to keep as a pet. If the remains of the sirrush are disturbed, its ghost rises and attacks.
Szass Tam: ?
Undead: Animate Dead epic spell seed.
A flaw in a true resurrection spell leaves one player character undead by night and alive by day.
Ghast: Animate Dead epic spell seed.
Ghoul: Demise Unseen epic spell.
Animate Dead epic spell seed.
Ghost: Animate Dead epic spell seed.
Mohrg: Animate Dead epic spell seed.
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Mummy: Animate Dead epic spell seed.
b]Shadow:[/b] Animate Dead epic spell seed.
Spectre: Animate Dead epic spell seed.
Wraith: Animate Dead epic spell seed.
Vampire: Animate Dead epic spell seed.
Skeleton: Zone of Animation feat.
Animus Blast epic spell.
Animate Dead epic spell seed.
Zombie: Zone of Animation feat.
Animate Dead epic spell seed.
Wight: Animus Blizzard epic spell.
Animate Dead epic spell seed.
Animus Blast
Evocation [Cold]
Spellcraft DC: 50
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: 450,000 gp; 9 days; 18,000 XP. Seeds: energy (DC 19), animate dead (DC 23). Factors: set undead type to skeleton (–12 DC), 1-action casting time (+20 DC).
When this spell is cast, you can engulf your enemies in a coldball that deals 10d6 points of cold damage. However, up to twenty of those victims that perish as a result of this blast are then instantly animated as Medium-size skeletons. These skeletons serve you indefinitely. You cannot exceed the normal limit for controlling undead through use of this spell, but other means that allow you to exceed the normal limit for controlled undead work just as well with undead created with animus blast.
Animus Blizzard
Evocation [Cold]
Spellcraft DC: 78
Components: V, S
Casting Time: 1 minute
Range: 300 ft.
Area: 20-ft.-radius hemisphere burst
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
To Develop: 702,000 gp; 15 days; 28,080 XP. Seeds: energy (DC 19), animate dead (DC 23). Factors: increase damage to 30d6 (+40 DC), set undead type to wight (–4 DC).
When this spell is cast, you can engulf your enemies in an unusually powerful burst of cold that deals 30d6 points of damage. However, up to five victims that perish as a result of this blast are then instantly animated as wights. These five wights serve you indefinitely. You cannot exceed the normal limit for controlling undead through use of this spell, but other means that allow you to exceed the normal limit for controlled undead work just as well with undead created with animus blizzard.
Demise Unseen
Necromancy (Death, Evil), Illusion (Figment)
Spellcraft DC: 82
Components: V, S
Casting Time: 1 action
Range: 300 ft.
Target: One creature of up to 80 HD
Duration: Instantaneous
Saving Throw: Fort negates
Spell Resistance: Yes
To Develop: 738,000 gp; 15 days; 29,520 XP. Seeds: slay (DC 25), animate dead (DC 23), delude (DC 14). Factors: change undead type to ghoul (–10 DC), apply figment elements to all 5 senses (+10 DC), 1-action casting time (+20 DC).
You instantly slay a single target and at the same moment animate the body so that it appears that nothing has happened to the creature. The target’s companions (if any) do not immediately realize what has transpired. The target receives a Fortitude saving throw to survive the attack. If the save fails, the target remains in its exact position with no apparent ill effects.
In reality, it is now a ghoul under your control. The target’s companions notice nothing unusual about the state of the target until they interact with it, at which time each companion receives a Will saving throw to notice discrepancies (“By Moradin’s beard, you move slowly today!”). The ghoul serves you indefinitely. You cannot exceed the normal limit for controlling undead through use of this spell, but other means that allow you to exceed the normal limit for controlled undead work just as well with undead created with demise unseen.
Mummy Dust
Necromancy [Evil]
Spellcraft DC: 35
Components: V, S, M, XP
Casting Time: 1 action
Range: Touch
Effect: Two 18-HD mummies
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
To Develop: 315,000 gp; 7 days; 12,600 XP. Seed: animate dead (DC 23). Factors: 16-HD undead (+16 DC), 1-action casting time (+20 DC). Mitigating factors: burn 2,000 XP (–20 DC), expensive material component (ad hoc –4 DC).
When you sprinkle the dust of ground mummies in conjunction with casting mummy dust, two Large 18-HD mummies (see below) spring up from the dust in an area adjacent to you. The mummies follow your every command according to their abilities, until they are destroyed or you lose control of them by attempting to control more Hit Dice of undead than you have caster levels.
Material Component: Specially prepared mummy dust (10,000 gp).
XP Cost: 2,000 XP.
SEED: ANIMATE DEAD
Necromancy [Evil]
Spellcraft DC: 23
Components: V, S
Casting Time: 1 minute
Range: Touch
Target: One or more corpses touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
You can turn the bones or bodies of dead creatures into undead that follow your spoken commands. The undead can follow you, or they can remain in an area and attack any creature (or a specific type of creature) entering the place. The undead remain animated until they are destroyed. (A destroyed undead can’t be animated again.) Intelligent undead can follow more sophisticated commands.
The animate dead seed allows you to create 20 HD of undead. Statistics for undead of all types are found in the Monster Manual. For each additional 1 HD of undead created, increase the Spellcraft DC by +1.
The undead you create remain under your control indefinitely. You can naturally control 1 HD per caster level of undead creatures you’ve personally created, regardless of the method you used. If you exceed this number, newly created creatures fall under your control, and excess undead from previous castings become uncontrolled (youchoose which creatures are released). If you are a cleric, any undead you command through your ability to command or rebuke undead do not count toward the limit.
For each additional 2 HD of undead to be controlled, increase the Spellcraft DC by +1. Only undead in excess of 20 HD created with this seed can be controlled using this DC adjustment. If you want to both create and control more than 20 HD of undead, increase the Spellcraft DC by +3 per additional 2 HD of undead.
Type of Undead: All types of undead can be created with the animate dead seed, although creating more powerful undead increases the Spellcraft DC of the epic spell, according to the table below. The DM must set the Spellcraft DC for undead not included on the table, using similar undead as a basis for comparison.
Spellcraft
Undead DC Modifier
Skeleton –12
Zombie –12
Ghoul –10
Shadow –8
Ghast –6
Wight –4
Spellcraft
Undead DC Modifier
Wraith –2
Mummy +0
Spectre +2
Morhg +4
Vampire +6
Ghost +8
Zone of Animation [Divine] [Epic]
You can channel negative energy to animate undead.
Prerequisite: Cha 25, Undead Mastery, ability to rebuke or command undead.
Benefit: You can use a rebuke or command undead attempt to animate corpses within range of your rebuke or command attempt. You animate a total number of HD of undead equal to the number of undead that would be commanded by your result (though you can’t animate more undead than there are available corpses within range). You can’t animate more undead with any single attempt than the maximum number you can command (including any undead already under your command). These undead are automatically under your command, though your normal limit of commanded undead still applies.
If the corpses are relatively fresh, the animated undead are zombies. Otherwise, they are skeletons.
Hunefer Rot (Su): Supernatural disease—slam, Fort save (DC 35), incubation period instantaneous; damage 1d6 temporary Con. Unlike normal diseases, hunefer rot requires a victim to make a successful saving throw every round or take another 1d6 points of temporary Constitution damage. The rot continues until the victim reaches Constitution 0 (and dies) or receives a remove disease spell or similar magic.
An afflicted creature that dies shrivels away into sand unless both remove disease and raise dead (or better) are cast on the remains within 2 rounds. If the remains are not so treated, on the third round the dust swirls and forms an 18 HD mummy with the dead foe’s equipment under the hunefer’s command.