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Epic spells in this system are slightly different from those found on other prime worlds. First off, the feat Epic
Spellcasting is unnecessary since the development costs alone more than make up for the power of an epic spell.
Another thing to note is that epic spells are not arbitrarily assigned to the ambiguous 10th-level strata. Rather, each
epic spell has its own unique spell level in accordance to its own power.
Furthermore, epic spells are not designed solely by use of the epic seeds presented in the Epic Level Handbook.
Instead, non-epic spells are used as unique seeds and modified according to a set of design parameters. Stock epic
seeds can be used to implement ideas that cannot be found in the developers spell lists.
Another major difference is the removal of the Spellcraft check needed to cast the spell. The development, the
required ability scores, Spellcraft check, and the needed epic spell levels are more than enough to compensate for
the power of most epic spells. While Spellcraft has no bearing on casting spells individually, a character can only
have a number of epic spells known equal to 1/10th their total Spellcraft check, not merely their ranks.
Lastly, epic spells are not handed out according to ones ranks in Knowledge (arcana) or similar skills the epic
spells spell level is just as responsible for its use as the creators designs. If you want to cast Olympian Bolt, for
instance, you would need access to 16th-level spells (via Improved Spell Capacity x7), a base relative ability of 26,
and spend the resources to develop the spell itself. The following are the steps typically needed to develop unique
epic spells of your own.
0. Design Concept
Sketch out a rough idea of what you want your spell to do.
1. Choose a Base Spell Seed
Now that you know what kind of spell effect you want, choose an existing spell(s) as the base seed. A spell seeds
base DC is equal to the minimum caster level for the developer to cast the spell + 13.
Adding Seed DCs: When two or more spell seeds are combined in an epic spell, their base Spellcraft DCs are added
together. Both contribute toward the spells final Spellcraft DC.
Determining School: When combining two or more spell seeds to develop an epic spell, the school of the finished
spell is decided by the caster from among the seeds that make up the epic spell.
Combining Descriptors: When two or more spell seeds are combined in an epic spell, all the descriptors from each
seed apply to the finished spell.
Combining Components and Casting Times: Almost every epic spell has verbal and somatic components and a 1
action time, regardless of the number of epic seeds combined.
Combining Range, Targets, Area, and Effect: One spell seed might have a range of Long, another seed might
have a range of touch feet, and a third seed might not have a range at all. Likewise, some spell seeds have targets,
while others have an effect or an area. To determine which spell seed takes precedence in the finished epic spell, the
caster must decide which spell seed is the base seed. The seed most important to the spells overall purpose is the
base seed, and it determines the casting time, range, target, and so on. The other spell seeds apply only their specific
effects to the finished spell. It is occasionally difficult to determine a base seed by examining the spells effects. If
no one seed is most important, simply pick one seed for the purposes of making this determination.
Combining Durations: When combining two or more spell seeds to develop an epic spell, the seed with the shortest
duration determines the duration of the finished epic spell. If any spell seed of an epic spell is dismissible by the
caster, the epic spell is dismissible.
Saving Throws: Even if more than one seed has an associated saving throw, the final spell will have only a single
saving throw. If two or more seeds have the same kind of saving throw (Fortitude, Reflex, or Will), then obviously
that will be used for the spells saving throw. If the spell seeds have different kinds of saving throws, simply choose
the saving throw that seems most appropriate for the final spell.
Spell Resistance: When combining two or more spell seeds to develop an epic spell, if even one seed is subject to
spell resistance, the finished epic spell is subject to it as well.
Combining Spells Seeds and Epic Seeds: Although this new epic spellcasting system now uses spells to form the
basis of its spell seeds it does not completely ignore the existing epic spellcasting seeds. Many of the pre-existing
epic seeds grant effects not found in published spells and in such cases it is permissible to use the epic seed as one of
your spell seeds. These epic seeds use the revised general Spellcraft DC modifiers that follow rather the pre-existing
ones, but the DC modifiers inherent to each seed, remain unchanged.
2. Factors
Factors are not part of epic seeds, but they are the tools Epic Spell Factors
used to modify specific parameters of any given seed. Casting Time DC Modifier
Applying factors to the seeds of an epic spell can increase Reduce casting time by 1 minute
or decrease the final Spellcraft DC, increase the duration, +2
(minimum 1 minute)
change the Area of a spell, and affect many other aspects Reduce casting time by 1 round (minimum
of the spell. +2
1 round)
There are three kinds of factors: From 1 round to 1 action casting time +2
1. Those that can affect a number of spell seeds. Contingent on specific trigger1 +24
2. Those that can only be used with specific spell seeds. Components
3. Those that reduce the Spellcraft DC rather than Components No verbal component +2
increasing it. No somatic component +2
These are referred to as mitigating factors. To calculate the Duration2
final Spellcraft DC of an epic spell correctly, its Increase duration by 100% +2
important to determine the mitigating factors last, after all Permanent duration (apply this factor after
the factors that increase the DC have been accounted for. all other epic spell factors but before x5
layered effects3 and mitigating factors)
Dismissible by caster (if not already) +2
Development Is an Art: Many times developing a
Range
completely new epic spell requires some guesswork and
Range Increase range by 100% (fixed
rule stretching. As with making and pricing magic items, a range spells)
+2
sort of balancing act is required. Often the description of a Increase range 1 step (close to medium,
spell will need to be stretched for a particular spell. If +4
medium to long, long to extreme)
necessary, assess an ad hoc Spellcraft DC adjustment Target 4
for any effect that cannot be extrapolated from the seeds Add extra target within 300 ft. +10
and factors presented herethe example spells use ad hoc Change from target to Area (pick Area
factors frequently. In all cases, the GM determines the +10
option below)
actual Spellcraft DC of the new spell. Change from personal to Area (pick Area
+15
Unless stated otherwise, the same factor can be applied option below)
more than once. Change from target to touch or ray (300-ft.
+4
range)
1
Each contingent spell in use counts as a slot used from the casters daily Change from touch or ranged touch attack
+4
Improved Spell Capacity spell slots. This is equivalent to adding the to target
contingency spell seed. Area 5
2
Seeds that already have an instantaneous or permanent duration cannot
Change Area to bolt (5 ft. x300 ft. or 10 ft.
be increased normally. Ad hoc modifiers can be used with the DMs +2
approval, of course. x150 ft.)
3
A new concept introduced in this variant, layered effects are very Change Area to cylinder (10-ft. radius, 30
+2
powerful epic spell factors that cannot be mitigated and thereby always ft. high)
have a great impact on an epic spells final Spellcraft DC and spell level. Change Area to 40-ft. cone +2
Apply layered effects after any mitigation occurs. Change Area to four 10-ft. cubes +2
4
When changing a targeted or Area seed to a touch or ranged attack, the
seed no longer requires a save if it deals damage, instead requiring a
Change Area to 20-ft. radius +2
successful attack roll. Seeds with a nondamaging effect still allow the Change Area to target +4
target a save. Area spells changed to touch or ranged attacks now affect Change Area to touch or ray (close range) +4
only the creature successfully attacked. Increase Area by 100% +4
5
When changing a touch or ranged attack seed to a targeted seed, the Damage
seed no longer requires an attack roll if it deals damage, instead requiring
a saving throw from the target. On a failed saving throw, the target takes Add one die of damage to a fixed damage
+2 per die
half damage. Area seeds changed to targeted seeds now only affect the spell
target. The GM determines the most appropriate kind of saving throw for Increase max damage dice by caster level +1 per die
the epic spell. Increase damage die by one step (d20
6
Epic spells may only be inscribed on stone tablets or other substances of +10
maximum)
equal or greater hardness. Once a spell is so inscribed, another epic
Other
spellcaster can learn it without going through the process of
development. Once an inscribed epic spell is learned by another epic Gain +1 bonus on caster level checks to
+2
spellcaster in this fashion, the tablet upon which it is inscribed is overcome targets spell resistance
destroyed and cannot be mended. Gain +1 caster level to resist dispel effects +2
Integrate non-epic metamagic effect +7 per spell level
Recorded onto stone tablet6 x2
LAYERED EFFECTS
Effect DC Modifier
Disallow a saving throw +60
Ignore spell resistance +50
Integrate epic metamagic effect +7/spell level
MITIGATING FACTORS1
Note: Mitigating factors are
Effect DC Modifier
always applied after all epic
Backlash 1d6 points of damage2 1
spell factors (see above) aside
Burn 100 XP during casting2 1 from layered effects are
Increase casting time by 1 round (max 1 minute)3 2 accounted for in the
Increase casting time by 1 minute (max 10 minutes)3 2 development of an epic spell.
Increase casting time by 1 day (max 100 days)3 2 1
The Spellcraft DC of an epic spell
Change from target, touch, or Area to personal 2 cannot be reduced to less than 30. This
prevents spellcasters from designing
Additional participants (ritual) Special spells they can cast with non-epic spell
Decrease damage die by one step (d4 minimum) 5 slots.
2
The caster cannot somehow avoid or make himself immune to backlash damage. For spells with durations longer than instantaneous, the
backlash damage is per round. If backlash damage kills a caster, no spell or method exists that will return life to the casters body without costing
the caster a levelnot even wish, true resurrection, miracle, or epic spells that return life to the deceased. Spells that normally penalize the
recipient one level when they return him or her to life penalize a caster killed by backlash two levels. Unlike the rules presented in the Epic Level
Handbook, epic spell designers in this variant are not restricted in the amount of backlash damage or XP expense. See below for more details.
3
When increasing the casting time of a spell in order to reduce the Spellcraft DC, a caster must first use up the maximum of 1 minute, then 10
minutes (for a total DC modifier of 36). After that, a caster can continue to add days to the casting time, with a further modifier of 2 per day, up
to the maximum of 100 days for a total of 238 to the DC, coming from a casting time of one round.
Special: A ritual epic spell that takes longer than 1 action to cast requires all extra participants to stand as if casting
for the same amount of time. If an extra participant is attacked while contributing a spell slot, the participant must
make a Concentration check as if casting a spell of the same level as the slot contributed. If the attack disrupts the
participant in the ritual, the epic spell is not necessarily ruined. However, the Spellcraft DC reduction that would
have been provided by that additional participant cannot be applied to the final Spellcraft DC of the epic spell. Thus
the ritual epic spell will be harder for the primary spellcaster to cast. This may call for a bit of on-the-fly
adjustments, but the circumstances are rare and shouldnt bog down game play too much unless harried ritual
castings are a day-to-day affair at the gaming table.
Foci and Material Components: Epic spells can be mitigated by rare, expensive, and/or magical materials being
used as part of the casting process. Foci mitigate as if they cost half as much. Magic items mitigate as if they cost
twice as much (so a magical focus would mitigate as a non-magical component). It also bears mentioning that if a
component or focus must be manipulated by a magic spell before it is suitable (i.e. if it needs to have shrink item
cast upon it or something), then that magic is added to the formula as if it were contributed through ritual casting.
MATERIAL
Determine Costs: Total all factors and mitigating factors together to reach the
COMPONENTS AND final Spellcraft DC of the spell. The spells research cost in gold pieces is equal to
FOCI VALUES the final Spellcraft DC times 9000, and the spells experience point cost is equal to
Component/Foci 1/25th the research cost (or the Spellcraft DC times 360 XP).
DC GP Cost
1 1,250 Determine Level: Take the final DC determined previously and divide it by 10,
2 2,500 round down, and add +7. This is the level of the Improved Spell Capacity spell
3 5,000 slot needed to cast the spell. This also sets the base save DC of the epic spell.
4 10,000
5 20,000 Approval: This is the final step behind the curtains, and its critically important.
6 40,000 The epic spell development work and reasoning must be shown to the GM and
7 80,000 receive his or her approval. If the GM doesnt approve, then the epic spell cannot
8 160,000 be developed. However, the GM should explain why the epic spell wasnt
9 320,000 approved and possibly offer suggestions on how to create an epic spell that will
10 640,000 be acceptable.
+(1) x2
Design: Now that the spell has been principally designed, its time for the
character to actually take the time and spend the resources. Once this step has been taken care of in-game, the
character has successfully developed the spell and can cast it normally, provided they have the required spell slots.
Dodge: Remember that no spell or magic item should ever grant a dodge bonus to a statistic.
Duration: Some spells are designed with unique durations. In many cases, epic conjurers will sacrifice the duration
of a summon spell in order to summon incredibly powerful monsters. In such cases, consider each round sacrificed
to be worth roughly 1/20th of the modifier to the Spellcraft DC derived from the weight of the summon in question.
For instance, knights of the heavens summons a DC 1944 worth of creatures but, since the duration is only 1 round,
reduces this value by 19/20ths. This reduction is represented by an ad hoc mitigating factor equal to -1847.
Other duration-based ad hoc modifiers can be eyeballed with safety. For instance, reducing a spells duration on a
round-for-round-basis should reduce the Spellcraft DC by roughly 1 point per round lost. Spells that lose half their
duration (such as going from 1 round per caster level to 1 round per two caster levels) should reduce the Spellcraft
DC by -10 (about 1 spell level after all is said and done).
Spells that have their duration increased see Spellcraft DC increases according to the Epic Spell Factors table on
page 2.
No matter how special duration effects are determined, DMs approval is the most important step in the design
process.
Integrating Non-epic Metamagic Effects: Foremost, epic spells using this system can apply certain metamagic
feats to epic spells just as easily as a non-epic spell. For flexibilitys sake, designers can hardwire a non-epic
metamagic effect into an epic spells design. Each spell level a metamagic effect would normally adjust a spells
level increases the Spellcraft DC by +7. For instance, making a spells casting time a free action as part of its design
increases the Spellcraft DC by +28, whereas maximizing a spells numerical effect as part of its design increases the
Spellcraft DC by +21. Only those metamagic feats possessed by the designer can be integrated in an epic spells
design in this fashion.
Range: Range is a big consideration when designing epic spells. In pre-epic games, the longest range one can
expect to see is equal to 400 ft. + 100 ft. per caster level; this is Long range. In an epic game, however, there is a
greater range category: extreme range. Extreme range is equal to 1000 ft. + 100 ft. per caster level.
Summoning: Epic level summon monster spells function differently that most spell seeds. Below is a general
guideline as the maximum CR and combat ability a summoned monster should possess based on spell level.
SUMMONING GUIDELINES
SUMMON MONSTER
DC CR AC ATT Spell SLA
Conjuration (Summoning) +30 15-16 34 27 8th 9th
Spellcraft DC: 14 +, see table below +40 17-18 37 30 9th 10th
Components: V, S +50 19-20 40 33 10th 10th
Casting Time: 1 standard action +60 21-22 43 36 10th 11th
Range: Close (25 ft. + 5 ft./2 levels) +70 23-24 46 40 11th 11th
Effect: One summoned creature +80 25-26 50 43 11th 12th
Duration: 1 round per caster level (D) +90 27-28 53 46 12th 12th
Saving Throw: Will negates (see text) +100 29-30 56 49 12th 13th
Spell Resistance: Yes (see text) +110 31-32 59 52 13th 13th
+120 33-34 62 55 13th 14th
This seed can summon an outsider. It appears where the caster +130 35-36 65 58 14th 14th
designates and acts immediately, on his or her turn, if +140 37-38 68 61 14th 15th
its spell resistance is overcome and it fails a Will saving throw. It +150 39-40 71 64 15th 15th
attacks the casters opponents to the best of its ability. If the caster
+160 41-42 74 67 15th 16th
can communicate with the outsider, he or she can direct it not to +170 43-44 77 70 16th 16th
attack, to attack particular enemies, or to perform other actions. +180 45-46 80 73 16th 17th
When a caster develops a spell with the summon seed that +190 47-48 83 76 17th 17th
summons an air, chaotic, earth, evil, fire, good, lawful, or water +200 49-50 86 79 17th 18th
creature, the completed spell is also of that type. +210 51-52 89 82 18th 18th
If the caster increases the Spellcraft DC by +10, he or she can +220 53-54 92 85 18th 19th
summon a creature from another monster type or subtype. The +230 55-56 95 88 19th 19th
summoned creature is assumed to have been plucked from some +240 57-58 98 91 19th 20th
other plane (or somewhere on the same plane). The summoned +250 59-60 101 94 20th 20th
creature attacks the casters opponents to the best of its ability; or,+260 61-62 104 97 20th 21st
if the caster can communicate with it, it will perform other actions. +270 63-64 107 100 21st 21st
However, the summoning ends if the creature is asked to perform a +280 65-66 110 103 21st 22nd
task inimical to its nature. +290 67-68 113 106 22nd 22nd
Finally, by increasing the Spellcraft DC by +60, the caster can +300 69-70 116 109 22nd 23rd
summon a unique individual he or she specifies from anywhere in +10 +2/+2 +3 +3 +1/2 +1/2
the universe. The caster must know the targets name and some
facts about its life, defeat any magical protection against discovery or other protection possessed by the target, and
overcome the targets spell resistance, and it must fail a Will saving throw. The target is under no special
compulsion to serve the caster.
EPIC SPELLS
The following is a collection of pre-made epic spells. Most of these spells are either undeveloped or are not
attributed to any contemporary entities if they have been developed. Several, such as the Grim spells, were made by
cosmic-level beings in times unrecorded, but their effects are so unforgettable that record of their existence has
traveled along the streams of time to the present. Grim herself is lost to the annals of time no one knows where she
is, and many feel thats for the best. Unfortunately, the power scale in Tanj is growing very swiftly compared to the
past several generations. It is only a matter of time before the dust-caked tomes containing the secrets of these
tremendous magic spells are opened up and the raw, awesome power of epic spellcasting rears its head once again.
A nimbus of swirling, glowing tendrils surrounds the heads To Develop: 342,000 gp; 7 days; 13,680 XP. Seeds: fireball
of the subjects, protecting them from attacks, granting them (DC 18), animate dead (DC 20). Factors: replace fire
resistance to spells cast by lawful creatures, and causing damage with cold damage (+0).
lawful creatures to become blinded when they strike the
subjects. Like cloak of chaos, this abjuration has four effects. When this spell is cast, enemies within range are dealt 10d6
First, each warded creature gains a +10 deflection bonus to points of cold damage. The following round up to double the
AC and a +10 resistance bonus on saves. Unlike protection casters level in Hit Dice of victims that perish as a result of
from law, this benefit applies against all attacks, not just this blast are re-animated as skeletons the following round.
against attacks by lawful creatures. These skeletons serve the caster indefinitely. The caster
Second, each warded creature gains spell resistance 40 cannot exceed the normal limit for controlling undead
against lawful spells and spells cast by lawful creatures. through use of this spell, but other means that allow the caster
Third, the abjuration blocks possession and mental influence, to exceed the normal limit for controlled undead work just as
just as protection from law does. well with undead created with animus blast.
Finally, if a lawful creature succeeds on a melee attack
against a warded creature, the offending attacker is blinded
(Fortitude save negates, as blindness/deafness, but against
anarchic auras save DC).
ANIMUS BLIZZARD
Focus: A robe of motley costing at least 10,000 gp. Evocation [Cold]
Level: 14
Spellcraft DC: 74
Components: V, S
ANATHEMATIC VERSE Casting Time: 1 action
Evocation [Evil, Sonic] Range: Long (400 ft. + 40 ft. level)
Spellcraft DC: 80 Area: 30-ft.-radius hemisphere spread
Level: 15 Duration: Instantaneous
Range: 80 ft. Saving Throw: Reflex half
Area: Nonevil creatures in an 80-ft.-radius spread centered Spell Resistance: Yes
on you
Spell Resistance: No To Develop: 666,000 gp; 14 days; 26,640 XP. Seeds: fireball
(DC 18), create undead (DC 24). Factors: increase area by This spell generates a bank of fog, similar to a fog cloud,
+50% (+2 ad hoc), increase damage maximum to 40d6 (+30). except that its vapors are black and poisonous. These vapors
automatically kill any living creature with 9 or fewer HD (no
When this spell is cast, enemies within range are dealt 1d6 save). A living creature with 10 to 15 HD is slain unless it
points of cold damage per caster level, up to a maximum of succeeds on a Fortitude save (in which case it takes 1d8
40d6 (Reflex half). The following round up to double the points of Constitution damage on your turn each round while
casters level in Hit Dice of victims that perish as a result of in the cloud).
this blast are re-animated as wights the following round. A living creature with 15 or more HD takes 1d8 points of
These wights serve the caster indefinitely. The caster cannot Constitution damage on your turn each round while in the
exceed the normal limit for controlling undead through use of cloud (a successful Fortitude save halves this damage).
this spell, but other means that allow the caster to exceed the Otherwise, this spell behaves identically to cloudkill.
normal limit for controlled undead work just as well with
undead created with animus blizzard.
CATACLYSM
Evocation [Earth]
BAALS INFERNO Spellcraft DC: 178
Evocation [Fire] Level: 24
Spellcraft DC: 194 Components: V, S, DF, XP
Level: 26 Casting Time: 1 action
Components: V, S, XP Range: Extreme (1000 ft. + 100 ft./level)
Casting Time: 1 round Area: 4000-ft.-radius spread (S)
Range: Medium (100 ft. + 10 ft./level) Duration: 1 round
Area: Eighty 10-ft. cubes per level or two 400-ft. cubes per Saving Throw: See text
level (S) Spell Resistance: No
Duration: Instantaneous
Saving Throw: Reflex half To Develop: 1,584,000 gp; 32 days; 63,360 XP. Seed:
Spell Resistance: Yes earthquake (DC 28). Factors: increase area by +4900%
(+196), increase range to Extreme (+4). Mitigating Factors:
To Develop: 1,746,000 gp; 35 days; 69,840 XP. Seed: fire burn 5000 XP (-50).
storm (DC 28). Factors: increase damage by +60d6 (+60),
increase area by +3900% (+156). Mitigating Factors: burn This spell functions identically to earthquake, except the area
5000 XP (-50). of effect is fifty-times larger and the range is twice as large.
XP Cost: 5000
When this unspeakable spell is cast, the whole area is shot
through with sheets of roaring flame. The raging flames do
not harm natural vegetation, ground cover, and any plant
creatures in the area that you wish to exclude from damage.
CHLOPH
Any other creature within the area takes 1d6 points of fire Transmutation
damage per caster level (maximum 80d6). Spellcraft DC: 50
XP Cost: 5000 Level: 12
Components: V, S, M
Casting Time: 1 action
Range: Personal
BLACK CLOUD Targets: You
Conjuration (Creation) Duration: 10 min./level
Spellcraft DC: 84
Level: 15 To Develop: 450,000 gp; 9 days; 18,000 XP. Seed: fly (DC
Components: V, S 18). Factor: Increase duration by +900% (+18), increase
Casting Time: 1 action speed by +400% (ad hoc +16). Mitigating Factors: Change
Range: Medium (100 ft. + 10 ft./level) range to personal (-2).
Effect: Cloud spreads in 80-ft. radius, 80 ft. high
Duration: 1 min./level This spell is the dream of flight come true. The caster is
Saving Throw: Fortitude partial; see text granted a fly speed of 300 feet for 10 minutes per level. As
Spell Resistance: No with the fly spell, the subject will float gently to the ground
for 1d6 rounds at 300 feet per round if the spell's duration
To Develop: 756,000 gp; 16 days; 30,240 XP. Seed: ends while they are aloft. If they do not reach the ground in
cloudkill (DC 22). Factors: increase area by +300% (+12), that time, they fall the remaining distance, taking 1d6 points
increase HD of creatures slain by +150% (+30 ad hoc), of damage for every 10 feet of fall.
increase Con damage die two steps (+20). Material Component: A bird's feather.
increase duration by +200% (+4). Mitigating Factors: 6-
COMETARY HAIL hour casting time (-70).
Evocation [Cold, Fire] As control weather, but it takes 6 hours to cast the spell and
Spellcraft DC: 106 an additional 10 minutes for the effects to manifest.
Level: 17 Greater control weather can do away with atmospheric
Components: V, S, XP phenomena (naturally occurring or otherwise) as well as
Casting Time: 1 action create them.
Range: 1,000 ft. + 100 ft./level A druid casting this spell doubles the duration and affects a
Effect: Four 120-ft.-radius spreads, see text circle with a 75-mile radius.
Duration: Instantaneous
Saving Throw: None or Reflex half; see text
Spell Resistance: Yes
CROWN OF VERMIN
To Develop: 954,000 gp; 20 days; 38,160 XP. Seed: meteor Conjuration (Summoning)
swarm (DC 30). Factor: Increase explosion damage by Spellcraft DC: 60
+14d6 (+28), increase impact damage by +8d6 (+16), Level: 13
increase area by +200% (+8), increase explosion damage die Components: V, S
two steps (+20), increase impact damage die two steps (+20), Casting Time: 1 round
increase range to Extreme range (+4), admix an equal amount Range: Personal
of cold damage (+40 ad hoc). Mitigating Factors: burn 5000 Effect: Aura of insects that surrounds you in a 10-ft.-radius
XP (-50), 10d6 backlash damage (-10). spread
Duration: 1 round/caster level (D)
This spell unleashes terrible destruction in fire and ice. When Saving Throw: None (see text)
you cast it, four 2-foot diameter spheres spring forth and Spell Resistance: No
streak in straight lines to the spots you select. The meteors
leave trails of thick black smoke and sparks of white heat. To Develop: 540,000 gp; 11 days; 21,600 XP. Seeds:
If you aim a sphere at a specific creature, you must succeed at summon swarm (DC 16). Factors: increase area to 10 ft.
a ranged touch attack to hit. Any creature struck by one of radius spread centered on caster (+4 ad hoc), change duration
these meteors suffers 10d10 points of bludgeoning damage from concentration to 1/round caster level (+4), change
(no save) and receives no saving throw against the sphere's swarm to locusts (+2), increase swarm damage five steps to
fire and cold damage (see below). If a targeted sphere misses 12d6 (+40) perfect control of vermin (+2 ad hoc). Mitigating
its target, it simply explodes at the nearest corner of the Factor: change range to personal (DC), burn 800 XP (-8)
target's space. You may aim more than one meteor at the
same target. After casting crown of vermin, thousands of angry buzzing
Once a sphere reaches its destination, it explodes in a 120- locusts erupt from the very air around the caster. This swarm
foot-radius spread, dealing 20d10 points of fire damage and forms a living aura around the caster to a radius of 10 feet.
20d10 points of cold damage to each creature in the area. If a The caster is immune to his own crown of vermin. The
creature is in the area of more than one sphere, it must save swarm goes where the caster goes at his or her speed, even if
separately against each. Cold and fire resistance apply to each the caster takes to the air or water (though water drowns the
sphere separately. vermin after 1 full round of immersion, unless the spell is
Summoning up the power to cast this awesome spell wreaks cast underwater, in which case aquatic or marine vermin
havoc on the caster's body, dealing 10d6 points of backlash answer the call and cannot leave the water). Any creature in
damage. the area of effect automatically takes the swarms damage
XP Cost: 5000 (12d6). The vermin have damage reduction 1/epic, so the
vermins natural weapons are treated as epic for the purpose
of overcoming damage reduction.
CONTROL WEATHER, GREATER The caster has utter control over the vermin in his or her aura,
and can force them into areas that would normally deter
Transmutation common vermin. The caster can completely suppress his or
Spellcraft DC: 56 her vermin aura as a free action so that no vermin are visible
Level: 12 at all. The time that vermin are suppressed does not count
Components: V, S toward the spells duration. Alternatively, the caster can
Casting Time: 6 hours; see text roughly shape and move the vermin in any fashion he or she
Range: 50 miles desires within the limits of the 10-foot-radius spread as a
Area: 50-mile-radius circle, centered on you; see text move-equivalent action.
Duration: 12d12 hours; see text The vermin cannot be wrested from the casters control
Saving Throw: None through any means. A crown of vermin has ten hit points per
Spell Resistance: No caster level, and the vermin make all saving throws to avoid
damaging effects using the casters base saving throw
To Develop: 504,000 gp; 11 days; 20,160 XP. Seed: control bonuses. They gain the casters spell resistance, if any, and
weather (DC 26). Factors: increase area by +2400% (+96), they get saving throws against spells that would otherwise
automatically slay vermin. A caster can see through his or her Level: 12
crown of vermin without difficulty, but gains one-half Components: V, S, XP
concealment against enemy attacks launched both outside and Casting Time: 1 action
within the casters crown of vermin. Target: Creature touched
Duration: Instantaneous (1/day level for compulsion)
Saving Throw: Will negates (see text)
Spell Resistance: Yes
CRUSH LIFE
Conjuration (Healing) To Develop: 450,000 gp; 9 days; 18,000 XP. Seeds: plane
Spellcraft DC: 59 shift (DC 24), dominate monster (DC 30). Factors: unwilling
Level: 12 target (+4). Mitigating Factors: burn 800 XP (-8).
Components: V, S
Casting Time: 1 action The caster sends his or her foe to hell. If the caster succeeds
Range: Touch at a melee touch attack, the target must succeed at a Will
Target: Creature touched saving throw. If he or she fails this saving throw, he or she is
Duration: Instantaneous sent straight to a layer of a lawful evil plane (or a chaotic evil
Saving Throw: Will negates (harmless) plane, at the casters option) swarming with fiends. The
Spell Resistance: Yes (harmless) subject will not willingly leave the plane for 1 day per caster
level, believing that his or her predicament is a just reward
To Develop: 531,000 gp; 11 days; 21,240 XP. Seed: harm for an ill-spent life.
(DC 24). Factors: increase maximum damage dealt by +350 Even after the compulsion fades, he or she must devise his or
(+35 ad hoc). her own escape from the plane. Unless the GM devises a
specific location and scenario in the Nine Hells, the subject
Crush life charges a subject with negative energy that deals encounters a group of 1d4 pit fiends (or balors, if in a chaotic
10 points of damage per caster level (to a maximum of 500 evil plane) every hour he or she spends in hell.
points at 50th level). If the creature successfully saves, crush XP Cost: 800 XP.
life deals half this amount, but it cannot reduce the targets
hit points to less than 1.
If used on an undead creature, crush life acts like vigor up.
DARKBOMB
Necromancy
Spellcraft DC: 52
CRUSHERBALL Level: 12
Evocation [Force] Components: V, S, F, XP
Spellcraft DC: 76 Casting Time: 1 action
Level: 14 Range: 1200 ft. + 120 ft./level
Components: V, S Targets: Living creatures, no two of which can be more than
Casting Time: 1 action 80 ft. apart.
Range: Medium (100 ft. + 10 ft./level) Duration: Instantaneous
Effect: One sphere of force Saving Throw: Fortitude half
Duration: Instantaneous Spell Resistance: Yes
Saving Throw: Fortitude half
Spell Resistance: No To Develop: 468,000 gp; 10 days; 18,720 XP. Seed: horrid
wilting (DC 28). Factor: Increase area by +200% (+8),
To Develop: 684,000 gp; 14 days; 27,360 XP. Seed: orb of increase damage dice by +20d6 (+20), increase damage die
force (DC 22). Factor: change ranged touch attack to target two steps (+20), increase range by +200% (+4). Mitigating
(+4), increase damage dice by +30d6 (+30), increase damage Factors: Black ruby focus worth 10,000 gp (-3), burn 2,500
die by two steps (+20). XP (-25).
This spell is prized by top-ranking intergalactic special ops This spell is terrifying, dealing 1d10 points of damage per
for its instant and inarguable damage capacity. The caster caster level (max 40d10) to each subjected living creature.
chooses a target as he casts the spell, requiring only line of Against plants and water elementals, this spell deals 1d12
effect. Unless protected by some other ward, this spell deals points of damage per caster level (max 40d12).
1d10 points of force damage per caster level (max 40d10) to XP Cost: 2500
the victim.
DRACUL'S CLAW
DAMNATION Necromancy
Transmutation (Compulsion) Spellcraft DC: 82
[Teleportation (Mind-Affecting)] Level: 15
Spellcraft DC: 50 Components: V, S
Casting Time: 1 action (+10), add epic as a qualifier (+18 ad hoc), absorb a
Range: Touch maximum of 350 pts (+20 ad hoc).
Target: Living creature touched
Duration: Instantaneous/1 round per level/1 hour; see text The warded creature gains resistance to blows, cuts, stabs,
Saving Throw: None and slashes. The subject gains damage reduction 20/epic and
Spell Resistance: Yes adamantine. (It ignores the first 20 points of damage each
time it takes damage from a weapon, though an epic
To Develop: 738,000 gp; 15 days; 29,520 XP. Seeds: adamantine weapon bypasses the reduction.) Once the spell
enervate (DC 20), vampiric touch (DC 18). Factors: add has prevented a total of 10 points of damage per caster level
+1d4 negative levels (+4), increase maximum damage (maximum 350 points), it is discharged.
drained by +30d6 (+30), increase damage die by one step Material Component: Granite and 250 gp worth of diamond
(+10). dust sprinkled on the targets skin.
ERASER GUN
Transmutation
EYES OF THE WORLD
Spellcraft DC: 84 Divination (Scrying)
Level: 15 Spellcraft DC: 64
Components: V Level: 13
Casting Time: 1 action Casting Time: 1 minute
Range: Medium (100 ft. + 10 ft./level) Duration: 1 day per caster level
Effect: Ray
Duration: Instantaneous To Develop: 576,000 gp; 12 days; 23,040 XP. Seed: greater
Saving Throw: Fortitude partial (object) scrying (DC 26). Factors: increase duration by +2300%
Spell Resistance: Yes (+46), caster may switch targets as a free action (+10 ad hoc).
Mitigating Factors: increase casting time by 9 rounds (-18).
To Develop: 756,000 gp; 16 days; 30,240 XP; Seed:
disintegrate (DC 24). Factors: increase damage by +60d6 This spell functions like greater scrying, except as noted
(+30), increase damage die by two steps (+20), increase area above. Additionally, the caster may switch targets as a free
of matter affected by +400% (+16), no material component action anytime during the spell's duration. Each target is
(+2), no somatic component (+2). Mitigating Factors: suffer allowed a save each time they are targeted, even if during the
10d6 backlash damage (-10). same spell's duration.
A hellball deals 10d6 points of acid damage, 10d6 points of This spell functions identically to irresistible dance with the
fire damage, 10d6 points of electricity damage, and 10d6 exception of the spell's area and number of targets.
points of sonic damage to all creatures within the area. The effect imposes a -4 penalty to Armor Class and a -10
Unattended objects also take this damage. You point your penalty on Reflex saves, and it negates any AC bonus granted
finger and determine the range (distance and height) at which by a shield the targets hold. The dancing subjects provoke
the hellball is to detonate. A sun-bright, fist-sized globe of attacks of opportunity each round on their turns.
energy streaks forth and, unless it impacts a material body or
solid barrier prior to attaining the indicated range, expands
into its full area.
This spell is taxing on the body, dealing to caster 10d6 points
INFERNAL AGENT
of backlash damage. Conjuration (Summoning)
Spellcraft DC: 94
Level: 16
Components: V, S
HELLFIRE RAIN Casting Time: 1 standard action
Evocation [Fire, Force] Range: Close (25 ft. + 5 ft./2 levels)
Spellcraft DC: 74 Effect: One infernal
Level: 14 Duration: 1 round per caster level (D)
Components: V, S Saving Throw: Will negates (see text)
Casting Time: 1 action Spell Resistance: Yes (see text)
Range: Long (400 ft. + 40 ft./level)
Effect: One or more rays To Develop: 846,000 gp; 17 days; 33,840 XP. Seed: summon
Duration: Instantaneous monster (DC 14). Factors: summon CR 26 outsider (+80).
Saving Throw: None
Spell Resistance: Yes This spell summons forth an infernal. It appears where the
caster designates and acts immediately, on the casters turn. It
To Develop: 666,000 gp; 14 days; 26,640 XP. Seeds: energy attacks the casters opponents to the best of its ability. If the
(force) (DC 19), scorching ray (DC 16). Factors: increase caster can communicate with the creature, he or she can
maximum number of rays by +17 (+17 ad hoc), increase fire direct it not to attack, to attack particular enemies, or to
damage dealt by +6d6 (+12), increase damage die by one step perform other actions. Summoned creatures act normally on
(+10), increase range to Long (+8), increase distance between the last round of the spell and disappear at the end of their
targets by +200% (+4). Mitigating Factors: only half the turn.
damage dealt is force damage (-12 ad hoc) This is the equivalent of a summon monster XVI spell.
You blast your enemies with fiery rays. You may fire one
ray, plus one additional ray for every four levels beyond 3rd
(to a maximum of twenty rays at 79th level). Each ray
JIBBAJABBA
requires a ranged touch attack to hit and deals 10d8 points of Evocation [Chaotic, Sonic]
damage, half of which is fire damage; the other half is force Spellcraft DC: 80
damage and thereby not subject to fire resistance. Level: 15
The rays may be fired at the same or different targets, but all Range: 80 ft.
bolts must be aimed at targets within 90 feet of each other Area: Nonchaotic creatures in an 80-ft.-radius spread
and fired simultaneously. centered on you
Spell Resistance: No
MAGICAL PALACE
Conjuration (Creation)
MASS FROG Fortitude save to negate the effects of the spell. Those who
fail are reduced in size by 4 categories along with their gear,
Transmutation to a minimum size category of Fine. This effect is permanent
Spellcraft DC: 42 unless removed by a wish, miracle, or another Moranis ray
Level: 11 cast as though set to counterspell.
Components: V, S
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Area: 60-ft.-radius hemisphere MOUNTAINBALL
Duration: Permanent Evocation [Force]
Saving Throw: Fortitude negates, Will partial Spellcraft DC: 106
Spell Resistance: Yes Level: 17
Components: V, S
To Develop: 378,000 gp; 8 days; 15,120 XP. Seed: baleful Casting Time: 1 action
polymorph (DC 21). Factors: change target to area of 20-ft. Range: Medium (100 ft. + 10 ft./level)
hemisphere (+12 DC), increase area by 200% (+8 DC). Effect: One sphere of force
Duration: Instantaneous
This spell duplicates the effects of a baleful polymoph spell, Saving Throw: Fortitude half
changing all creatures (but not their equipment and Spell Resistance: No
possessions) in the area of effect into frogs.
To Develop: 954,000 gp; 20 days; 38,160 XP. Seed: orb of
force (DC 22). Factor: change ranged touch attack to target
MEGA MISSILE (+4), increase damage dice by +50d6 (+50), increase damage
die by three steps (+30).
Evocation [Force]
Spellcraft DC: 62 This spell is prized by leading intergalactic elite squads for its
Level: 13 instant and inarguable damage capacity. The caster chooses a
Range: Long (400 ft. + 40 ft./level) target as he casts the spell, requiring only line of effect.
Targets: Up to twenty-five creatures, no two of which can be Unless protected by some other ward, this spell deals 1d12
more than 30 ft. apart points of force damage per caster level (max 60d12) to the
victim.
To Develop: 558,000 gp; 12 days; 22,320 XP. Seed: magic
missile (DC 14). Factors: increase range to Long (+4),
increase maximum number of missiles by +20 (+20 ad hoc),
increase damage die by two steps (+20), increase space NAILED TO THE SKY
between targets by +100% (+4 ad hoc). Transmutation [Teleportation]
Spellcraft DC: 30
As magic missile except as noted above. Each missile deals Level: 10
1d8+1 points of damage. Components: V, S, XP
For every two caster levels beyond 1st, you gain an additional Casting Time: 1 action
missile to a maximum of twenty-five missiles at 49th level or Range: Close (25 ft. + 5 ft./2 levels)
higher. Target: Any one creature, or objects weighing up to 50 lbs
per caster level
Duration: Instantaneous
MORANIS RAY Saving Throw: Will negates
Spell Resistance: Yes
Transmutation
Spellcraft DC: 40 To Develop: 270,000 gp; 6 days; 10,800 XP. Seed:
Level: 11 clairvoyance (to preview endpoint of teleportation) (DC 18),
Components: V, S teleport (DC 22). Factors: unwilling target (+4), increase
Casting Time: 1 action range from touch to close (+4). Mitigating Factors: burn
Range: Close (25 ft. + 5 ft./2 levels) 1800 XP (-18)
Effect: 20-ft.-radius
Duration: Permanent Nailed to the sky teleports the target so far from the surface of
Saving Throw: Fort negates the world and at such a speed that it keeps missing the
Spell Resistance: Yes surface as it falls back, so it enters an eternal orbit. Unless the
target can magically fly or has some other form of non-
To Develop: 360,000 gp; 8 days; 14,400 XP. Seed: baleful physical propulsion available, the target is stuck until
polymorph (DC 22). Factor: change target to 20-ft-radius someone else rescues it. Even if the target can fly, the surface
(+12), minimum size of Fine (+6). is 2 to 4 hours away, assuming a fly spell, which allows a
maximum speed of 720 feet per round while descending. The
Somewhat of a misnomer, this spell affects all corporeal target may not survive that long. Depending on the world
creatures where ever the beam falls. Targets are allowed a
where nailed to the sky is cast, conditions so far from its points equal to the damage you deal. However, you cant gain
surface may be deadly. The effects described below replicate more than the subjects current hit points plus their Con
the effects of exposure to outer space: score, which is enough to kill the subject. The temporary hit
A character in the void of outer space takes 2d6 points of points disappear 1 hour later.
cold and heat damage per round, assuming exposure to Any negative levels dealt to the target are also absorbed by
sunlight (one half bakes, the other half freezes). the caster, benefiting him as an equal amount of positive
A character in the vacuum of outer space possess the risk of levels. This effect lasts for one round per caster level and
from suffocation, though holding ones breath in vacuum works regardless of whether the caster is living or undead.
damages the lungs. A character who attempts to hold his Despite the boon this spell grants its caster, it is a taxing spell
breath must make a Constitution check (DC 15) every round; to cast and deals 10d6 points of backlash damage.
the DC increases by 1 each round, and on a successful check
the character takes 1 point of Constitution damage (from the
pressure on the linings of his lungs). If the check fails, or if
the character stops holding his breath, he begins to suffocate.
OLYMPIAN BOLT
In the next round, he falls unconscious with 0 hit points. The Evocation [Electricity]
following round, he drops to 1 hit points. On the third Spellcraft DC: 93
round, he drops to 10 hit points and dies. Level: 16
On the third round of exposure to the vacuum, a creature Components: V, S, F
must succeed on a Constitution check (DC 20) each round or Casting Time: 1 action
suffer from aeroembolism (the bends). A creature that fails Range: 600-ft.
the save experiences excruciating pain as small air bubbles Area: 600-ft. line
form in its bloodstream; such a creature is considered stunned Duration: Instantaneous
and remains so until returned to normal atmospheric pressure. Saving Throw: Reflex half
A creature that fails the Constitution check by 5 or more falls Spell Resistance: Yes
unconscious.
Finally any creature caught in the area of effect for at least 1 To Develop: 837,000 gp; 17 days; 33,480 XP. Seed:
round must make a Fortitude save (DC 12) or contract mild lightning bolt (DC 18). Factor: increase area by +400%
radiation sickness (Incubation: 1 day, 1d4-2 Con*). A (+16), increase damage dice by +50d6 (+50), increase
creature that survives for a day or more must make a damage die two steps (+20). Mitigating Factors: 5d6
Fortitude save (DC 15) or contract low radiation sickness backlash damage (-5), gem with bound soul of a great wyrm
(incubation 4d6 hours, DC 15, 1d6-2 Con*). blue dragon (roughly 40,000 gp) as focus (-6)
XP Cost: 1800
This spell is favored by extravagant spellcasters capable of
showing off their powers. All creatures in the area must
succeed on a Reflex save or suffer 1d10 points of electricity
NOSFERATU'S CLAW damage per caster level (max 60d10). This spell shocks the
Necromancy caster's soul, synchronizing it for a split-second with the
Spellcraft DC: 100 focus of the spell and causing 5d6 points of backlash damage.
Level: 17 The Olympian bolt sets fire to combustibles and damages
Components: V, S objects in its path. It can melt metals with a low melting
Casting Time: 1 action point, such as lead, gold, copper, silver, or bronze. If the
Range: Touch damage caused to an interposing barrier shatters or breaks
Target: Living creature touched through it, the bolt may continue beyond the barrier if the
Duration: Instantaneous/permanent/1 round per level/1 hour; spell's range permits; otherwise, it stops at the barrier just as
see text any other spell effect does.
Saving Throw: See text
Spell Resistance: Yes
PERIPETY
Abjuration
POLLOCK
Spellcraft DC: 31 Necromancy [Death]
Level: 10 Spellcraft DC: 58
Components: V, S Level: 12
Casting Time: 10 minutes Components: V, S, F
Range: Personal Casting Time: 1 action
Target: You Range: 40 ft.
Duration: 24 hours Area: Cone-shaped burst
Duration: Instantaneous
To Develop: 279,000 gp; 6 days; 11,160 XP. Seed: reflect Saving Throw: Fortitude partial
(DC 27). Factors: increase number of attacks reflected by +5 Spell Resistance: Yes
(+10), spell lasts for 24 hours or until activated (+4 ad hoc),
To Develop: 522,000 gp; 11 days; 20,880 XP. Seed: spell can be activated at any time, even when not the caster's
destruction (DC 26). Factor: change from target to 40-ft. turn (+25 ad hoc), increase target's hit point limit by +900%
cone area (+12), increase damage dice by +5d6 (+10), (+36 ad hoc). Mitigating Factors: burn 1500 XP (-15).
increase damage dice by one step (+10).
As power word no, but the hit point limit is 1500.
This spell is named after the squishing sound made when XP Cost: 1500
numerous targets perish noisily by its effect. This spell
instantly slays those within the area and consumes their
remains (but not their equipment and possessions) utterly in a
gory, bloody fashion. If a target's Fortitude saving throw
PRECOGNITION
succeeds, it instead takes 15d8 points of damage. The only Divination
way to restore life to a character who has failed to save Spellcraft DC: 84
against this spell is to use true resurrection, a carefully Level: 15
worded wish spell followed by resurrection, or miracle. Components: V, S
Casting Time: 1 action
Range: Personal
Target: You
POWER WORD NO Duration: 1 hour/level or until discharged
Enchantment (Compulsion) [mind-affecting]
Spellcraft DC: 64 To Develop: 756,000 gp; 16 days; 30,240 XP. Seed: moment
Level: 13 of prescience (DC 28). Factors: increase maximum bonus by
Components: V, XP +25 (+50 ad hoc), remove limit on multiple castings (+6 ad
Casting Time: 1 action hoc).
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature with 600 hp or less This spell functions identically to moment of prescience, but
Duration: 24 hours or until activated grants you a maximum bonus of +50. Once used, the spell
Saving Throw: None ends.
Spell Resistance: Yes You may use Heighten Spell on precognition, with each
additional spell level increasing the maximum bonus by +5.
To Develop: 576,000 gp; 12 days; 23,040 XP; Seed: power Unlike moment of prescience, you can have more than one
word stun (DC 28). Factors: make an unreasonable request precognition active on you at the same time.
(+10), spell lasts for 24 hours or until activated (+4 ad hoc),
spell can be activated at any time, even when not the caster's
turn (+25 ad hoc), increase target's hit point limit by +300%
(+12 ad hoc). Mitigating Factors: burn 1500 XP (-15).
PRISMATIC APOCALYPSE
Evocation
The caster of this spell carries an inarguable veto. Anytime Spellcraft DC: 234
during the duration of the spell, the caster may activate the Level: 30
spell by directing her attention at the target creature and Components: V, XP
shouting "NO!" Range: 1600 ft. + 160 ft./level
Whatever action that creature was about to take is instantly Area: 1000-ft.radius spread
cancelled without the benefit of a saving throw. If the
creature has more than 600 hit points, this spell has no effect. To Develop: 2,106,000 gp; 43 days; 84,240 XP. Seed:
XP Cost: 1500 prismatic spray (DC 26). Factors: change area to 20-ft.-
radius (+2), increase area by +4900% (+196), increase range
to Long (+8), increase range by +300% (+6), increase HD
blinded by +24 (+96 ad hoc). Mitigating Factors: burn
POWER WORD NO, GREATER 10000 XP (-100).
Enchantment (Compulsion) [mind-affecting]
Spellcraft DC: 88 As prismatic spray except as mentioned above.
Level: 15 Creatures in the area of the spell with 32 HD or less are
Components: V, XP automatically blinded for 2d4 rounds.
Casting Time: 1 action XP Cost: 10000
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature with 1500 hp or less
Duration: 24 hours or until activated
Saving Throw: None PRISMATIC BOMB
Spell Resistance: Yes Evocation
Spellcraft DC: 72
To Develop: 792,000 gp; 16 days; 31,680 XP; Seed: power Level: 14
word stun (DC 28). Factors: make an unreasonable request Range: Medium (100 ft. + 10 ft./level)
Area: 60-ft.radius spread Components: V, S, XP
Casting Time: 1 action
To Develop: 648,000 gp; 13 days; 25,920 XP. Seed: Range: 1000 ft. + 100 ft./level
prismatic spray (DC 26). Factors: change area to 20-ft.- Effect: One devastation beetle
radius (+2), increase area by +200% (+8), increase range to Duration: 1 round per caster level (D)
Medium (+4), increase HD blinded by +8 (+32 ad hoc). Saving Throw: Will negates (see text)
Spell Resistance: Yes (see text)
As prismatic spray except as mentioned above.
Creatures in the area of the spell with 16 HD or less are To Develop: 1,584,000 gp; 32 days; 63,360 XP. Seed:
automatically blinded for 2d4 rounds. summon monster (DC 14). Factors: summon CR 50
devastation beetle (+200), increase range to Extreme (+12).
Mitigating Factors: burn 5000 XP (-50).
PROOF OF THE BEAST This spell summons forth a walking apocalypse - a
Transmutation devastation beetle from the Epic Level Handbook. It appears
Spellcraft DC: 95 where the caster designates and acts immediately, on the
Level: 16 casters turn. It attacks the casters opponents to the best of
Components: V, S, F its ability. If the caster can communicate with the creature, he
Casting Time: 1 action or she can direct it not to attack, to attack particular enemies,
Range: Personal or to perform other actions. Summoned creatures act
Duration: 1 round/level normally on the last round of the spell and disappear at the
end of their turn. Only mad spellcasters develop and use this
To Develop: 855,000 gp; 17 days; 34,200 XP. Seed: atrocity, as it benefits almost nothing save the desire for
shapechange (DC 30). Factors: Increase size +3 more size destruction and mayhem.
categories (+90 ad hoc). Mitigating Factors: 48,000 gp This is the equivalent of a summon monster XXV spell.
diamond focus compressed from Tarrasque remains (-25 ad XP Cost: 5000
hoc).
This spell is the paramount of damage spells, known across To Develop: 747,000 gp; 15 days; 29,880 XP. Seed: searing
the universe for its instant and inarguable damage capacity. light (DC 18). Factors: increase damage dealt by 90 caster
The caster chooses a target as he casts the spell, requiring levels (+90 ad hoc), increase damage dice by one step (+10).
only line of effect. Unless protected by some other ward, this Mitigating Factors: take 15d6 backlash damage (-15), burn
spell deals 1d20 points of force damage per caster level (max 2000 XP (-20).
100d20) to the victim.
Focusing divine power like an inferno of solar heat, you
project a blast of super-hot light from your open palms. You
SHROUD OF THE NINE HELLS must succeed on a ranged touch attack to strike your target. A
creature struck by this ray of light takes 1d10 points of
Abjuration [Evil] damage per two caster levels (maximum 50d10). An undead
Spellcraft DC: 160 creature takes 1d8 points of damage per caster level
Level: 23 (maximum 100d8), and an undead creature particularly
Components: V, S, F vulnerable to bright light takes 1d10 points of damage per
Casting Time: 1 action caster level (maximum 100d10). A construct or inanimate
Range: 40 ft. object takes only 1d8 points of damage per two caster levels
Targets: One creature/level in a 40-ft.-radius burst centered (maximum 50d8).
on you This spell funnels intense heat directly through the casters
Duration: 1 round/level (D) members, searing him for 15d6 points of backlash damage.
Saving Throw: See text XP Cost: 2000
Spell Resistance: Yes (harmless)
This spell summons forth one winter wight from the Epic To Develop: 1,008,000 gp; 21 days; 40,320 XP. Seed:
Level Handbook. It appears where the caster designates and miracle or wish (DC 30). Factors: duplicate spells of 11
acts immediately, on the casters turn. It attacks the casters levels higher (+110 ad hoc), increase nonmagical item value
opponents to the best of its ability. If the caster can limit by +300% (+30 ad hoc), increase number of creatures
communicate with the creature, he or she can direct it not to aided by +900% (+36 ad hoc), increase the number of
attack, to attack particular enemies, or to perform other afflictions removed by +300% (+30 ad hoc), restores level or
actions. Summoned creatures act normally on the last round Con loss from death and resurrection (+50 ad hoc), increase
of the spell and disappear at the end of their turn. number of creatures transported by +900% (+36 ad hoc),
This is the equivalent of a summon monster XVI spell. undo one round (+40 ad hoc). Mitigating Factors: burn
25,000 XP (-250)
SUPREME MISSILE The way is by far one of the mightiest spells anyone can cast.
By simply speaking aloud, you can alter reality to better suit
Evocation [Force] you.
Spellcraft DC: 103 Even such unbridled power, however, has its limits.
Level: 17 The way can produce any one of the following effects.
Range: Extreme (1000 ft. + 100 ft./level) Duplicate any spell of 17th level or lower, provided the
Targets: Up to forty creatures, no two of which can be more spell is not of a school prohibited to you.
than 75 ft. apart
Duplicate any spell of 16th level or lower even if its of a
prohibited school. To Develop: 549,000 gp; 11 days; 21,960 XP; Quicken
Undo the harmful effects of many other spells, such as Spell. Seed: transport (to move future you back in time 1
geas/quest or insanity. round) (DC 27). Factors: move to time stream (+8 DC),
Create a nonmagical item of up to 100,000 gp in value. stretch the base temporal effect (ad hoc +8 DC), quickened
Create a magic item, or add to the powers of an existing (+28 DC). Mitigating Factors: suffer 10d6 backlash damage
magic item. (-10 DC)
Grant a creature a full +5 inherent bonus to an ability
score. The caster snatches him or her self from 1 round in the future,
Remove injuries and afflictions. A single casting of the depositing this future self in an adjacent space as a swift
way can aid ten creatures per caster level, and all subjects are action. The casters future self is technically only a possible
cured of up to four kinds of affliction. For example, you future self (the time stream is a maelstrom of multiple
could heal all the damage you and your companions have probabilities), but snatching that future self from 1 round in
taken, remove all poison effects from everyone in the party, the future collapses probability, and the possible future
clear all negative levels amongst the party, and remove any becomes the definite future. The caster and his or her future
charms or compulsions all with a single casting. Unlike self are both free to act normally this round (the caster has
miracle and wish, the way can restore the level or already used up the limit of one quickened spell per round,
Constitution loss from being raised from the dead. but his or her duplicate hasnt). The future self has all the
Revive the dead. The way can bring a dead creature back resources the caster has at the moment he or she finishes
to life by duplicating a true resurrection spell. The way casting time duplicate. Because the future self was previously
cannot prevent a character that was brought back to life from only a possibility, his or her resources are not depleted as a
losing an experience level, though an additional casting can result of whatever might occur this round (even if the caster
restore the lost level. dies this round). Likewise, he or she doesnt have any special
Transport travelers. The way can lift ten creatures per knowledge of what might occur during this round. Because
caster level from anywhere on any plane and place those the future self is still part of the time stream, the round it
creatures anywhere else on any plane regardless of local spends with the caster is a round it misses in its own future.
conditions. An unwilling target gets a Will save to negate the Because the characters future duplicate is also the caster, the
effect, and spell resistance (if any) applies. caster misses the next round as well. He or she simply isnt
Undo misfortune. The way can undo a single recent there. Tampering with the time stream is a tricky business.
event. The spell forces everyone to relive the last round. Here is a round-by-round summary.
Reality reshapes itself to accommodate the new result, though
the caster can never undo his own casting of the way. An Round One: The caster casts time duplicate, the future self
unwilling target gets a Will save to negate the effect, and from round two arrives, and both act normally.
spell resistance (if any) applies.
You may try to use the way to produce greater effects than Round Two: The future selfthe castergets snatched back
these, but doing so is dangerous. (The spell may pervert your in time to help the past self. During this round, there are no
intent into a literal but undesirable fulfillment or only a versions of the caster present.
partial fulfillment.)
Duplicated spells allow saves and spell resistance as normal Round Three: The caster rejoins the time stream. The caster
(but save DCs are for 18th-level spells). arrives in the same location and condition that the future self
Material Component: When the way duplicates a spell with a ended with at the end of the first round. Any resources
material component that costs more than 10,000 gp, you must (spells, damage, staff charges) the future self used up in
provide that component. round one are gone for real. Record them now. Using this
XP Cost: The minimum XP cost for casting the way is 25,000 spell to snatch a single future self stretches time and
XP. When the way duplicates a spell that has an XP cost, you probability to its limit; more powerful versions of time
must pay 25,000 XP or that cost, whichever is more. When duplicate are not possible. A caster cannot bring more than a
this spell creates or improves a magic item, you must pay single future version of him or her self back at one time, nor
twice the normal XP cost for crafting or improving the item, can a caster snatch a version of him or her from farther in the
plus an additional 25,000 XP. future.
WALL OF DAMAGE
VIGOR UP Evocation [Force]
Conjuration (Healing) Spellcraft DC: 86
Spellcraft DC: 59 Level: 15
Level: 12 Components: V, S, M
Components: V, S Casting Time: 1 action
Casting Time: 1 action Range: Close (25 ft. + 5 ft./2 levels)
Range: Touch Effect: Wall whose area is up to one 10-ft. square/level
Target: Creature touched Duration: 1 round /level (D)
Duration: Instantaneous Saving Throw: None
Saving Throw: Will negates (harmless) Spell Resistance: No
Spell Resistance: Yes (harmless)
To Develop: 369,000 gp; 8 days; 14,760 XP. Seed: orb of
To Develop: 531,000 gp; 11 days; 21,240 XP. Seed: heal force (DC 22), wall of force (DC 24). Factor: increase
(DC 24). Factors: increase maximum damage healed by damage dice by +40d6 (+40).
+350 (+35 ad hoc).
This spell functions identically to a wall of force, except any
Vigor up enables you to channel positive energy into a creature touching the wall, unless protected by some other
creature to wipe away injury and afflictions. It immediately ward, suffers 1d6 points of force damage per caster level
ends any and all of the following adverse conditions affecting (max 50d6).
the Target: ability damage, blinded, confused, dazed, dazzled,
deafened, diseased, exhausted, fatigued, feebleminded,
insanity, nauseated, sickened, stunned, and poisoned. It also WINGS OF LAW
cures 10 hit points of damage per level of the caster, to a
maximum of 500 points at 50th level. Abjuration [Law]
Vigor up does not remove negative levels, restore Spellcraft DC: 160
permanently drained levels, or restore permanently drained Level: 23
ability score points. Components: V, S, F
If used against an undead creature, vigor up instead acts like Casting Time: 1 action
crush life. Range: 40 ft.
Targets: One creature/level in a 40-ft.-radius burst centered
on you
Duration: 1 round/level (D) by two steps (+20), increase Str penalty by +19 (+76),
Saving Throw: See text increase area by +400% (+16), make Strength penalty
Spell Resistance: Yes (harmless) dependant on the Reflex save (+4 ad hoc).
To Develop: 1,440,000 gp; 29 days; 57,600 XP. Seed: shield As winter's kiss, except this spell deals 1d10 points of cold
of law (DC 28). Factors: increase range by +100% (+4), damage per caster level (maximum 100d10). Victims that fail
increase deflection bonus by +6 (+36), increase resistance their Reflex save also suffer a -20 penalty to their Strength
bonus by +6 (+36), increase SR by +15 (+60). Mitigating for 20 minutes.
Factors: a platinum scepter worth 10,000 gp (-4).
WINTER'S HATE
Evocation [Cold]
Spellcraft DC: 235
Level: 30
Range: 300 ft.