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<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.1//EN"
"http://www.w3.org/TR/xhtml11/DTD/xhtml11.dtd">
<html xmlns="http://www.w3.org/1999/xhtml">
<head>
<meta content="text/html; charset=windows-1250" http-equiv="content-type" />
<link rel="shortcut icon" href="favicon.ico" />
<title>
SRD - Epic Spells
</title>
<link rel="stylesheet" type="text/css" href="style.css" />
<script src="http://www.google-analytics.com/urchin.js" type="text/javascript">
</script>
<script type="text/javascript">
_uacct = "UA-239947-2";
urchinTracker();
</script>
</head>
<body>
<table border="0" cellpadding="0" cellspacing="0" style="width: 100%">
<tbody>
<tr>
<td style="width: 170px; text-align: right">
<img alt="d20 Logo" src="d20.jpg" />
</td>
<td style="width: 30px"></td>
<td colspan="3" id="title">
System Reference Document v3.5
</td>
<td rowspan="3" style="background-color: #8B2323; width: 15px"></td>
</tr>
<tr>
<td colspan="3" style="height: 15px"></td>
<td rowspan="2" style="width: 15px"></td>
</tr>
<tr valign="top">
<td>
<!-- left-hand navigation / menu -->
<table width="170px">
<tr><td style="width: 100%; background-color: #8b2323">
<div class="menu2">
<ul>
<li><a href="home.html">SRD Home</a>
<ul>
<li><a href="tips.html">Tips and Stuff</a></li>
<li><a href="siteMap.html">Site Map</a></li>
</ul>
</li>
<li><a href="legal.html">Legal Information</a></li>
<li><a href="tools.html">Tools</a>
<ul>
<li><a href="toolsScreen.html">DM Screen</a></li>
<li><a href="#" onclick="
var w = window.open('anchorSearch.html', 'anchor_search', 'scrollbars=yes,resizable=yes,toolbar=no,status=no,location=no,directories=no,width=900px,height=600px,screenX=10,screenY=20,top=20,left=10'); w.focus(); return false">
Site Search</a></li>
<li><a href="#" onclick="
var w = window.open('spellSearch.html', 'spell_search', 'scrollbars=yes,resizable=yes,toolbar=no,status=no,location=no,directories=no,width=900px,height=600px,screenX=10,screenY=20,top=20,left=10'); w.focus(); return false">
Spell Search</a></li>
<li><a href="#" onclick="
var w = window.open('powerSearch.html', 'power_search', 'scrollbars=yes,resizable=yes,toolbar=no,status=no,location=no,directories=no,width=900px,height=600px,screenX=10,screenY=20,top=20,left=10'); w.focus(); return false">
Power Search</a></li>
<li><a href="#" onclick="
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Monster Search</a></li>
<li><a href="toolsSpellIndex.html">Spell Index</a></li>
<li><a href="toolsPowerIndex.html">Power Index</a></li>
<li><a href="toolsMonsterIndex.html">Monster Index</a></li>
<li><a href="toolsMagicItemIndex.html">Wondrous Item Index</a></li>
<li><a href="#" onclick="
var w = window.open('toolsDiceSage.html', 'dicesage', 'scrollbars=yes,resizable=yes,toolbar=no,status=no,location=no,directories=no,width=300px,height=500px,screenX=10,screenY=20,top=20,left=10'); w.focus(); return false">
DiceSage</a></li>
</ul>
</li>
<li><a href="basics.html">Basics & Ability Scores</a></li>
<li><a href="description.html">Alignment & Description</a></li>
<li><a href="races.html">Races</a></li>
<li><a href="classes.html">Character Classes</a>
<ul>
<li><a href="barbarian.html">Barbarian</a></li>
<li><a href="bard.html">Bard</a></li>
<li><a href="cleric.html">Cleric</a></li>
<li><a href="druid.html">Druid</a></li>
<li><a href="fighter.html">Fighter</a></li>
<li><a href="monk.html">Monk</a></li>
<li><a href="paladin.html">Paladin</a></li>
<li><a href="ranger.html">Ranger</a></li>
<li><a href="rogue.html">Rogue</a></li>
<li><a href="sorcerer.html">Sorcerer</a></li>
<li><a href="wizard.html">Wizard</a></li>
</ul>
</li>
<li><a href="skills.html">Skills</a>
<ul>
<li><a href="skillsAll.html">In Alphabetical Order</a></li>
<li><a href="skillsStr.html">Strength-Based</a></li>
<li><a href="skillsDex.html">Dexterity-Based</a></li>
<li><a href="skillsCon.html">Constitution-Based</a></li>
<li><a href="skillsInt.html">Intelligence-Based</a></li>
<li><a href="skillsWis.html">Wisdom-Based</a></li>
<li><a href="skillsCha.html">Charisma-Based</a></li>
<li><a href="skillsTro.html">Trained Only</a></li>
<li><a href="skillsAcp.html">With Armor Check Penalty</a></li>
</ul>
</li>
<li><a href="feats.html">Feats</a>
<ul>
<li><a href="featsAll.html">In Alphabetical Order</a></li>
<li><a href="featsGen.html">General</a></li>
<li><a href="featsFtb.html">Fighter Bonus</a></li>
<li><a href="featsItc.html">Item Creation</a></li>
<li><a href="featsMtm.html">Metamagic</a></li>
<li><a href="featsList.html">Compiled</a></li>
</ul>
</li>
<li><a href="equipment.html">Equipment</a>
<ul>
<li><a href="weapons.html">Weapons</a></li>
<li><a href="armor.html">Armor</a></li>
<li><a href="goodsAndServices.html">Goods & Services</a></li>
</ul>
</li>
<li><a href="specialMaterials.html">Special Materials</a></li>
<li><a href="combat.html">Combat</a>
<ul>
<li><a href="initiativeAndAoO.html">Initiative & Attacks of Opportunity</a></li>
<li><a href="actionsInCombat.html">Actions In Combat</a></li>
<li><a href="injuryAndDeath.html">Injury & Death</a></li>
<li><a href="movement.html">Movement, Position, & Distance</a></li>
<li><a href="combatModifiers.html">Combat Modifiers</a></li>
<li><a href="specialAttacks.html">Special Attacks</a></li>
<li><a href="initiativeActions.html">Special Initiative Actions</a></li>
</ul>
</li>
<li><a href="abilitiesAndConditions.html">Special Abilities & Conditions</a></li>
<li><a href="npcClasses.html">NPC Classes</a></li>
<li><a href="prestigeClasses.html">Prestige Classes</a>
<ul>
<li><a href="arcaneArcher.html">Arcane Archer</a></li>
<li><a href="arcaneTrickster.html">Arcane Trickster</a></li>
<li><a href="archmage.html">Archmage</a></li>
<li><a href="assassin.html">Assassin</a></li>
<li><a href="blackguard.html">Blackguard</a></li>
<li><a href="dragonDisciple.html">Dragon Disciple</a></li>
<li><a href="duelist.html">Duelist</a></li>
<li><a href="dwarvenDefender.html">Dwarven Defender</a></li>
<li><a href="eldritchKnight.html">Eldritch Knight</a></li>
<li><a href="hierophant.html">Hierophant</a></li>
<li><a href="horizonWalker.html">Horizon Walker</a></li>
<li><a href="loremaster.html">Loremaster</a></li>
<li><a href="mysticTheurge.html">Mystic Theurge</a></li>
<li><a href="shadowdancer.html">Shadowdancer</a></li>
<li><a href="thaumaturgist.html">Thaumaturgist</a></li>
</ul>
</li>
<li><a href="epicLevels.html">Epic Levels</a></li>
<li><a href="epicClasses.html"><div style="margin-left: 10px">Epic Classes</div></a></li>
<li><a href="epicSkills.html"><div style="margin-left: 10px">Epic Skills</div></a></li>
<li><a href="epicFeats.html"><div style="margin-left: 10px">Epic Feats</div></a></li>
<li><a href="epicPrestigeClasses.html"><div style="margin-left: 10px">Epic Prestige Classes</div></a>
<ul>
<li><a href="agentRetriever.html">Agent Retriever</a></li>
<li><a href="cosmicDescryer.html">Cosmic Descryer</a></li>
<li><a href="divineEmissary.html">Divine Emissary</a></li>
<li><a href="epicInfiltrator.html">Epic Infiltrator</a></li>
<li><a href="guardianParamount.html">Guardian Paramount</a></li>
<li><a href="highProselytizer.html">High Proselytizer</a></li>
<li><a href="legendaryDreadnought.html">Legendary Dreadnought</a></li>
<li><a href="perfectWight.html">Perfect Wight</a></li>
<li><a href="unionSentinel.html">Union Sentinel</a></li>
</ul>
</li>
<li class="selected"><a href="epicSpells.html"><div style="margin-left: 10px">Epic Spells</div></a></li>
<li><a href="epicSpellDevelopment.html"><div style="margin-left: 20px">Developing</div></a></li>
<li><a href="epicMagicItems.html"><div style="margin-left: 10px">Epic Magic Items</div></a>
<ul>
<li><a href="epicMagicItemsOther.html">Other Items</a></li>
<li><a href="epicArtifacts.html">Intelligent Items and Artifacts</a></li>
</ul>
</li>
<li><a href="epicMonsters.html"><div style="margin-left: 10px">Epic Monsters</div></a>
<ul>
<li><a href="epicNonAbominations.html">Non-Abominations</a></li>
</ul>
</li>
<li><a href="epicObstacles.html"><div style="margin-left: 10px">Epic Obstacles</div></a></li>
<li><a href="magicOverview.html">Magic Overview</a>
<ul>
<li><a href="magicSchools.html">Schools of Magic</a></li>
<li><a href="arcaneSpells.html">Arcane Magic</a></li>
<li><a href="divineSpells.html">Divine Magic</a></li>
<li><a href="specialAbilities.html">Special Abilities</a></li>
</ul>
</li>
<li><a href="spellList.html">Spell List</a>
<ul>
<li><a href="#" onclick="var w = window.open('spellSearch.html', 'spell_search',
'scrollbars=yes,resizable=yes,toolbar=no,status=no,location=no,directories=no,width=900px,height=600px,screenX=10,screenY=20,top=20,left=10');
w.focus(); return false">Spell Search</a></li>
<li><a href="bardSpells.html">Bard Spells</a></li>
<li><a href="clericSpells.html">Cleric Spells</a></li>
<li><a href="clericDomains.html">Cleric Domains</a></li>
<li><a href="druidSpells.html">Druid Spells</a></li>
<li><a href="paladinSpells.html">Paladin Spells</a></li>
<li><a href="rangerSpells.html">Ranger Spells</a></li>
<li><a href="wizardSpells.html">Sorcerer/Wizard Spells</a></li>
<li><a href="spellsAtoZ.html">Spells A to Z</a>
<ul>
<li><a href="spellsAtoB.html">Acid Arrow — Burning Hands</a></li>
<li><a href="spellsC.html">Call Lightning — Curse Water</a></li>
<li><a href="spellsDtoE.html">Dancing Lights — Eyebite</a></li>
<li><a href="spellsFtoG.html">Fabricate — Gust of Wind</a></li>
<li><a href="spellsHtoL.html">Hallow — Lullaby</a></li>
<li><a href="spellsMtoO.html">Mage Armor — Owl's Wisdom</a></li>
<li><a href="spellsPtoR.html">Passwall — Rusting Grasp</a></li>
<li><a href="spellsS.html">Sanctuary — Sympathy</a></li>
<li><a href="spellsTtoZ.html">Telekinesis — Zone of Truth</a></li>
</ul>
</li>
</ul>
</li>
<li><a href="magicItems.html">Magic Items</a>
<ul>
<li><a href="magicItemsCreation.html">Creating Magic Items</a></li>
<li><a href="magicItemsAW.html#armor">Armor</a></li>
<li><a href="magicItemsPRR.html#potions">Potions</a></li>
<li><a href="magicItemsPRR.html#rings">Rings</a></li>
<li><a href="magicItemsPRR.html#rods">Rods</a></li>
<li><a href="magicItemsSSW.html#scrolls">Scrolls</a></li>
<li><a href="magicItemsSSW.html#staffs">Staffs</a></li>
<li><a href="magicItemsSSW.html#wands">Wands</a></li>
<li><a href="magicItemsAW.html#weapons">Weapons</a></li>
<li><a href="magicItemsWI.html">Wondrous Items</a></li>
<li><a href="magicItemsICA.html">Intelligent, Cursed, & Artifacts</a></li>
</ul>
</li>
<li><a href="monsters.html">Monsters</a>
<ul>
<li><a href="#" onclick="
var w = window.open('monsterSearch.html', 'monster_search', 'scrollbars=yes,resizable=yes,toolbar=no,status=no,location=no,directories=no,width=900px,height=600px,screenX=10,screenY=20,top=20,left=10'); w.focus(); return false">
Monster Search</a></li>
<li><a href="monstersAtoZ.html">Monsters A to Z</a>
<ul>
<li><a href="monstersA.html">Aboleth — Azer</a></li>
<li><a href="monstersBtoC.html">Barghest — Couatl</a></li>
<li><a href="monstersDtoDe.html">Dark Mantle — Devourer</a></li>
<li><a href="monstersDitoDo.html">Digester — Doppleganger</a></li>
<li><a href="monstersDrtoDw.html">Dragon — Dwarf</a></li>
<li><a href="monstersEtoF.html">Eagle — Fungus</a></li>
<li><a href="monstersG.html">Gargoyle — Grimlock</a></li>
<li><a href="monstersHtoI.html">Hag — Invisible Stalker</a></li>
<li><a href="monstersKtoL.html">Kobold — Lycanthrope</a></li>
<li><a href="monstersMtoN.html">Magmin — Nymph</a></li>
<li><a href="monstersOtoR.html">Ogre — Rust Monster</a></li>
<li><a href="monstersS.html">Sahuagin — Swarm</a></li>
<li><a href="monstersTtoZ.html">Tarrasque — Zombie</a></li>
</ul>
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<!-- main contents -->
<a id="epic-spells"></a><h2>Epic Spells</h2>
<a id="what-are-epic-spells"></a><h5>WHAT ARE EPIC SPELLS? </h5>
Epic spells are spells developed from the ground up using a list of
magical ingredients called seeds. Despite their power, epic spells
still follow the basic rules for casting spells, except as specifically
noted otherwise. Epic casters can manipulate the seeds of true magic,
but knowing the seeds and how to manipulate them does not instantly
grant ultimate power. Each epic spell must be laboriously developed
before it can be used. <br />
<br />
<a id="acquiring-epic-spells"></a><h5>ACQUIRING EPIC SPELLS </h5>
A character with the Epic Spellcasting feat may start acquiring epic
spells immediately. Using epic spells is a two-step procedure:
development and spellcasting. <br />
<br />
<a id="epic-spell-development"></a><h5>EPIC SPELL DEVELOPMENT </h5>
Before it can be cast, an epic spell must be developed. The process of
development can be a time-consuming and expensive process. It is during
development that a caster determines whether a given epic spell lies
within his or her abilities or beyond them. The basis of that
determination lies in an epic spell’s Spellcraft DC. <br />
<p>The easiest way to develop an epic spell is to use one already
given. The description of each of these unique spells gives the amount
of gold, time, and experience points required to develop the spell. If
a character pays a spell’s development cost, he or she develops (and
thus knows) that spell. </p>
<p>For information on developing an epic spell completely from
scratch, see Developing Unique Epic Spells, below. </p>
<br />
<a id="epic-spellcasting"></a><h5>EPIC SPELLCASTING </h5>
Once an epic spell is developed, the caster knows the spell. A
developed epic spell becomes an indelible part of the caster and may be
prepared without a spellbook (if a wizard is the caster). Characters
who cast spells spontaneously, such as sorcerers, can cast a developed
epic spell by using any open epic spell slot. Druids, clerics, and
similar spellcasters can likewise prepare epic spells using epic spell
slots. <br />
<p>A spellcaster can prepare or cast any epic spell he or she
knows as many times per day as he or she has available epic spell
slots. A spellcaster who can cast epic spells has a number of open epic
spell slots per day equal to one-tenth his or her ranks in the
Knowledge skill appropriate to the spell and the caster’s class.
Knowledge (arcana) is appropriate for arcane casters, and Knowledge
(religion) or Knowledge (nature) is appropriate for divine casters. The
rules for rest between casting a day’s allotment of epic spells are the
same as for rest required to prepare standard spells. If the caster
doesn’t use up a day’s allotment of epic spell slots, the unused slots
remain available whether or not the spellcaster receives appropriate
rest. </p>
<p>Even if the epic spell has been developed and an epic spell
slot is available, successfully casting an epic spell isn’t assured.
The caster’s Spellcraft skill modifier is vital for casting an epic
spell. To cast an epic spell, a spellcaster makes a Spellcraft check
against the epic spell’s Spellcraft DC. If the check succeeds, the
spell is cast. If the caster fails the check, the epic spell fizzles
and the epic spell slot is used for the day. </p>
<p>Because epic spells require Spellcraft checks, a spell is
beyond the caster’s ability if the final Spellcraft DC is greater than
20 + the spellcaster’s Spellcraft modifier. Epic spells with DCs higher
than 10 + the spellcaster’s Spellcraft modifier are risky; a caster can
take 10 when casting an epic spell, but he or she can’t take 20. When
routinely casting epic spells, most spellcasters take 10 on their
Spellcraft checks. </p>
<a id="epic-spell-levels"></a><p><span style="font-weight: bold;">Epic Spell Levels:</span>
Epic spells have no fixed level. However, for purposes of Concentration
checks, spell resistance, and other possible situations where spell
level is important, epic spells are all treated as if they were
10th-level spells. </p>
<a id="metamagic-items-and-epic-spells"></a><p><span style="font-weight: bold;">Metamagic, Items, and Epic
Spells:</span> Metamagic feats and other epic feats that manipulate
normal spells cannot be used with epic spells. </p>
<p>A character can’t craft a magic item that casts an epic spell,
regardless of whether the item is activated with spell completion, a
spell trigger, a command word, or simple use. Only major artifacts,
which are beyond the means of even epic characters to create, can
possibly contain magic of this power. </p>
<p>The saving throw against a character’s epic spell has a DC of
20 + the character’s relevant ability score modifier. It’s possible to
develop epic spells that have even higher DCs, however, by applying the
appropriate factor. </p>
<br />
<a id="epic-spell-terms"></a><h5>EPIC SPELL TERMS</h5>
<a id="epic-spell"></a><b>Epic Spell:</b> Spells that are different from common spells. Epic spells
are usually custom-made. Epic spells do not take up normal spell slots,
but instead are gained and used under a completely separate
progression. <br />
<a id="epic-spell-slots"></a><p><span style="font-weight: bold;">Epic Spell Slots:</span> A
character must have an available epic spell slot to prepare or cast an
epic spell, just as he or she needs a normal spell slot for a nonepic
spell. A character doesn’t gain epic spell slots by virtue of his or
her level and class, however. A character gets one epic spell slot for
every 10 ranks he or she has in the relevant Knowledge skill. </p>
<a id="factor"></a><p><span style="font-weight: bold;">Factor:</span> When creating
an epic spell, a character can modify the basic use of a seed. Each
modification is called a factor, and most factors increase the
difficulty of casting the spell. </p>
<a id="mitigating-factor"></a><p><span style="font-weight: bold;">Mitigating Factor:</span> The
opposite of a normal factor, a mitigating factor modifies the spell but
makes it easier to cast. </p>
<a id="seed"></a><p><span style="font-weight: bold;">Seed:</span> Every custom
epic spell created by spellcasters begins with a base effect called a
seed. Seeds are the fundamental building blocks of epic spells. </p>
<a id="spellcraft-dc"></a><p><span style="font-weight: bold;">Spellcraft DC:</span> For
epic spells, the Spellcraft DC is a measure of how difficult the spell
is for a spellcaster to cast. It also measures how powerful an epic
spell is. </p>
<p><br />
</p>
<a id="epic-spell-formulas-and-calculations"></a><h5>EPIC SPELL FORMULAS AND CALCULATIONS </h5>
The following formulas are important to epic spellcasters. <br />
<a id="epic-spells-per-day"></a><p><span style="font-weight: bold;">Epic Spells Per Day:</span>
Knowledge (arcana), Knowledge (religion), or Knowledge (nature) ranks
÷ 10 (round down). </p>
<a id="to-cast-an-epic-spell"></a><p><span style="font-weight: bold;">To Cast an Epic Spell:</span>
Spellcraft check (DC = epic spell’s Spellcraft DC). </p>
<a id="level-of-an-epic-spell"></a><p><span style="font-weight: bold;">Level of an Epic Spell:</span>
Epic spells are considered 10th level for the purpose of Concentration
checks, spell resistance, and other determinations. </p>
<a id="saving-throw-for-an-epic-spell"></a><p><span style="font-weight: bold;">Saving Throw for an Epic
Spell:</span> DC = 20 + key ability modifier. </p>
<br />
<a id="dispelling-epic-spell-and-antimagic-field"></a><h5>DISPELLING,EPIC SPELLS,AND ANTIMAGIC FIELD</h5>
A lucky nonepic spellcaster casting greater dispel magic might be able
to dispel an epic spell. The game mechanics do not change, and epic
spells do not occupy any privileged position allowing them to resist
being dispelled other than their presumably high caster level.
Likewise, epic spells using the dispel seed can dispel nonepic spells.
Such epic spells use the same game mechanic: The check to dispel is
1d20 + a specified number (usually dispeller’s level), and the DC is 11
+ the spellcaster’s level. <br />
<p>Antimagic field does not automatically suppress epic spells as
it does standard spells. Instead, each time an epic spell is subject to
an antimagic field, make a dispel check as a 20th-level caster (1d20 +
20). The epic spell has a DC of 11 + the epic spell’s spellcaster
level. If the suppression check is successful, the epic spell is
suppressed like any other spell. If the dispel check is unsuccessful,
the epic spell functions normally.</p>
<a id="epic-spell-descriptions"></a><h3>EPIC SPELL DESCRIPTIONS</h3>
<table border="0" cellpadding="0" cellspacing="0" style="width: 100%">
<tbody>
<tr>
<td class="line"> </td>
</tr>
</tbody>
</table>
Each epic spell description follows the same format used for 0- to
9th-level spells. There are two additional entries for epic spells:
Spellcraft DC and To Develop. <br />
<p><span style="font-weight: bold;">Spellcraft DC:</span> This
is the DC of the Spellcraft check required to cast the epic
spell. When casting an epic spell, you gain a +5 bonus on
your Spellcraft check if the base seed of the epic spell is
from your arcane school specialty or primary psionic
discipline. You take a 15 penalty if the epic spell seed is
from your prohibited arcane school.</p>
<p><span style="font-weight: bold;">To Develop:</span> The first
part of this entry shows the resources in gold, time, and experience
points a character must expend to develop the spell shown. If the
character expends the resources, he or she develops the spell if he or
she has access to all the seeds. Spells containing the life or heal
seed are typically only available to those with 24 or more ranks in
Knowledge (religion) or Knowledge (nature). The rest of the development
entry details the seeds and factors used to create the epic spell. This
information is provided as an example for characters when they attempt
to create and develop their own unique epic spells. </p>
<h6><a id="animus-blast"></a>Animus Blast </h6>
<span style="font-style: italic;">Evocation [Cold]</span> <br />
<span style="font-weight: bold;">Spellcraft DC:</span> 50 <br />
<span style="font-weight: bold;">Components:</span> V, S <br />
<span style="font-weight: bold;">Casting Time:</span> 1 standard
action <br />
<span style="font-weight: bold;">Range:</span> 300 ft. <br />
<span style="font-weight: bold;">Area:</span> 20-ft.-radius
hemisphere burst <br />
<span style="font-weight: bold;">Duration:</span> Instantaneous <br />
<span style="font-weight: bold;">Saving Throw:</span> Reflex half
<br />
<span style="font-weight: bold;">Spell Resistance:</span> Yes <br />
<span style="font-weight: bold;">To Develop:</span> 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). <br />
<p>When this spell is cast, enemies within range are dealt 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
skeletons. These skeletons serve the character indefinitely. The
character cannot exceed the normal limit for controlling undead through
use of this spell, but other means that allow the character to exceed
the normal limit for controlled undead work just as well with undead
created with animus blast. </p>
<a id="animus-blizzard"></a><h6>Animus Blizzard </h6>
<span style="font-style: italic;">Evocation [Cold] </span><br />
<span style="font-weight: bold;">Spellcraft DC:</span> 78 <br />
<span style="font-weight: bold;">Components:</span> V, S <br />
<span style="font-weight: bold;">Casting Time:</span> 1 minute <br />
<span style="font-weight: bold;">Range:</span> 300 ft. <br />
<span style="font-weight: bold;">Area:</span> 20-ft.-radius
hemisphere burst<br />
<span style="font-weight: bold;">Duration:</span> Instantaneous <br />
<span style="font-weight: bold;">Saving Throw:</span> Reflex half
<br />
<span style="font-weight: bold;">Spell Resistance:</span> Yes <br />
<span style="font-weight: bold;">To Develop:</span> 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). <br />
<p>When this spell is cast, enemies within range are dealt 30d6
points of cold damage. However, up to five victims that perish as a
result of this blast are then instantly animated as wights. These five
wights serve the character indefini tely. The character cannot exceed
the normal limit for controlling undead through use of this spell, but
other means that allow the character to exceed the normal limit for
controlled undead work just as well with undead created with animus
blizzard. </p>
<h6><a id="contingent-resurrection"></a>Contingent Resurrection
</h6>
<span style="font-style: italic;">Conjuration (Healing) </span><br />
<span style="font-weight: bold;">Spellcraft DC:</span> 52 <br />
<span style="font-weight: bold;">Components:</span> V, S , D F<br />
<span style="font-weight: bold;">Casting Time:</span> 1 minute <br />
<span style="font-weight: bold;">Range:</span> Touch <br />
<span style="font-weight: bold;">Target:</span> You or creature
touched <br />
<span style="font-weight: bold;">Duration:</span> Contingent
until expended, then instantaneous <br />
<span style="font-weight: bold;">Saving Throw:</span> None (see
text) <br />
<span style="font-weight: bold;">Spell Resistance:</span> Yes
(harmless) <br />
<span style="font-weight: bold;">To Develop:</span> 468,000 gp;
10 days; 18,720 XP. Seed: life (DC 27). Factor: activates when subject
is slain (+25 DC). <br />
<p>Contingent resurrection returns the subject to life if he or
she is slain. Once cast, the spell remains quiescent and does not
activate until the trigger conditions have been met (but each day it
remains untriggered, it uses up an epic spell slot, even if the
character cast it on another creature). Once triggered, the spell is
expended. If the subject is killed (the trigger), he or she is restored
to life and complete health 1 minute later, so long as even a tiny bit
of dust remains for contingent resurrection to act upon. A shaft of
light shines down from the heavens, illuminating the subject and
everything within 20 feet. The creature is restored to full hit points,
vigor, and health, with no loss of prepared spells. However, the
subject loses one level (or 1 point of Constitution if the subject was
1st level). Contingent resurrection does not work on a creature that
has died of old age. </p>
<h6><a id="create-living-vault"></a>Create Living Vault (Ritual)</h6>
<span style="font-style: italic;">Conjuration (Creation) </span><br />
<span style="font-weight: bold;">Spellcraft DC:</span> 58 <br />
<span style="font-weight: bold;">Components:</span> V, S, XP <br />
<span style="font-weight: bold;">Casting Time:</span> 100 days,
11 minutes <br />
<span style="font-weight: bold;">Range:</span> 0 ft. <br />
<span style="font-weight: bold;">Effect:</span> One living vault,
50 ft. by 50 ft. by 10 ft. <br />
<span style="font-weight: bold;">Duration:</span> Instantaneous <br />
<span style="font-weight: bold;">Saving Throw:</span> None <br />
<span style="font-weight: bold;">Spell Resistance:</span> None <br />
<span style="font-weight: bold;">To Develop:</span> 540,000
gp; 11 days; 21,600 XP. Seeds: animate (DC 25) large
chunk of stone, fortify (DC 27). Factors: allow vault to
grow to proper size in 4d4 days (ad hoc +20 DC),
increase HD of object by 92 (+184 DC), grant magical
immunity (ad hoc +105 DC), increase damage reduction
to 30 (+29 DC) and to /+7 (+18 DC), make permanent
(x5 DC). Mitigating factors: increase casting time by 10
minutes (20 DC), increase casting time by 100 days (
200 DC), 16d6 backlash (16 DC), seven additional
casters contributing one epic spell slot (133 DC), four
additional casters contributing one 2nd-level spell slot (
12 DC), one additional caster contributing one 1st-level
spell slot (1 DC), burn 20,000 XP per epic caster (
1,600 DC).<br />
<p>The character creates a construct known as a living vault to
protect and hide his or her treasures. Upon completion, the vault
initially measures only 5 feet on a side, but it gradually increases to
its proper size over the following 4d4 days. The vault is attuned to
the character, allowing him or her alone entrance and egress in a
manner similar to a dimension door spell. When the character desires
the vault to hide itself, he or she gives it a simple command. To
summon the vault, the character may cast a sending spell or arrange
some other manner to contact it. </p>
<p><span style="font-style: italic;">XP Cost:</span> 20,000 XP. </p>
<h6><a id="crown-of-vermin"></a>Crown of Vermin </h6>
<span style="font-style: italic;">Conjuration (Summoning) </span><br />
<span style="font-weight: bold;">Spellcraft DC:</span> 56 <br />
<span style="font-weight: bold;">Components:</span> V, S <br />
<span style="font-weight: bold;">Casting Time:</span> 1 minute <br />
<span style="font-weight: bold;">Range:</span> Personal <br />
<span style="font-weight: bold;">Effect:</span> Aura of one
thousand insects that surrounds you in a 10-ft.-radius spread <br />
<span style="font-weight: bold;">Duration:</span> 20 rounds (D) <br />
<span style="font-weight: bold;">Saving Throw:</span> None (see
text) <br />
<span style="font-weight: bold;">Spell Resistance:</span> No <br />
<span style="font-weight: bold;">To Develop:</span> 504,000 gp;
11 days; 20,160 XP. Seeds: summon (DC 14), fortify (DC 17). Factors:
summon vermin mass instead of one creature (ad hoc +8 DC), grant damage
reduction 1/epic (+15 DC), allow mass to move at your speed (ad hoc +2
DC), perfect control of vermin (ad hoc +2 DC). Mitigating factor:
change range to personal (-2 DC). <br />
<p>After casting crown of vermin, one thousand venomous, biting
and stinging spiders, scorpions, beetles, and centipedes erupt from the
very air around the character. This swarm forms a living aura around
the character to a radius of 10 feet. The character is immune to his or
her own crown of vermin. The swarm goes where the character goes at his
or her speed, even if the character takes to the air or water (though
water drowns the vermin after 1 full round of immersion, unless the
spell is cast underwater, in which case aquatic or marine vermin answer
the call and cannot leave the water). Each vermin in the crown of
vermin bites a creature who enters the area occupied by the effect (or
the character forces the effect into an area occupied by another
creature) for 1 point of damage, and then dies. Each victim takes
enough points of damage to kill it, destroying that number of vermin in
the process. Victims get a Reflex saving throw each round to avoid the
full press, and if successful, take only 10d10 bites (and 10d10 points
of damage). A total of 1,000 points of damage can be dealt to those who
fall prey to the crown of vermin. The vermin have damage reduction
1/epic, so the vermin’s natural weapons are treated as epic for the
purpose of overcoming damage reduction. If there aren’t enough vermin
to kill all the creatures in the spell’s effect, the creature with the
fewest hit points is affected first, then the creature with the second
fewest hit points, and so on. After all creatures that can be killed
have been killed, any remaining damage is distributed among the
survivors equally. </p>
<p>The character has utter control over the vermin in his or her
aura, and can force them into areas that would normally deter common
vermin. The character can completely suppress his or her vermin aura as
a free action so that no vermin are visible at all. The time that
vermin are suppressed does not count toward the spell’s duration.
Alternatively, the character can roughly shape and move the vermin in
any fashion he or she desires within the limits of the 10-foot-radius
spread as a move-equivalent action. The vermin cannot be wrested from
the character’s control through any means. The vermin make all saving
throws to avoid damaging effects using the character’s base saving
throw bonuses. They gain the character’s spell resistance, if any, and
they get saving throws against spells that would otherwise
automatically slay vermin. A character can see through his or her crown
of vermin without difficulty, but gains one-half concealment against
enemy attacks launched both outside and within the character’s crown of
vermin.<br />
</p>
<h6><a id="damnation"></a>Damnation </h6>
<span style="font-style: italic;">Enchantment (Compulsion)
[Teleportation] [Mind-Affecting] </span><br />
<span style="font-weight: bold;">Spellcraft DC:</span> 97 <br />
<span style="font-weight: bold;">Components:</span> V, S, XP <br />
<span style="font-weight: bold;">Casting Time:</span> 1 standard
action <br />
<span style="font-weight: bold;">Target:</span> Creature touched <br />
<span style="font-weight: bold;">Duration:</span> Instantaneous
(20 hours for compulsion) <br />
<span style="font-weight: bold;">Saving Throw:</span> Will
negates (see text) <br />
<span style="font-weight: bold;">Spell Resistance:</span> Yes <br />
<span style="font-weight: bold;">To Develop:</span> 873,000 gp;
18 days; 34,920 XP. Seeds: foresee (to preview likely hellscape) (DC
17), transport (DC 27), compel (to keep target in hell) (DC 19).
Factors: interplanar travel (+4 DC), unwilling target (+4 DC), 1-action
casting time (+20 DC), +15 to DC of subject’s save (+30 DC). Mitigating
factor: burn 2,400 XP (-24 DC). <br />
<p>The character sends his or her foe to hell. If the character
succeeds at a melee touch attack, the target must succeed at a Will
saving throw (DC = the standard epic spell DC + 15). If he or she fails
this saving throw, he or she is sent straight to a layer of a lawful
evil plane (or a chaotic evil plane, at the character’s option)
swarming with fiends. The subject will not willingly leave the plane
for 20 hours, believing that his or her predicament is a just reward
for an ill-spent life. Even after the compulsion fades, he or she must
devise his or her own escape from the plane. Unless the GM devises a
specific location and scenario in the Nine Hells, the subject
encounters a group of 1d4 pit fiends (or balors, if in a chaotic evil
plane) every hour he or she spends in hell. </p>
<p><span style="font-style: italic;">XP Cost:</span> 2,000 XP. </p>
<h6><a id="demise-unseen"></a>Demise Unseen </h6>
<span style="font-style: italic;">Necromancy (Death, Evil),
Illusion (Figment) </span><br />
<span style="font-weight: bold;">Spellcraft DC:</span> 80 <br />
<span style="font-weight: bold;">Components:</span> V, S <br />
<span style="font-weight: bold;">Casting Time:</span> 1 standard
action <br />
<span style="font-weight: bold;">Range:</span> 300 ft. <br />
<span style="font-weight: bold;">Target:</span> One creature of
up to 80 HD <br />
<span style="font-weight: bold;">Duration:</span> Instantaneous <br />
<span style="font-weight: bold;">Saving Throw:</span> Fort
negates <br />
<span style="font-weight: bold;">Spell Resistance:</span> Yes <br />
<span style="font-weight: bold;">To Develop:</span> 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 to all
five senses (+8 DC), 1-action casting time (+20 DC).<br />
<p>The character instantly slays 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 the character’s 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. The ghoul serves the character indefinitely. The
character cannot exceed the normal limit for controlling undead through
use of this spell, but other means that allow the character to exceed
the normal limit for controlled undead work just as well with undead
created with demise unseen. </p>
<h6><a id="dire-winter"></a>Dire Winter </h6>
<span style="font-style: italic;">Evocation [Cold] </span><br />
<span style="font-weight: bold;">Spellcraft DC:</span> 319 <br />
<span style="font-weight: bold;">Components:</span> V, S , X P <br />
<span style="font-weight: bold;">Casting Time:</span> 1 minute <br />
<span style="font-weight: bold;">Range:</span> 1,000 ft. <br />
<span style="font-weight: bold;">Area:</span> 1,000-ft.-radius
emanation <br />
<span style="font-weight: bold;">Duration:</span> 20 hours <br />
<span style="font-weight: bold;">Saving Throw:</span> None <br />
<span style="font-weight: bold;">Spell Resistance:</span> None <br />
<span style="font-weight: bold;">To Develop:</span> 2,871,000 gp;
58 days; 114,840 XP. Seed: energy (emanate 2d6 cold in 10-ft. radius)
(DC 19). Factor: 100 times increase in base area (+400 DC). Mitigating
factor: burn 10,000 XP (-100 DC). <br />
<p>The creature or object targeted emanates bitter cold to a
radius of 1,000 feet for 20 hours. The emanated cold deals 2d6 points
of damage per round against unprotected creatures (the target is
susceptible if not magically protected or otherwise resistant to the
energy). The intense cold freezes water out of the air, causing
constant snowfall and wind. The snow and wind produce a blizzard effect
within the Area. </p>
<p><span style="font-style: italic;">XP Cost:</span> 10,000 XP. </p>
<h6><a id="dragon-knight"></a>Dragon Knight (Ritual)</h6>
<span style="font-style: italic;">Conjuration (Summoning) [Fire]</span>
<br />
<span style="font-weight: bold;">Spellcraft DC:</span> 38 <br />
<span style="font-weight: bold;">Components:</span> V, S, Ritual <br />
<span style="font-weight: bold;">Casting Time:</span> 1 standard
action <br />
<span style="font-weight: bold;">Range:</span> 75 ft. <br />
<span style="font-weight: bold;">Effect:</span> One summoned
adult red dragon <br />
<span style="font-weight: bold;">Duration:</span> 20 rounds (D) <br />
<span style="font-weight: bold;">Saving Throw:</span> None (see
text) <br />
<span style="font-weight: bold;">Spell Resistance:</span> No <br />
<span style="font-weight: bold;">To Develop:</span> 342,000 gp; 7
days; 13,680 XP. Seed: summon (DC 14). Factors: summon creature other
than outsider (+10 DC), summon CR 14 creature (+24 DC), 1-action
casting time (+20 DC). Mitigating factor: two additional casters
contributing 8th-level spell slots (-30 DC). <br />
<p>This spell summons an adult red dragon. It appears where the
character designates and acts immediately. It attacks the character’s
opponents to the best of its abilities (on the first round, it prefers
to breathe fire on an enemy, if possible). The character can direct the
dragon not to attack, to attack particular enemies, or to perform other
actions. This is a ritual spell requiring two other spellcasters, each
of which must contribute an unused 8th-level spell slot to the casting.
</p>
<h6><a id="dragon-strike"></a>Dragon Strike (Ritual)</h6>
<span style="font-style: italic;">Conjuration (Summoning) [Fire]</span>
<br />
<span style="font-weight: bold;">Spellcraft DC:</span> 50 <br />
<span style="font-weight: bold;">Components:</span> V, S, Ritual,
XP <br />
<span style="font-weight: bold;">Casting Time:</span> 1 standard
action <br />
<span style="font-weight: bold;">Range:</span> 75 ft. <br />
<span style="font-weight: bold;">Effect:</span> Ten summoned
adult red dragons <br />
<span style="font-weight: bold;">Duration:</span> 20 rounds (D) <br />
<span style="font-weight: bold;">Saving Throw:</span> None (see
text) <br />
<span style="font-weight: bold;">Spell Resistance:</span> No <br />
<span style="font-weight: bold;">To Develop:</span> 450,000 gp; 9
days; 18,000 XP. Seed: summon (DC 14). Factors: summon creature other
than outsider (+10 DC), summon CR 14 creature (+24 DC), summon ten
creatures (x10 DC), 1-action casting time (+20 DC). Mitigating factors:
eleven additional casters contributing 9th-level spell slots (-187 DC),
burn 2,000 XP per caster (-240 DC), 3d6 backlash (-3 DC). <br />
<p>This spell summons ten adult red dragons. They appear where
the character designates and act immediately. They attack the
character’s opponents to the best of their abilities (on the first
round, they all prefer to simultaneously breathe fire on an enemy, if
possible). The character can direct the dragons not to attack, to
attack particular enemies, or to perform other actions. </p>
<p><span style="font-style: italic;">XP Cost:</span> 2,000 XP
(per caster). </p>
<h6><a id="dreamscape"></a>Dreamscape </h6>
<span style="font-style: italic;">Conjuration [Teleportation] </span><br />
<span style="font-weight: bold;">Spellcraft DC:</span> 29 <br />
<span style="font-weight: bold;">Components:</span> V, S <br />
<span style="font-weight: bold;">Casting Time:</span> 1 minute <br />
<span style="font-weight: bold;">Range:</span> Touch <br />
<span style="font-weight: bold;">Target:</span> You and other
touched willing creatures weighing up to 1,000 lb. <br />
<span style="font-weight: bold;">Duration:</span> Instantaneous
(D) <br />
<span style="font-weight: bold;">Saving Throw:</span> Yes
(harmless) (see text) S<br />
<span style="font-weight: bold;">pell Resistance:</span> Yes
(harmless) <br />
<span style="font-weight: bold;">To Develop:</span> 261,000 gp; 6
days; 10,400 XP. Seed: transport (DC 27). Factor: transport to region
of dreams (+2 DC). <br />
<p>The character and any creatures he or she touches are drawn
into the region of dreams. The character can take more than one
creature along (subject to the character’s weight limit), but all must
be touching each other. The character physically enters the land of
dreams, leaving nothing behind. For every minute the character moves
through the dream landscape, he or she can “wake” to find him or her
self five miles displaced in the waking world. The character does not
know precisely where he or she will come out in the waking world, nor
the conditions of the waking world through which the character travels.
The character knows approximately where he or she will end up based on
time spent traveling in dream. Dreamscape can also be used to travel to
other planes that contain creatures that dream, but doing this requires
crossing into the dreams of outsiders, where the character is subject
to the dangers of alien dream realities. This is a potentially perilous
proposition. Transferring to another plane of existence requires 1d4
hours of uninterrupted journey. Any creatures touched by the character
when dreamscape is cast also make the transition to the borders of
unconscious thought. They may opt to follow the character, wander off
into the dreams of others, or stumble back into the waking world (50%
chance for either of the latter results if they are lost or abandoned
by the character). Creatures unwilling to accompany the character into
the region of dreams receive a Will save, negating the effect if
successful. </p>
<h6><a id="eclipse"></a>Eclipse </h6>
<span style="font-style: italic;">Conjuration (Creation)
[Transportation]</span><br />
<span style="font-weight: bold;">Spellcraft DC:</span> 42 <br />
<span style="font-weight: bold;">Components:</span> V, S , X P <br />
<span style="font-weight: bold;">Casting Time:</span> 10 minutes <br />
<span style="font-weight: bold;">Range:</span> 200 miles <br />
<span style="font-weight: bold;">Area:</span> 5-mile radius,
centered on you <br />
<span style="font-weight: bold;">Duration:</span> Up to 8 hours
(D) <br />
<span style="font-weight: bold;">Saving Throw:</span> None <br />
<span style="font-weight: bold;">Spell Resistance:</span> No <br />
<span style="font-weight: bold;">To Develop:</span> 378,000 gp; 8
days; 15,1200 XP. Seeds: conjure (DC 21), transport (to move disk into
position 100 miles up) (DC 27). Factors: increase mass by 1,000% (+40
DC), spread mass into paper-thin disk (ad hoc +2 DC), keep disk in
place for 8 hours (ad hoc +10 DC). Mitigating factors: increase casting
time by 9 minutes (-18 DC), burn 4,000 XP (-40 DC). <br />
<p>With this spell, the character can create a limited eclipse,
as though a heavenly body moves between the sun and the earth. The
landscape within a five-mile radius of the character’s location
experiences the dimming of the sun as a disk the character creates
passes in front of it, culminating in a complete blackout and
accompanying coronal ring. The eclipse follows the character across the
landscape for up to 8 hours, or until the sun goes down, or until the
character dismisses the eclipse. The character does not need to
concentrate on the eclipse while it lasts. </p>
<p><span style="font-style: italic;">XP Cost:</span> 4,000 XP. </p>
<h6><a id="eidolon"></a>Eidolon </h6>
<span style="font-style: italic;">Conjuration (Creation)
[Transportation]</span><br />
<span style="font-weight: bold;">Spellcraft DC:</span> 79 <br />
<span style="font-weight: bold;">Components:</span> V, S , XP <br />
<span style="font-weight: bold;">Casting Time:</span> 1 minute <br />
<span style="font-weight: bold;">Range:</span> 5 ft. <br />
<span style="font-weight: bold;">Effect:</span> One duplicate of
caster <br />
<span style="font-weight: bold;">Duration:</span> 8 hours <br />
<span style="font-weight: bold;">Saving Throw:</span> None <br />
<span style="font-weight: bold;">Spell Resistance:</span> No <br />
<span style="font-weight: bold;">To Develop:</span> 711,000 gp;
15 days; 28,440 XP. Seed: conjure (to make base substance) (DC 21),
transform (DC 21), transport (to move part of caster’s soul into
duplicate) (DC 27). Factors: nonliving substance to humanoid (+10 DC),
transform into specific individual (+25 DC). Mitigating factor: burn
2,500 XP (-25 DC). <br />
<p>Upon casting eidolon, the character creates a duplicate
version of him or her self as the character was when he or she was a
21st-level character, and the character gains one negative level while
the duplicate persists. For each additional negative level the
character bestow upon him or her self at the time of casting, the
eidolon has one additional character level. No matter how many negative
levels the character bestows on him or her self, the eidolon can never
have more character levels than the character has (taking the negative
levels into account). Treat the duplicate as the character with a
number of negative levels conferred that would lower him or her to the
character level of the eidolon. The eidolon is considered fresh and
rested when created. It may cast any spell the character has access to,
including an epic spell. Use the eidolon’s Spellcraft modifier as the
basis for the number of epic spells it can cast in a day, and its
effective character level as a basis for its skills, feats, and other
abilities. The eidolon is effectively lower level than the character
and probably can’t cast all the spells he or she knows. A powerful
enough eidolon might conceivably cast the eidolon spell itself. The
eidolon appears in whatever mundane clothing the character desires when
initially conjured, but it has no other possessions. It shares part of
the character’s soul, so it is the character for all intents and
purposes. The character and his or her eidolon communicate with each
other normally. Usually, the eidolon does not begrudge its brief
existence, because it is still part of the character. If the eidolon is
killed prior to the expiration of the spell’s duration, the character