An
epic spell is developed from smaller pieces called seeds and connecting pieces called
factors. Every epic seed has a base
Spellcraft DC, and every factor has a Spell-
craft DC adjustment. When a desired spell is developed, the spellcaster spends resources and time to assemble the pieces that make up the
epic spell. The base
Spellcraft DCs of each seed are added together; then the DC adjustments of the
factors are added to that total. The sum equals the final
Spellcraft DC for the
epic spell.
The final
Spellcraft DC is the most significant gauge of the
epic spell's power. A spellcaster attempts
to cast an epic spell by making a
Spellcraft check against the epic spell's
Spellcraft DC. Thus, a spellcaster knows immediately, based on his or her own
Spellcraft bonus, what epic spells are within his or her capability to cast, which are risky, and which are beyond him or her. Epic casters don't commit time and money to develop epic spells until they are powerful enough to cast them.
An
epic spell developed by an arcane spellcaster is arcane, and an
epic spell developed by a divine spellcaster is divine. A character who can cast both divine and arcane
epic spells chooses whether a particular spell he or she develops will be arcane or divine. If that same caster uses the
heal or
life seed in an
epic spell, that spell is always considered divine. All the
epic spells described here can be developed independently by a character who spends the necessary time, money, and experience points. Alternatively, a character can use those spells as a starting point when creating customized versions of the spells.
Seed
|
Base Spellcraft DC
|
Seed
|
Base Spellcraft DC
|
Afflict
|
14
|
Energy
|
19
|
Animate
|
25
|
Foresee
|
17
|
Animate dead
|
23
|
Fortify
|
17
|
Armor
|
14
|
Heal*
|
25
|
Banish
|
27
|
Life*
|
27
|
Compel
|
19
|
Reflect
|
27
|
Conceal
|
17
|
Reveal
|
19
|
Conjure
|
21
|
Slay
|
25
|
Contact
|
23
|
Summon
|
14
|
Delude
|
14
|
Transform
|
21
|
Destroy
|
29
|
Transport
|
27
|
Dispel
|
19
|
Ward
|
14
|
*Spellcasters without at least 24 ranks in
Knowledge (religion) or
Knowledge (nature) may not use
heal or
life spell seeds.
Resource Cost: The development of an
epic spell uses up raw materials costing a number of gold pieces equal to 9,000 xthe final
Spellcraft DC of the
epic spell being developed.
Development Time: Developing an
epic spell takes one day for each 50,000 gp in resources required to develop the spell, rounded up to whole days.
XP Cost: To develop an
epic spell, a character must spend 1/25 of its resource price in experience points.
Adding Seed DCs: When two or more epic seeds are combined in an
epic spell, their base
Spellcraft DCs are added together. Both contribute toward the spell's final
Spellcraft DC.
Determining School: When combining two or more 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 epic 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-minute
casting time, regardless of the number of epic seeds combined. The only exceptions are
epic spells with the
heal and
life seeds, which have divine focus components.
Combining Range, Targets, Area, and Effect: One seed might have a range of 12,000 feet, another seed might have a range of 400 feet, and a third seed might not have a range at all. Likewise, some seeds have targets, while others have an effect or an area. To determine which seed takes precedence in the finished
epic spell, the character must decide which seed is the base seed. The seed most important to the spell's overall purpose is the base seed, and it determines the
casting time, range, target, and so on. The other seeds apply only their specific effects to the finished spell. It is occasionally difficult to determine a base seed by examining the spell's 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 seeds to develop an
epic spell, the seed with the shortest duration determines the duration of the finished
epic spell. If any 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 spell's
saving throw. If the seeds have different kinds of
saving throws, simply choose the
saving throw that seems most appropriate for the final spell.
Factors:
Factors are not part of epic seeds, but they are the tools used to modify specific parameters of any given seed. Applying
factors to the seeds of an
epic spell can increase or decrease the final
Spellcraft DC, increase the duration, change the area of a spell, and affect many other aspects of the spell.
1. Those that can affect a number of seeds.
2. Those that can only be used with specific seeds.
Development Is an Art: Many times developing a completely new
epic spell requires some guesswork and rule stretching. As with making and pricing magic items, a sort of balancing act is required. Often the description of a seed will need to be stretched for a particular spell. If necessary, assess an "ad hoc"
Spellcraft DC adjustment for any effect that cannot be extrapolated from the seeds and
factors presented here-the example spells use ad hoc
factors frequently. In all cases, the GM determines the actual
Spellcraft DC of the new spell
Approval: This is the final step, and it's critically important. The
epic spell development work and reasoning must be shown to the GM and receive his or her
approval. If the GM doesn't approve, then the epic spell cannot be developed. However, the GM should explain why the epic spell wasn't approved and possibly offer suggestions on how to create an epic spell that will be acceptable.
Table: Epic Spell Factors
|
Spellcraft DC Modifier
|
Casting Time
|
|
Reduce casting time by 1 round (minimum 1 round) |
+2 |
1-action casting time |
+20 |
Quickened spell (limit one quickened action/round) |
+28 |
Contingent on specific trigger1 |
+25 |
Components No verbal component |
+2 |
No somatic component |
+2 |
Duration
2
|
|
Increase duration by 100% |
+2 |
Permanent duration (apply this factor after all other epic spell factors but before mitigating factors) |
x5 |
Dismissible by caster (if not already) |
+2 |
Range Increase range by 100% |
+2 |
Target
3
|
|
Add extra target within 300 ft. |
+10 |
Change from target to area (pick area option below) |
+10 |
Change from personal to area (pick area option below) |
+15 |
Change from target to touch or ray (300-ft. range) |
+4 |
Change from touch or ranged touch attack to target |
+4 |
Area
4
|
|
Change area to bolt (5 ft. x300 ft. or 10 ft. x150 ft.) |
+2 |
Change area to cylinder (10-ft. radius, 30 ft. high) |
+2 |
Change area to 40-ft. cone |
+2 |
Change area to four 10-ft. cubes |
+2 |
Change area to 20-ft. radius |
+2 |
Change area to target |
+4 |
Change area to touch or ray (close range) |
+4 |
Increase area by 100% |
+4 |
Saving Throw
|
|
Increase spell's saving throw DC by +1 |
+2 |
Spell Resistance
|
|
Gain +1 bonus on caster level check to overcome target's spell resistance |
+2 |
Gain +1 on caster level check to beat foe's dispel effect |
+2 |
Other
|
|
Recorded onto stone tablet5 |
x2 |
Increase damage die by one step (d20 maximum) |
+10 |
Unless stated otherwise, the same
factor can be applied more than once.
1 Each contingent spell in use counts as a slot used from the caster's daily
epic spell slots.
2 Seeds that already have an instantaneous or permanent duration cannot be increased.
3 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 successful
attack roll. Seeds with a nondamaging effect still allow the target a save. Area spells changed to touch or ranged attacks now affect only the creature successfully attacked.
4 When changing a touch or ranged attack seed to a targeted seed, the 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 half
damage. Area seeds changed to targeted seeds now only affect the target. The GM determines the most appropriate kind of
saving throw for the
epic spell.
5
Epic spells may only be inscribed on stone tablets or other substances of equal or greater hardness. Once a spell is so inscribed, another epic spellcaster can learn it without going through the process of development. Once an inscribed
epic spell is learned by another epic spellcaster in this fashion, the tablet upon which it is inscribed is destroyed and cannot be mended.
Table: Epic Spell Mitigating Factors
1 The caster cannot somehow avoid or make him or her self 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 caster's body without costing the caster a level-not 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.
2 When increasing the
casting time of a spell in order to reduce the
Spellcraft DC, a character must first "use up" the maximum of 10 minutes (for a total DC modifier of -20). After that, a character can continue to add days to the
casting time, with a further modifier of -2 per day, up to the maximum of 100 days.
Additional Participants: Epic spells can be developed that specifically require
additional participants. These spells are called rituals. An
epic spell developed as a ritual requires a specific number of
additional participants, who each must use up one spell slot of a specified level for the day. During an
epic spell's development, the spell's creator determines the number of
additional participants and the level of the spell slots to be contributed. If the exact number of spellcasters does not partake in the casting, or if the casters do not each contribute the proper spell slot, the
epic spell automatically fails. To participate, each participant readies an action to contribute his or her raw spell energy when the primary caster begins the
epic spell.
Additional participants in a ritual spell reduce the
Spellcraft DC, as shown on
Table: Additional Participants in Rituals. Each additional participant may only contribute one spell slot. It doesn't matter whether the additional participants are arcane or divine spellcasters; only the level of the spell slot contributed matters. A contributed spell slot is treated as if normally cast. A
wizard may contribute either a prepared, uncast spell slot, or an open, unprepared slot. The
Spellcraft DC adjustments for each additional participant stack.
Special: A ritual
epic spell that takes longer than 1
standard 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.
Table: Additional Participants in Rituals
Spell Slot Level Contributed
|
Spellcraft DC Reduction
|
Spell Slot Level Contributed
|
Spellcraft DC Reduction
|
1st |
-1 |
6th |
-11 |
2nd |
-3 |
7th |
-13 |
3rd |
-5 |
8th |
-15 |
4th |
-7 |
9th |
-17 |
5th |
-9 |
Epic slot |
-19 |