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Epic Level Handbook

Epic Level Handbook

Epic Level Handbook

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CHAPTER 2:EPIC SPELLSkills a creature of up to 80 HD. The subject is entitled to aFortitude saving throw to survive the attack. If the save issuccessful, it instead takes 3d6+20 points of damage. Foreach additional 80 HD affected (or each additional creatureaffected), increase the Spellcraft DC by +8.Alternatively, you can use the day seed in an epic spellto suppress the life force of the target by bestowing 2d4negative levels on the target (or half as many negativelevels on a successful Fortitude save). For each additional1d4 negative levels bestowed, increase the Spellcraft DCby +4. If the subject has at least as many negative levels asHit Dice, it dies. If the subject survives and the negativelevels persist for 24 hours or longer, the subject mustmake another Fortitude saving throw, or the negativelevels are converted to actual level loss.SEED: SUMMONConjuration (Summoning)Spellcraft DC: 14Components: V, SCasting Time: 1 minuteRange: 75 ft.Effect: One summoned creatureDuration: 20 rounds (D)Saving Throw: Will negates (see text)Spell Resistance: Yes (see text)You can summon an outsider. It appears where you designateand acts immediately, on your turn, if its spell resistanceis overcome and it fails a Will saving throw. It attacksyour opponents to the best of its ability. If you can communicatewith the outsider, you can direct it not to attack,to attack particular enemies, or to perform other actions.The spell conjures an outsider you select from the MonsterManual (or an alternative source allowed by your DM)of CR 2 or less. For each +1 CR of the summoned outsider,increase the Spellcraft DC by +2. For each additionaloutsider of the same Challenge Rating summoned,multiply the Spellcraft DC by ×2. When you develop aspell with the summon seed that summons an air, chaotic,earth, evil, fire, good, lawful, or water creature, the completedspell is also of that type.If you increase the Spellcraft DC by +10, you cansummon a creature of CR 2 or less from another monstertype or subtype, such as giant, humanoid (goblinoid), orundead. The summoned creature is assumed to have beenplucked from some other plane (or somewhere on thesame plane). The summoned creature attacks your opponentsto the best of its ability; or, if you can communicatewith it, it will perform other actions. However, the summoningends if the creature is asked to perform a taskinimical to its nature, such as commanding a good creatureto attack an innocent, or commanding any creatureto commit suicide. For each +1 CR of the summonedcreature, increase the Spellcraft DC by +2.Finally, if you increase the Spellcraft DC by +60, youcan summon a unique individual you specify from anywherein the multiverse. You must know the target’sname and some facts about its life, defeat any magicprotection against discovery or other protection possessedby the target, and overcome the target’s spell resisance,and it must fail a Will saving throw. Again, thetarget is under no special compulsion to serve you.SEED: TRANSFORMTransmutationSpellcraft DC: 21Components: V, SCasting Time: 1 minuteRange: 300 ft.Target: One creature or inanimate, nonmagical objectDuration: PermanentSaving Throw: Fortitude negates (see text)Spell Resistance: YesSpells using the transform seed change the subject intoanother form of creature or object. The new form can rangein size from Diminutive to one size larger than the subjectnormal form. For each additional increment of size change,increase the Spellcraft DC by +6. If you want to transforma nonmagical, inanimate object into a creature of yourtype or transform a creature into a nonmagical, inanimateobject, increase the Spellcraft DC by +10. If you want tochange a creature of one type into another type (for example,undead to outsider), increase the Spellcraft DC by +5.Transformations involving nonmagical, inanimate substanceswith hardness are more difficult; for each 2 pointsof hardness, increase the Spellcraft DC by +1.To transform a creature into an incorporeal or gaseousform, increase the Spellcraft DC by +10. Conversely, ifyou want to overcome the natural immunity of a gaseousor incorporeal creature to transformation, increase theSpellcraft DC by+10.The transform seed can also change its target into someonespecific. To transform an object or creature into thespecific likeness of another individual (including memoriesand mental abilities), increase the Spellcraft DC by+25. If the transformed creature doesn’t have the levels orHit Dice of its new likeness, it can only use the abilities ofthe creature at its own level or Hit Dice.If slain or destroyed, the transformed creature or objectreverts to its original form. The subject’s equipment, ifany, remains untransformed or melds into the new form’sbody, at your option.The transformed creature or object acquires the physicaland natural abilities of the creature or object it has beenchanged into while retaining its own memories and mentalability scores. Mental abilities include personality, Intelligence,Wisdom, and Charisma scores, level and class, hitpoints (despite any change in its Constitution score), alignment,base attack bonus, base saves, extraordinary abilities,spells, and spell-like abilities, but not its supernatural abitities.Physical abilities include natural size and Strength,Dexterity, and Constitution scores. Natural abilities includearmor, natural weapons, and similar gross physical qualitities(presence or absence of wings, number of extremities, and100

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