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Epic Level Handbook

Epic Level Handbook

Epic Level Handbook

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so forth), and possibly hardness. Creatures transformedinto inanimate objects do not gain the benefit of theiruntransformed physical abilities, and may well be blind,deaf, dumb, and unfeeling. Objects transformed into creaturesgain that creature’s average physical ability scores, butare considered to have mental ability scores of 0 (the fortifyseed can add points to each mental ability, if desired).For each normal extraordinary ability or supernaturalability granted to the transformed creature (allowing ahuman transformed into a basilisk to use the basilisk’spetrifying gaze, for example), increase the Spellcraft DCby +10.The transformed subject can have no more Hit Dicethan you have or than the subject has (whichever isgreater). In any case, for each Hit Die the assumed formhas above 15, increase the Spellcraft DC by +2.SEED: TRANSPORTTransmutation [Teleportation]Spellcraft DC: 27Components: V, SCasting Time: 1 minuteRange: TouchTarget: You and touched objects or other touchedwilling creatures weighing up to 1,000 lb.Duration: Instantaneous, or 5 rounds for temporaltransportSaving Throw: None or Will negates (see text)Spell Resistance: No or Yes (see text)Spells using the transport seed instantly take you to a designateddestination, regardless of distance. For interplanartravel, increase the Spellcraft DC by +4. For each additional50 pounds in objects and willing creatures beyondthe base 1,000 pounds, increase the Spellcraft DC by +2.The base use of the transport seed provides instantaneoustravel through the Astral Plane. To shift the transportationmedium to another medium (such as the Planeof Shadow), increase the Spellcraft DC by +2. You neednot make a saving throw, nor is spell resistance applicableto you. Only objects worn or carried (attended) byanother person receive saving throws and spell resistance.For a spell intended to transport unwilling creatures,increase the Spellcraft DC by +4.You must have at least a reliable description of theplace to which you are transporting. If you attempt to usethe transport seed with insufficient or misleading information,you disappear and simply reappear in your originallocation.As a special use of the transport seed, you can develop aspell that temporarily transports you into a differenttime stream (leaving you in the same physical location);this increases the Spellcraft DC by +8. If you move yourselfor the subject into a slower time stream for 5 rounds,time ceases to flow for the subject, and its conditionbecomes fixed—no force or effect can harm it until theduration expires. If you move yourself into a faster timestream, you speed up so greatly that all other creaturesseem frozen, though they are actually still moving attheir normal speeds. You are free to act for 5 rounds ofapparent time. Normal and magical fire, cold, poison gas,and similar effects can still harm you. While you are inthe fast time stream, other creatures are invulnerable toyour attacks and spells; however, you can create spelleffects and leave them to take effect when you reenternormal time.Because of the branching nature of time, epic spellsused to transport a subject into a faster time streamcannot be made permanent, nor can the duration of 5rounds be extended.More simply, you can haste or slow a subject for 20rounds by transporting it to the appropriate time stream.This decreases the Spellcraft DC by –4.SEED: WARDAbjurationSpellcraft DC: 14Components: V, SCasting Time: 1 minuteRange: TouchTarget or Effect: Touched creature or object of 2,000 lb. or less; or10-ft.-radius spherical emanation, centered on youDuration: 24 hoursSaving Throw: NoneSpell Resistance: YesYou can grant a creature protection from damage of aspecified type. You can protect a creature from standarddamage or from energy damage. You can protect a creatureor area from magic. Alternatively, you can hedge outa type of creature from a specified area.A ward against standard damage protects a creaturefrom whichever two you select of the three damage types:bludgeoning, piercing, and slashing. For a ward againstall three types, increase the Spellcraft DC by +4. Eachround, the spell created with the ward seed absorbs thefirst 5 points of damage the creature would otherwisetake, regardless of whether the source of the damage isCHAPTER 2:EPIC SPELLSWARD: ANOTHER USEInstead of creating an epic spell that uses the ward seed tonullify all spells of a given level and lower, you can create award that nullifies a specific spell (or specific set of spells). Foreach specific spell so nullified, increase the Spellcraft DC by +2per spell level above 1st. For example, if you want to create anepic spell that protects you specifically against charm personand dominate person, the Spellcraft DC would increase by +0and +8, respectively.101

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