CHAPTER 2:EPIC SPELLSLiving LightningEvocation [Electricity]Spellcraft DC: 140Components: NoneCasting Time: 1 actionRange: 300 ft. or 150 ft.Area: A bolt 5 ft. wide by 300 ft. long, or 10 ft. wide by150 ft. longDuration: InstantaneousSaving Throw: Reflex halfSpell Resistance: YesTo Develop: 1,260,000 gp; 26 days; 50,400 XP. Seeds: life(DC 27), energy (DC 19). Factors: 1-action casting time(+20 DC), no verbal or somatic components (+4 DC),giving life to a spell (ad hoc ×2 DC).You develop a spell that you can cast; thereafter, the spellcan effectively “cast itself.” When you cast the spell, astroke of energy deals 10d6 points of electricity damageto each creature within the spell’s area. Living lightning followsall the standard rules for epic spell casting when youcast it.Living lightning is sentient and generally friendlytoward you. It has your mental ability scores, but it has nophysical ability scores. It senses the world through yoursenses and communicates with you by thought. As a selftriggeringspell, it isn’t truly alive but is a fragment ofyour personality. It cares little for the world around it, butat your urging (and sometimes at its own discretion) itcasts itself at your foes. Casters who prepare spells beforecasting must prepare living lightning normally in order forit to cast itself.When the spell casts itself, it acts on your initiative butdoes not count against your own actions in the round.Assuming you had enough epic spell slots for the day,you could be simultaneously taking another action,including casting another epic spell or nonepic spell.You cannot simultaneously cast living lightning while it iscasting its own effect, even if it has been prepared morethan once.Living lightning uses up one of your epic spell slots forthe day whenever it casts itself. When you’ve used up allyour epic spell slots for the day (or you’ve cast all yourprepared living lightning spells, if you are a caster whomust prepare spells), living lightning becomes quiescent. Itremains so until you’ve rested to regain your epic spellslots for the next day.Lord of NightmaresConjuration (Summoning)Spellcraft DC: 50Components: V, S, XPCasting Time: 1 actionRange: 75 ft.Effect: One summoned creatureDuration: 20 roundsSaving Throw: NoneSpell Resistance: NoTo Develop: 450,000 gp; 9 days; 18,000 XP. Seed: summon(DC 14). Factors: summon CR 31 creature (+58 DC),allow creature to possess body and act at its own discretion(ad hoc –20 DC), 1-action casting time (+20 DC).Mitigating factors: 12d6 backlash (–12 DC), burn 1,000XP (–10 DC).You are possessed by a creature of nightmare—a dreamlarva (see Chapter 5: Monsters). For 20 rounds, the dreamlarva’s body physically replaces yours, though the dreamlarva has your equipment. The dream larva is free to callon all its own powers and abilities, or use your equipment.Your consciousness and physical form are suppressedfor the duration of the possession. You have noway to dismiss the spell, communicate, or otherwisemaintain awareness once possession has commenced.The dream larva, temporarily freed from its imprisonmentin some distant nightmare, will attempt to slay andincapacitate any creature it can see or find, whether it is afriend or foe of the caster. Casting lord of nightmares entailssome risk for the caster, since it’s unknown what terriblemischief a dream larva might get up to over the course of20 rounds. The larva will dispatch all enemies it can findbefore turning to its own concerns.Sometimes a dream larva will attempt to place itself ina dangerous or precarious situation prior to the end of thespell, leaving the caster to extricate himself.If the dream larva is slain during the duration of thespell, your consciousness is instantly restored to awareness within your own body. Your condition remains whatit was when you completed casting lord of nightmare,regardless of what damage the dream larva received.However, magic item charges used, potions consumed,and other physical resources used up by the dream larvaare permanent.XP Cost: 1,000 XP.Mass FrogTransmutationSpellcraft DC: 55Components: V, SCasting Time: 1 actionRange: 300 ft.Area: 40-ft.-radius hemisphereDuration: PermanentSaving Throw: Fortitude negatesSpell Resistance: YesTo Develop: 495,000 gp; 10 days; 19,800 XP. Seed: transform(DC 21). Factors: change target to area of 20-ft.hemisphere (+10 DC), increase area by 100% (+4 DC), 1-action casting time (+20 DC).Culled from the repertoire of the legendary wizard Miko,this epic spell turns all Medium-size or smaller creaturesin the area into frogs. The transformed creatures retaintheir mental faculties, including personality, Intelligence,Wisdom, and Charisma scores, level and class, hit points(despite any change in Constitution score), alignment,82
ase attack bonus, base save bonuses, extraordinary abilities,spells, and spell-like abilities, but not supernaturalabilities. They assume the physical characteristics offrogs, including natural size and Strength, Dexterity, andConstitution scores. (Use the statistics for the toad asgiven in the Monster Manual.) All the creatures’ equipmentdrops to the ground upon transformation.Momento MoriNecromancy [Death]Spellcraft DC: 86Components: NoneCasting Time: 1 quickened actionRange: 300 ft.Target: One living creatureDuration: InstantaneousSaving Throw: Fortitude partial (see text)Spell Resistance: YesTo Develop: 774,000 gp; 16 days; 30,960 XP. Seed: slay(DC 25). Factor: increase to 160 HD (+8 DC), quickened(+28 DC), no verbal or somatic components (+4DC), +10 to DC of subject’s save (+20 DC).Your passing thought connotes death for the target. As afree action that counts as a quickened spell, you will thetarget dead without a word or gesture. Your bloodthirstywish snuffs out the life force of a living creature of 160 orfewer HD, killing it instantly. The subject is entitled to aFortitude saving throw (DC 30 + relevant ability modifier)to have a chance of surviving the attack. If the save is successful,the target instead takes 3d6+20 points of damage.Mummy DustNecromancy [Evil]Spellcraft DC: 35Components: V, S, M, XPCasting Time: 1 actionRange: TouchEffect: Two 18-HD mummiesDuration: InstantaneousSaving Throw: NoneSpell Resistance: NoTo Develop: 315,000 gp; 7 days; 12,600 XP. Seed: animate(DC 23). Factors: 16-HD undead (+16 DC), 1-actioncasting time (+20 DC). Mitigating factors: burn 2,000XP (–20 DC), expensive material component (ad hoc–4 DC).When you sprinkle the dust of ground mummies in conjunctionwith casting mummy dust, two Large 18-HDmummies (see below) spring up from the dust in an areaadjacent to you. The mummies follow your every commandaccording to their abilities, until they are destroyedor you lose control of them by attempting to controlmore Hit Dice of undead than you have caster levels.Material Component: Specially prepared mummy dust(10,000 gp).XP Cost: 2,000 XP.Mummy, Advanced: CR 6; Large undead; HD 18d12+3; hp120; Init –2; Spd 30 ft.; AC 17, touch 7, flat-footed 17; Atk+17 melee (1d8+8, slam); Face/Reach 5 ft. by 5 ft./10 ft.; SADespair, mummy rot; SQ Undead traits, resistant to blows,DR 5/+1, fire vulnerability; AL LE; SV Fort +8, Ref +4, Will+13; Str 25, Dex 6, Con —, Int 6, Wis 14, Cha 15.Skills and Feats: Hide +9, Listen +15, Move Silently +13,Spot +15; Alertness, Blind-Fight, Great Fortitude, PowerAttack, Weapon Focus (slam).Despair (Su): At the sight of a mummy, the viewer mustsucceed at a Will save (DC 21), or be paralyzed with fear for1d4 rounds. Whether or not the save is successful, that creaturecannot be affected again by that mummy’s despair abilityfor one day.Mummy Rot (Su): Supernatural disease—slam, Fortitudesave (DC 20), incubation period 1 day; damage1d6 temporary Constitution. Unlike normal diseases,mummy rot continues until the victim reaches Constitution0 (and dies) or receives a remove disease spell orsimilar magic (see Disease in Chapter 3 of the DUNGEONMASTER’s Guide).An afflicted creature that dies shrivels away into sandand dust that blow away into nothing at the first windunless both remove disease and raise dead are cast on theremains within 6 rounds.Undead Traits: Immune to poison, sleep, paralysis,stunning, disease, death, effects, necromantic effects,mind-affecting effects, and any effect requiring a Fortitudesave unless it also works on objects. Not subject tocritical hits, subdual damage, ability damage, abilitydrain, or energy drain. Negative energy heals. Not at riskof death from massive damage, but destroyed at 0 hitpoints or less. Darkvision 60 ft. Cannot be raised; resurrectionworks only if creature is willing.Resistant to Blows (Ex): Physical attacks deal onlyhalf damage to mummies. Apply this effect beforedamage reduction.Fire Vulnerability (Ex): A mummy takes doubledamage from fire attacks unless a save is allowed for halfdamage. A successful save halves the damage and a failuredoubles it.Nailed to the SkyTransmutation [Teleportation]Spellcraft DC: 62Components: V, S, XPCasting Time: 1 actionRange: 300 ft.Target: Creature or object weighing up to 1,000 lb.Duration: InstantaneousSaving Throw: Will negatesSpell Resistance: YesTo Develop: 558,000 gp; 12 days; 22,320 XP. Seeds: foresee(to preview endpoint of teleportation) (DC 17), transport(DC 27). Factors: unwilling target (+4 DC), increaserange from touch (+4 DC), 1-action casting time (+20DC). Mitigating factor: burn 1,000 XP (–10 DC).CHAPTER 2:EPIC SPELLS83
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318Indexability increases 6abominat