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Epic Level Handbook

Epic Level Handbook

Epic Level Handbook

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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

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