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Epic Level Handbook

Epic Level Handbook

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CHAPTER 2:EPIC SPELLSYour spell fixes the target to the heavens. Nailed to the sky actuallyplaces the target so far from the surface of the world and at sucha speed that it keeps missing the surface as it falls back, so itenters an eternal orbit. Unless the target can magically fly orhas some other form of non-physical propulsion available, thetarget is stuck until someone else rescues it. Even if the target canfly, the surface is 2 to 4 hours away, assuming a fly spell, whichallows a maximum speed of 720 feet per round while descending.The target may not survive that long.Depending on the world where nailed to the sky is cast,conditions so far from its surface may be deadly. Deleteriouseffects include scorching heat, cold, and vacuum. Targets subjectto these conditions take 2d6 points of damage each from heator cold and 1d4 points of damage from the vacuum each round.The target immediately begins to suffocate (see the Suffocationsidebar in Chapter 3 of the DUNGEON MASTER’s Guide).XP Cost: 1,000 XP.Origin of Species: Achaierai (Ritual)Conjuration (Creation, Healing)Spellcraft DC: 38Components: V, S, DF, Ritual, XPCasting Time: 100 days, 11 minutesRange: 0 ft.Effect: One constructed creature up to Medium-size (20cu. ft.)Duration: PermanentSaving Throw: NoneSpell Resistance: NoTo Develop: 360,000 gp; 8 days; 14,400 XP. Seeds: conjure (DC21), life (DC 27), fortify (DC 17). Factors: +4 HD (5 hp per HD)(+20 DC), +6 to natural AC (+12 DC), add three more naturalattacks (ad hoc +6 DC), add black cloud spell-like ability(+33 DC), add SR 19 (+15 DC), permanent (×5 DC). Mitigatingfactors: 50d6 backlash (–50 DC), increase casting time by 10minutes (–20 DC), increase casting time by 100 days (–200DC), burn 10,000 XP (–105 DC), eleven additional casterscontributing 9th-level spell slots (–187 DC), ten additionalcasters contributing 8th-level spell slots (–150 DC), tenadditional casters contributing 1st-level spell slots (–10 DC).Copied from the repertoire of a fiendish epic caster fromAcheron, this spell literally creates a new creature: an achaierai,as it appears in the Monster Manual. When first created, theachaierai is Medium-size, but it grows to Large size in 1d4 days.A created achaierai does not possess the treasure, culture, orspecific knowledge of a normal achaierai. If released to be amongits own kind, it quickly picks up achaierai traits and alignment.XP Cost: 10,000 XP.PeripetyAbjurationSpellcraft DC: 27Components: V, SCasting Time: 1 minuteRange: PersonalTarget: YouDuration: 12 hoursTo Develop: 243,000 gp; 5 days; 9,720 XP. Seed: reflect(DC 27).Ranged attacks targeted against you rebound on theoriginal attacker. Any time during the duration, fiveattacks are automatically reflected back on the originalattacker; you decide which attacks before damage isrolled. The reflected attack rebounds on the attackerusing the same attack roll. Once five attacks are soreflected, the spell ends.Pestilence (Ritual)Conjuration, NecromancySpellcraft DC: 104Components: V, S, Ritual, XPCasting Time: 10 minutesRange: 0 ft.Area: 1,000-ft.-radius hemisphereDuration: InstantaneousSaving Throw: Fortitude negatesSpell Resistance: YesTo Develop: 936,000 gp; 19 days; 37,440 XP. Seed: afflict(DC 19). Factors: change target to area (+10 DC),change 20-ft. radius to 1,000-ft. radius (+200 DC), diseaseeffects (as per contagion spell) (ad hoc +21 DC),additional target type (plants) (+10 DC). Mitigating factors:casting time increased by 9 minutes (–18 DC), twoadditional casters contributing epic spell slots (–38DC), burn 10,000 XP (–100 DC).When pestilence is successfully cast, a wave of illness radiatesoutward from the site of the ritual, instantly infectingevery living thing in the area with the debilitatingdisease known as slimy doom. Within 24 hours, everythingin the area begins to show signs of rot and decay,plants liquefy and yellow, drooping to the ground as theybegin to dissolve. Animals and people are consumedfrom within by the disease, initially bleeding from thegums, eyes, nose, and other soft tissue, and eventuallyexhibiting ghastly, purple blotches. The disease culminatesin open, scabrous wounds over the entirety of thevictims’ bodies. The entire region afflicted by thishorrid disease is quickly engulfed in fetid stenches andoverrun by flies and maggots, adding further discomfortto the victims.Each day that a victim fails a Fortitude save, it takes1d4 points of temporary Constitution damage. If thevictim then fails a second save, 1 point of that damage ispermanent drain. If the victim succeeds at the firstsaving throw of the day on consecutive days, he hasrecovered from the disease. This magical form of the diseaseis not contagious and will not spread beyond thoseinitially infected.This potent and terrible ritual might be perpetrated upon asmall rural farming community, spreading in every directionand afflicting crops, orchards, farm animals and residents alike indevastating fashion. Or it could be cast in the middle of a bustlingmetropolis, infecting commoners and nobility alike. Fruits and84

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