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
vegetables infected with slimy doom are unfit for consumption,as are disease-ridden livestock.This is a ritual spell requiring two other spellcasters,each of whom must expend an unused epic spell slot forthe casting. The primary caster must also burn 10,000 XP.XP Cost: 10,000 XP.Rain of FireEvocation [Fire]Spellcraft DC: 50Components: V, SCasting Time: 1 minuteRange: 0 ft.Area: 2-mile-radius emanationDuration: 20 hoursSaving Throw: Reflex negates (see text)Spell Resistance: YesTo Develop: 450,000 gp; 9 days; 18,000 XP. Seeds: energy(fire) (DC 19), energy (weather) (DC 19). Factor: changerain to wisps of flame (ad hoc +12 DC).This spell summons a swirling thunderstorm that rainsfire rather than raindrops down on you and everythingwithin a two-mile radius of you. Everything caughtunprotected or unsheltered in the flaming deluge takes 1point of fire damage each round. A successful Reflex saveresults in no damage, but the save must be repeated eachround. Unless the ground is exceedingly damp, all vegetationis eventually blackened and destroyed, leavingbehind a barren wasteland similar to the aftermath of agrass or forest fire. The fiery storm is stationary and persistseven if the caster leaves.Raise Island (Ritual)Conjuration (Creation)Spellcraft DC: 38Components: V, S, Ritual, XPCasting Time: 65 days, 11 minutesRange: 0 ft.Area: 100-ft.-radius hemispherical islandDuration: PermanentSaving Throw: NoneSpell Resistance: NoTo Develop: 360,000 gp; 8 days; 14,400 XP. Seed: conjure (DC21). Factors: change area to 10-ft. radius, 30-ft. high cylinder (+2DC), change radius to 100 ft. (+40 DC), change height to 1,000feet (+133 DC), permanent (×5 DC). Mitigating factors: increasecasting time by 10 minutes (–20 DC), increase casting time by65 days (–130 DC), nineteen additional casters contributingepic spell slots (–361 DC), one additional caster contributing6th-level spell slots (–11 DC), burn 2,000 XP per epic caster(–400 DC), spell only works on liquid (ad hoc –20 DC).You can literally raise a new island from out of the sea,bringing to the surface a sandy or rocky but otherwisebarren protrusion that is solid, stable, and permanentlyestablished. The island is roughly circular and about 200feet in diameter. Raise island only works if the ocean is less1,000 feet deep where the spell is cast.Rumors exist of extremely powerful rituals involving epicspellcasters and dozens or even hundreds of other contributors,summoning forth great masses of land from the middle of theocean or, in acts of terrible devastation, sinking small continentsand the civilizations that dwelt on them. A variant reversal of thespell could be developed separately, causing small islands andsandbars to sink (perhaps to help clear shipping channels).XP Cost: 2,000 XP.RuinTransmutationSpellcraft DC: 27Components: V, S, XPCasting Time: 1 full roundRange: 12,000 ft.Target: One creature, or up to a 10-foot cube ofnonliving matterDuration: InstantaneousSaving Throw: Fortitude halfSpell Resistance: YesTo Develop: 243,000 gp; 5 days; 9,720 XP. Seed: destroy(DC 29). Factor: reduce casting time by 9 rounds (+18DC). Mitigating factor: burn 2,000 XP (–20 DC).You deal 20d6 points of damage to a single target withinrange and line of sight. If the target is reduced to –10 hitpoints or less (or a construct, object, or undead is reducedto 0 hit points), it is utterly destroyed as if disintegrated.Only a trace of fine dust remains.XP Cost: 2,000 XP.Safe TimeTransmutation [Teleportation]Spellcraft DC: 64Components: V, SCasting Time: 1 minuteRange: TouchTarget: You or creature touchedDuration: Contingent until expended, then 1 round ofsafe timeSaving Throw: NoneSpell Resistance: NoTo Develop: 576,000 gp; 12 days; 23,040 XP. Seed: transport(DC 27). Factors: move to time stream (+8 DC),reduce static time to 1 round (ad hoc +4 DC), activateswhen you would otherwise take 50 or more points ofdamage (+25 DC).Safe time can move you (or the target) out of harm’s way byshunting you into a static time stream. Once cast, thespell remains quiescent and does not activate until thetrigger conditions have been met. Each day it remainsuntriggered, it uses up an epic spell slot, even if you castit on another creature. Once triggered, the spell isexpended normally.When you would otherwise be subject to any instantaneouseffect that would deal you 50 or more points ofCHAPTER 2:EPIC SPELLS85
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318Indexability increases 6abominat