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Epic Level Handbook

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Saving Throw: NoneSpell Resistance: NoTo Develop: 648,000 gp; 13 days; 25,920 XP. Seed:summon (DC 14). Factors: summon CR 21 creature (DC+38), 1-action casting time (+20 DC).You can summon a behemoth (see Chapter 5: Monsters)to attack your enemies. It appears where you designateand acts immediately, on your turn. It attacks your opponentsto the best of its ability. If you can communicatewith the creature, you can direct it not to attack, to attackparticular enemies, or to perform other actions. Summonedcreatures act normally on the last round of thespell and disappear at the end of their turn.Superb DispellingAbjurationSpellcraft DC: 59Components: V, SCasting Time: 1 actionRange: 300 ft.Target: One creature or objectDuration: InstantaneousSaving Throw: NoneSpell Resistance: NoTo Develop: 531,000 gp; 11 days; 21,240 XP. Seed:dispel (DC 19). Factors: additional +30 to dispel check(+30 DC), 1-action casting time (+20 DC). Mitigatingfactor: 10d6 backlash (–10 DC).As greater dispelling (see Chapter 11: Spells in the Player’s<strong>Handbook</strong>), except that the maximum bonus on the dispelcheck is +40, and you take 10d6 points of backlash damage.Time DuplicateTransmutation [Teleportation]Spellcraft DC: 71Components: V, SCasting Time: 1 free actionEffect: YouDuration: 1 round (see text)Saving Throw: None (harmless)Spell Resistance: None (harmless)To Develop: 639,000 gp; 13 days; 25,560 XP. Seed: transport(to move future you back in time 1 round) (DC 27).Factors: move to time stream (+8 DC), stretch the basetemporal effect (ad hoc +8 DC), quickened (+28 DC).You snatch yourself from 1 round in the future, depositingyour future self in an adjacent space as a free actionthat counts as a quickened spell. Your future self is technicallyonly a possible future self (the time stream is amaelstrom of multiple probabilities), but snatching thatfuture self from 1 round in the future collapses probability,and the possible future becomes the definite future.You and your future self are both free to act normallythis round (you’ve already used up your limit of onequickened spell per round, but your duplicate hasn’t).Your future self has all the resources you have at themoment you finish casting time duplicate. Because yourfuture self was previously only a possibility, his or herresources are not depleted as a result of whatever mightoccur this round (even if you die this round). Likewise,he or she doesn’t have any special knowledge of whatmight occur during this round.Because your future self is still part of the time stream,the round it spends with you is a round it misses in itsown future. Because your future duplicate is also you, youmiss the next round as well. You simply aren’t there.Tampering with the time stream is a tricky business.Here is a round-by-round summary.Round One: You cast time duplicate, your future self fromround two arrives, and you both act normally.Round Two: Your future self—you—gets snatched backin time to help your past self. During this round, there areno versions of you present.Round Three: You rejoin the time stream. You arrive inthe same location and condition that your future selfended with at the end of the first round. Any resources(spells, damage, staff charges) your future self used up inround one are gone for real. Record them now.Using this spell to snatch a single future self stretchestime and probability to its limit; more powerful versionsof time duplicate are not possible. You cannot bring morethan a single future version of yourself back to help youat one time, nor can you snatch a version of you from fartherin the future.Vengeful Gaze of GodTransmutationSpellcraft DC: 419Components: V, SCasting Time: 1 actionRange: 12,000 ft.Target: One creature, or up to a 10-foot cube ofnonliving matter in line of sightDuration: InstantaneousSaving Throw: Fortitude halfSpell Resistance: YesTo Develop: 3,771,000 gp; 76 days; 150,840 XP. Seed:destroy (DC 29). Factor: increase damage to 305d6 (+570DC), 1-action casting time (+20 DC). Mitigating factor:200d6 backlash (–200 DC).The target of this spell is subject to a fury like unto heavenlywrath that deals 305d6 points of damage (or half ofthat if a Fortitude save succeeds). If the target is reducedto –10 hit points or less (or a construct, object, or undeadis reduced to 0 hit points), it is utterly destroyed as if disintegrated,leaving behind only a trace of fine dust. Channelingsuch terrific forces has its price, and the caster islikewise dealt 200d6 points of damage as your eyes bleedand your skin convulses when the power is released. Thisspell often kills the caster, but it’s often worth it.Note: Table 3–4: Average Damage Dice is useful if youdon’t want to roll hundreds of 6-sided dice.CHAPTER 2:EPIC SPELLS87

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