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Epic Level Handbook

Epic Level Handbook

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CHAPTER 2:EPIC SPELLSAdditional Participants: You can develop epic spellsspecifically require additional participants (sometimescalled celebrants). <strong>Epic</strong> spellcasters might call such anepic spell a cooperative spell, a mythal, or a ceremonialspell. These rules simply call it a ritual.An epic spell developed as a ritual requires a specificnumber of additional participants, who each must useup one spell slot of a specified level for the day. Duringan epic spell’s development, the spell’s creator determinesthe number of additional participants and thelevel of the spell slots to be contributed. If the exactnumber of spellcasters does not partake in the casting,or if the casters do not each contribute the proper spellslot, the epic spell automatically fails. To participate,each participant readies an action to contribute his orher raw spell energy when the primary caster begins theepic spell.Additional participants in a ritual spell reduce theSpellcraft DC, as shown on Table 2–4: Additional Participantsin Rituals. Each additional participant may onlycontribute one spell slot. It doesn’t matter whether theadditional participants are arcane or divine spellcasters;only the level of the spell slot contributed matters.A contributed spell slot is treated as if normally cast. Awizard may contribute either a prepared, uncast spell slot,or an open, unprepared slot. The Spellcraft DC adjustmentsfor each additional participant stack.TABLE 2–4: ADDITIONAL PARTICIPANTS IN RITUALSSpell SlotSpell Slot<strong>Level</strong> Spellcraft <strong>Level</strong> SpellcraftContributed DC Reduction Contributed DC Reduction1st –1 6th –112nd –3 7th –133rd –5 8th –154th –7 9th –175th –9 <strong>Epic</strong> slot –19Special: A ritual epic spell that takes longer than 1 actionto cast requires all extra participants to stand as if castingfor the same amount of time. If an extra participant isattacked while contributing a spell slot, the participantmust make a Concentration check as if casting a spell ofthe same level as the slot contributed. If the attack disruptsthe participant in the ritual, the epic spell is notnecessarily ruined. However, the Spellcraft DC reductionthat would have been provided by that additional participantcannot be applied to the final Spellcraft DC of theepic spell. Thus the ritual epic spell will be harder for theprimary spellcaster to cast.SEED DESCRIPTIONSEach seed description hereafter follows the sameformat used for 0- to 9th-level spells, as described underSpell Format in Chapter 11 of the Player’s <strong>Handbook</strong>. Anadditional line, Spellcraft DC, indicates the base DC ofthe Spellcraft check required to cast an epic spell withthis seed.SEED: AFFLICTEnchantment (Compulsion) [Fear, Mind-Affecting]Spellcraft DC: 14Components: V, SCasting Time: 1 actionRange: 300 ft.Target: One living creatureDuration: 20 minutesSaving Throw: Will negatesSpell Resistance: YesYou afflict the target with a –2 morale penalty on attackrolls, checks, and saving throws. For each additional –1penalty assessed on either the target’s attack rolls, checksor saving throws, increase the Spellcraft DC by +2.You may also develop a spell with this seed that afflictthe target with a –1 penalty on caster level checks, a –1penalty to an ability score, a –1 penalty to spell resistanceor a –1 penalty to some other aspect of the target that youand your DM agree on. For each additional –1 penaltyassessed in one of the above categories, increase the SpellcraftDC by +4.You can afflict a character’s ability scores to the pointwhere they reach 0, except for Constitution where 1 isthe minimum. If you apply a factor to increase the durationof this seed, ability score penalties instead becometemporary ability damage. If you apply a factor to makethe duration permanent, any ability score penaltiesbecome permanent ability drain.Finally, if you increase the Spellcraft DC by +2, you canafflict whichever one of the target’s senses you select: sight,smell, hearing, taste, touch, or a special sense the target possesses.If the target fails its saving throw, the sense youselect doesn’t function for the spell’s duration, with allattendant penalties that apply for losing the specified sense.SEED: ANIMATETransmutationSpellcraft DC: 25Components: V, SCasting Time: 1 minuteRange: 300 ft.Target: Object or 20 cu. ft. of matterDuration: 20 roundsSaving Throw: NoneSpell Resistance: NoYou can imbue inanimate objects with mobility and asemblance of life (not actual life). The animated objectattacks whomever or whatever you initially designate.The animated object can be of any nonmagical materialwood, metal, stone, fabric, leather, ceramic, glass, and soforth. You can also animate part of a larger mass of rawmatter, such as a volume of water in the ocean, part of astony wall, or the earth itself, as long as the volume ofmaterial does not exceed 20 cubic feet. For each additional10 cubic feet of matter animated, increase the SpellcraftDC by +1, up to 1,000 cubic feet. For each additional 10092

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