qwertyu63
2014-04-06, 02:26 PM
This is my attempt to make epic spellcasting less broken. Any spellcasting at that level is broken, but I'm just trying to rein it in a bit.
How Epic Spells Work:
Epic spells are very powerful spells. Despite their power, epic spells still follow the basic rules for casting spells, except as specifically noted otherwise.
Acquiring Epic Spells:
An epic spellcaster can learn epic spells by taking the feat Epic Spellcasting. Epic spells are labeled Arcane and/or Divine; you must be able to cast ninth level spells of one of the labels on the spell. Epic spells are listed in the Epic Spells section. New epic spells can be designed in the same way as any other spell (treat them as level 10 spells).
Casting an Epic Spell:
Once an epic spell is learned, the caster knows the spell. A learned epic spell becomes an indelible part of the caster and may be prepared without a spellbook (if a wizard is the caster). Characters who cast spells spontaneously, such as sorcerers, can cast a developed epic spell by using any open epic spell slot. Druids, clerics, and similar spellcasters can likewise prepare epic spells using epic spell slots. If you have access to ninth level spells both spontaneously and prepared, you may use whichever method you wish for your epic spell slots.
A spellcaster can prepare or cast any epic spell he or she knows as many times per day as he or she has available epic spell slots. A spellcaster who can cast epic spells has a number of open epic spell slots per day equal to the number of times they have taken Epic Spellcasting plus one. If the caster doesn't use up a day’s allotment of epic spell slots, the unused slots remain available whether or not the spellcaster receives appropriate rest.
Epic Spell Levels:
Epic spells have no fixed level. However, for purposes of Concentration checks, spell resistance, and other possible situations where spell level is important, epic spells are all treated as if they were 10th-level spells.
Metamagic, Items, and Epic Spells:
Metamagic feats interact strangely with epic spells. If a prepared caster wants to prepare an epic spell with metamagic added on, they must expend normal spell slots equal to double the level adjustment of the metamagic; one of the spell slots expended must cover half this requirement (e.g. to quicken (+4) and empower (+2) an epic spell costs 12 levels worth of spell slots, one of which must be at least 6th level). A spontaneous caster can apply metamagic when they cast the spell; this still requires them to expend the spell slots like a prepared caster, and the casting time is extended like normal spontaneous metamagic.
A character can’t craft a magic item that casts an epic spell, regardless of whether the item is activated with spell completion, a spell trigger, a command word, or is use-activated. Only major artifacts, which are beyond the means of even epic characters to create, can possibly contain magic of this power.
Dispelling, Epic Spells and Antimagic Field:
A lucky nonepic spellcaster casting greater dispel magic might be able to dispel an epic spell. The game mechanics do not change, and epic spells do not occupy any privileged position allowing them to resist being dispelled other than their presumably high caster level. Likewise, epic spells that dispel can dispel nonepic spells. Such epic spells use the same game mechanic: The check to dispel is 1d20 + a specified number (usually dispeller’s level), and the DC is 11 + the spellcaster’s level. Epic spells also do not occupy any privileged position with regards to antimagic fields.
Epic Spellcasting [Epic]:
Your studies into magic finally unlock the greatest of spells.
Prerequisites: Ability to cast 9th-level spells
Benefit: You gain one epic spell slot. You learn one epic spell.
Special: You can gain this feat multiple times. Its effects stack.
Special: The first time you gain Epic Spellcasting, its effects are doubled (i.e. you gain 2 epic spell slots and learn 2 epic spells).
Epic Spells:
Mass Teleport:
Conjuration (Teleportation)
Labels: Arcane
Components: V
Casting Time: 1 standard action
Range: Personal and Medium (100 ft. + 10 ft./level)
Target: You and touched objects or other touched willing creatures
Duration: Instantaneous
Saving Throw: None and Will negates (object)
Spell Resistance: No and Yes (object)
This spell instantly transports you to a designated destination, which may be anywhere on any plane. You can bring along objects and other willing creatures as long as their total weight doesn't exceed 1000 pounds per caster level. You can bring along anything within range. You must have at least a reliable description of the place to which you are teleporting. If you attempts to cast this spell with insufficient or misleading information, all creatures and objects teleported disappear and simply reappear in their original location.
Superb Dispelling:
Abjuration
Labels: Arcane, Divine
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target or Area: One spellcaster, creature, or object; or 20-ft.-radius burst
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
As greater dispel magic, except that there is no maximum bonus on the dispel check; you can always apply your entire caster level.
Hellball:
Evocation [Cold, Fire, Electricity, Sonic]
Labels: Arcane
Components: V, S, M
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: 20-ft.-radius spread
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
A hellball spell is a dissonant blast of energy that deals 1d6 points of cold damage per caster level, 1d6 points of fire damage per caster level, 1d6 points of electricity damage per caster level, and 1d6 points of sonic damage per caster level to all creatures within the area. Unattended objects also take this damage. The explosion creates almost no pressure.
Perfect Cure:
Conjuration (Healing)
Labels: Divine
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched or dead creature touched
Duration: Instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
This spell cures almost everything that could be ailing the target. Perfect cure heals the target to their maximum hit points, removes all non-lethal damage from the target and cures all diseases, lost senses, temporary ability damage, drained ability scores, poisons, mental effects, missing body parts and negative levels. This includes ending any and all of the following effects that the target might be suffering from: blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, sickened, stunned, and poisoned.
If cast upon a dead creature, the targeted creature is restored to life. The condition of the remains is not a factor. So long as some small portion of the creature’s body still exists, it can be resurrected, but the portion receiving the spell must have been part of the creature’s body at the time of death. (The remains of a creature hit by a disintegrate spell count as a small portion of its body.) The creature can have been dead no longer than 10 years per caster level. In addition, the subject’s soul must be free and willing to return. If the subject’s soul is not willing to return, the spell does not work; therefore, a subject that wants to return receives no saving throw. Upon completion of the spell, the creature is immediately restored to full hit points, vigor, and health, with no loss of level (or Constitution points) or prepared spells. You can revive someone killed by a death effect or someone who has been turned into an undead creature and then destroyed. This spell can also resurrect elementals or outsiders, but it can’t resurrect constructs or undead creatures. Even perfect cure can’t restore to life a creature who has died of old age.
Divine Counsel:
Divination
Labels: Divine
Components: V, S, DF, XP
Casting Time: 1 minute
Range: Personal
Target: You
Duration: 3 hours or until expended
You contact your deity—or agents thereof—and ask questions that can be answered by a simple yes or no. (A divine caster of no particular deity contacts a philosophically allied deity.) You may ask up to 5 such questions plus a number of additional questions equal to your caster level. The answers given are correct within the limits of the entity’s knowledge. “Unclear” is a legitimate answer, because powerful beings of the Outer Planes are not necessarily omniscient. In cases where a one-word answer would be misleading or contrary to the deity’s interests, a short phrase (five words or less) may be given as an answer instead. The entities contacted structures their answers to further their own purposes.
Unlike the lesser spell Commune, you are permitted to wait between questions, discuss the answers, or go off to do other activities during the duration; however, any questions not asked by the end of the duration are lost. Once the last question is asked and answered, the spell ends.
XP cost: 300 XP.
Force Mind:
Enchantment (Compulsion) [Mind-Affecting]
Labels: Arcane, Divine
Components: V, M
Casting Time: 1 standard action
Range: 75 ft.
Target: One living creature
Duration: 1 hour/level or until completed OR contingent until expended, then 1 hour/level or until completed
Saving Throw: Will negates
Spell Resistance: Yes
Force Mind is used to compel a target to follow a given course of activity. The instruction must be worded in such a manner as to make the activity sound reasonable. Asking the creature to do an obviously harmful act automatically negates the effect. The compeled creature must follow the given course of activity for the duration or until they complete it. You can additionally specify a trigger with the instruction; if you do, the spell's duration and the compulsion do not start until the trigger occurs (if used in this fashion, the caster level used is your caster level when you cast the spell).
Sands of Time:
Transmutation
Labels: Arcane, Divine
Components: V, S, XP
Casting Time: 1 minute
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)
Sands of Time is a powerful spell used to reverse the aging process. The touched creature becomes 1d10+10 years younger. If this lowers the creatures age category, the aging bonuses and penalties are reversed.
XP cost: 300 XP.
Word of Death:
Necromancy [Death, Sonic]
Labels: Arcane, Divine
Components: V
Casting Time: 1 standard action
Range: 40 ft.
Area: Creatures in a 40-ft.-radius spread centered on you
Duration: Instantaneous
Saving Throw: No, Fortitude partial or negates (see text)
Spell Resistance: Yes
You speak a word of pure death and all creatures within a 40 foot area around you suffer deadly effects, based on their number of hit dice compared to your caster level; you may not increase your caster in any way for this effect (e.g. an orange prism ioun stone won't make this spell stronger). You can exclude creatures within the area from this effect as you see fit. The effects are as follows:
Hit dice: Effect
Caster level -10 or lower: The creature dies; no saving throw is allowed against this effect.
Caster level -9 to caster level -3: The creature dies; they are allowed a Fortitude save to survive the attack; creatures that survive are sickened for 1 minute.
Caster level -2 to caster level +1: The creature are sickened for 1 minute; they are allowed a Fortitude save to negate this effect.
Caster level +2 or higher: The creature is unaffected.
Superb Image:
Illusion [Figment]
Labels: Arcane
Components: V, S
Casting Time: See text
Range: Long (400ft + 40ft/level)
Effect: Figment that cannot extend beyond ten 10-ft. cubes + two 10-ft. cubes/level (S); See text
Duration: See text
Saving Throw: Will disbelief (if interacted with)
Spell Resistance: No
This spell functions like silent image, except that the figment includes visual, auditory, intelligible speech, olfactory, tactile, and thermal elements, and the spell's true nature is harder to reveal. Any effect or ability that would reveal information about the Superb Image and/or it's false nature (such as Truesight, making a DC 80 spot check, making a spellcraft check, etc) must make an opposed caster level check against a DC of 15 + the caster level of the Superb Image to reveal any information about the illusion. If the effect or ability does not have a caster level the user/source of the ability/effect must make a level check instead. Disbelieving the illusion with a successful will save works normally.
By concentrating, you can move the image within the limits of the range and even set a script for the spell to follow (Such as having a figure walk the perimeter). Unless given a script the image remains static when you are not concentrating on it.
If you cast this spell as a swift or immediate action, it lasts one round.
If you cast this spell as a standard action, it lasts for as long as you concentrate plus one hour.
If you spend 10 minutes casting this spell its effect is permanent and the maximum size of the effect is doubled.
Divine Righteousness:
Evocation
Labels: Divine
Components: V, S, DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 minute/level
By casting this powerful spell, you become a living embodiment of your cause. For the duration of this spell, your base attack bonus becomes +20 (which may give you additional attacks, but does not effect your epic attack bonus), you gain a +10 enhancement bonus to Strength and you gain 10 temporary hit points per caster level.
Complete Scan:
Divination
Labels: Arcane
Components: V, S
Casting Time: 1 swift action
Long (400 ft. + 40 ft./level)
Target: One creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
You learn the name, race, class, level and alignment of the targeted creature. If the targeted creature is currently transformed into a race other than their own, you learn both their normal race and the one they are transformed into. Any effect or ability that would block or misdirect Complete Scan (such as Mind Blank, making a DC 70 bluff check, Undetectable Alignment, etc) must make an opposed caster level check against a DC of 15 + the caster level of the Complete Scan to block any information. If the effect or ability does not have a caster level the user/source of the ability/effect must make a level check instead.
How Epic Spells Work:
Epic spells are very powerful spells. Despite their power, epic spells still follow the basic rules for casting spells, except as specifically noted otherwise.
Acquiring Epic Spells:
An epic spellcaster can learn epic spells by taking the feat Epic Spellcasting. Epic spells are labeled Arcane and/or Divine; you must be able to cast ninth level spells of one of the labels on the spell. Epic spells are listed in the Epic Spells section. New epic spells can be designed in the same way as any other spell (treat them as level 10 spells).
Casting an Epic Spell:
Once an epic spell is learned, the caster knows the spell. A learned epic spell becomes an indelible part of the caster and may be prepared without a spellbook (if a wizard is the caster). Characters who cast spells spontaneously, such as sorcerers, can cast a developed epic spell by using any open epic spell slot. Druids, clerics, and similar spellcasters can likewise prepare epic spells using epic spell slots. If you have access to ninth level spells both spontaneously and prepared, you may use whichever method you wish for your epic spell slots.
A spellcaster can prepare or cast any epic spell he or she knows as many times per day as he or she has available epic spell slots. A spellcaster who can cast epic spells has a number of open epic spell slots per day equal to the number of times they have taken Epic Spellcasting plus one. If the caster doesn't use up a day’s allotment of epic spell slots, the unused slots remain available whether or not the spellcaster receives appropriate rest.
Epic Spell Levels:
Epic spells have no fixed level. However, for purposes of Concentration checks, spell resistance, and other possible situations where spell level is important, epic spells are all treated as if they were 10th-level spells.
Metamagic, Items, and Epic Spells:
Metamagic feats interact strangely with epic spells. If a prepared caster wants to prepare an epic spell with metamagic added on, they must expend normal spell slots equal to double the level adjustment of the metamagic; one of the spell slots expended must cover half this requirement (e.g. to quicken (+4) and empower (+2) an epic spell costs 12 levels worth of spell slots, one of which must be at least 6th level). A spontaneous caster can apply metamagic when they cast the spell; this still requires them to expend the spell slots like a prepared caster, and the casting time is extended like normal spontaneous metamagic.
A character can’t craft a magic item that casts an epic spell, regardless of whether the item is activated with spell completion, a spell trigger, a command word, or is use-activated. Only major artifacts, which are beyond the means of even epic characters to create, can possibly contain magic of this power.
Dispelling, Epic Spells and Antimagic Field:
A lucky nonepic spellcaster casting greater dispel magic might be able to dispel an epic spell. The game mechanics do not change, and epic spells do not occupy any privileged position allowing them to resist being dispelled other than their presumably high caster level. Likewise, epic spells that dispel can dispel nonepic spells. Such epic spells use the same game mechanic: The check to dispel is 1d20 + a specified number (usually dispeller’s level), and the DC is 11 + the spellcaster’s level. Epic spells also do not occupy any privileged position with regards to antimagic fields.
Epic Spellcasting [Epic]:
Your studies into magic finally unlock the greatest of spells.
Prerequisites: Ability to cast 9th-level spells
Benefit: You gain one epic spell slot. You learn one epic spell.
Special: You can gain this feat multiple times. Its effects stack.
Special: The first time you gain Epic Spellcasting, its effects are doubled (i.e. you gain 2 epic spell slots and learn 2 epic spells).
Epic Spells:
Mass Teleport:
Conjuration (Teleportation)
Labels: Arcane
Components: V
Casting Time: 1 standard action
Range: Personal and Medium (100 ft. + 10 ft./level)
Target: You and touched objects or other touched willing creatures
Duration: Instantaneous
Saving Throw: None and Will negates (object)
Spell Resistance: No and Yes (object)
This spell instantly transports you to a designated destination, which may be anywhere on any plane. You can bring along objects and other willing creatures as long as their total weight doesn't exceed 1000 pounds per caster level. You can bring along anything within range. You must have at least a reliable description of the place to which you are teleporting. If you attempts to cast this spell with insufficient or misleading information, all creatures and objects teleported disappear and simply reappear in their original location.
Superb Dispelling:
Abjuration
Labels: Arcane, Divine
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target or Area: One spellcaster, creature, or object; or 20-ft.-radius burst
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
As greater dispel magic, except that there is no maximum bonus on the dispel check; you can always apply your entire caster level.
Hellball:
Evocation [Cold, Fire, Electricity, Sonic]
Labels: Arcane
Components: V, S, M
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: 20-ft.-radius spread
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
A hellball spell is a dissonant blast of energy that deals 1d6 points of cold damage per caster level, 1d6 points of fire damage per caster level, 1d6 points of electricity damage per caster level, and 1d6 points of sonic damage per caster level to all creatures within the area. Unattended objects also take this damage. The explosion creates almost no pressure.
Perfect Cure:
Conjuration (Healing)
Labels: Divine
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched or dead creature touched
Duration: Instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
This spell cures almost everything that could be ailing the target. Perfect cure heals the target to their maximum hit points, removes all non-lethal damage from the target and cures all diseases, lost senses, temporary ability damage, drained ability scores, poisons, mental effects, missing body parts and negative levels. This includes ending any and all of the following effects that the target might be suffering from: blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, sickened, stunned, and poisoned.
If cast upon a dead creature, the targeted creature is restored to life. The condition of the remains is not a factor. So long as some small portion of the creature’s body still exists, it can be resurrected, but the portion receiving the spell must have been part of the creature’s body at the time of death. (The remains of a creature hit by a disintegrate spell count as a small portion of its body.) The creature can have been dead no longer than 10 years per caster level. In addition, the subject’s soul must be free and willing to return. If the subject’s soul is not willing to return, the spell does not work; therefore, a subject that wants to return receives no saving throw. Upon completion of the spell, the creature is immediately restored to full hit points, vigor, and health, with no loss of level (or Constitution points) or prepared spells. You can revive someone killed by a death effect or someone who has been turned into an undead creature and then destroyed. This spell can also resurrect elementals or outsiders, but it can’t resurrect constructs or undead creatures. Even perfect cure can’t restore to life a creature who has died of old age.
Divine Counsel:
Divination
Labels: Divine
Components: V, S, DF, XP
Casting Time: 1 minute
Range: Personal
Target: You
Duration: 3 hours or until expended
You contact your deity—or agents thereof—and ask questions that can be answered by a simple yes or no. (A divine caster of no particular deity contacts a philosophically allied deity.) You may ask up to 5 such questions plus a number of additional questions equal to your caster level. The answers given are correct within the limits of the entity’s knowledge. “Unclear” is a legitimate answer, because powerful beings of the Outer Planes are not necessarily omniscient. In cases where a one-word answer would be misleading or contrary to the deity’s interests, a short phrase (five words or less) may be given as an answer instead. The entities contacted structures their answers to further their own purposes.
Unlike the lesser spell Commune, you are permitted to wait between questions, discuss the answers, or go off to do other activities during the duration; however, any questions not asked by the end of the duration are lost. Once the last question is asked and answered, the spell ends.
XP cost: 300 XP.
Force Mind:
Enchantment (Compulsion) [Mind-Affecting]
Labels: Arcane, Divine
Components: V, M
Casting Time: 1 standard action
Range: 75 ft.
Target: One living creature
Duration: 1 hour/level or until completed OR contingent until expended, then 1 hour/level or until completed
Saving Throw: Will negates
Spell Resistance: Yes
Force Mind is used to compel a target to follow a given course of activity. The instruction must be worded in such a manner as to make the activity sound reasonable. Asking the creature to do an obviously harmful act automatically negates the effect. The compeled creature must follow the given course of activity for the duration or until they complete it. You can additionally specify a trigger with the instruction; if you do, the spell's duration and the compulsion do not start until the trigger occurs (if used in this fashion, the caster level used is your caster level when you cast the spell).
Sands of Time:
Transmutation
Labels: Arcane, Divine
Components: V, S, XP
Casting Time: 1 minute
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)
Sands of Time is a powerful spell used to reverse the aging process. The touched creature becomes 1d10+10 years younger. If this lowers the creatures age category, the aging bonuses and penalties are reversed.
XP cost: 300 XP.
Word of Death:
Necromancy [Death, Sonic]
Labels: Arcane, Divine
Components: V
Casting Time: 1 standard action
Range: 40 ft.
Area: Creatures in a 40-ft.-radius spread centered on you
Duration: Instantaneous
Saving Throw: No, Fortitude partial or negates (see text)
Spell Resistance: Yes
You speak a word of pure death and all creatures within a 40 foot area around you suffer deadly effects, based on their number of hit dice compared to your caster level; you may not increase your caster in any way for this effect (e.g. an orange prism ioun stone won't make this spell stronger). You can exclude creatures within the area from this effect as you see fit. The effects are as follows:
Hit dice: Effect
Caster level -10 or lower: The creature dies; no saving throw is allowed against this effect.
Caster level -9 to caster level -3: The creature dies; they are allowed a Fortitude save to survive the attack; creatures that survive are sickened for 1 minute.
Caster level -2 to caster level +1: The creature are sickened for 1 minute; they are allowed a Fortitude save to negate this effect.
Caster level +2 or higher: The creature is unaffected.
Superb Image:
Illusion [Figment]
Labels: Arcane
Components: V, S
Casting Time: See text
Range: Long (400ft + 40ft/level)
Effect: Figment that cannot extend beyond ten 10-ft. cubes + two 10-ft. cubes/level (S); See text
Duration: See text
Saving Throw: Will disbelief (if interacted with)
Spell Resistance: No
This spell functions like silent image, except that the figment includes visual, auditory, intelligible speech, olfactory, tactile, and thermal elements, and the spell's true nature is harder to reveal. Any effect or ability that would reveal information about the Superb Image and/or it's false nature (such as Truesight, making a DC 80 spot check, making a spellcraft check, etc) must make an opposed caster level check against a DC of 15 + the caster level of the Superb Image to reveal any information about the illusion. If the effect or ability does not have a caster level the user/source of the ability/effect must make a level check instead. Disbelieving the illusion with a successful will save works normally.
By concentrating, you can move the image within the limits of the range and even set a script for the spell to follow (Such as having a figure walk the perimeter). Unless given a script the image remains static when you are not concentrating on it.
If you cast this spell as a swift or immediate action, it lasts one round.
If you cast this spell as a standard action, it lasts for as long as you concentrate plus one hour.
If you spend 10 minutes casting this spell its effect is permanent and the maximum size of the effect is doubled.
Divine Righteousness:
Evocation
Labels: Divine
Components: V, S, DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 minute/level
By casting this powerful spell, you become a living embodiment of your cause. For the duration of this spell, your base attack bonus becomes +20 (which may give you additional attacks, but does not effect your epic attack bonus), you gain a +10 enhancement bonus to Strength and you gain 10 temporary hit points per caster level.
Complete Scan:
Divination
Labels: Arcane
Components: V, S
Casting Time: 1 swift action
Long (400 ft. + 40 ft./level)
Target: One creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
You learn the name, race, class, level and alignment of the targeted creature. If the targeted creature is currently transformed into a race other than their own, you learn both their normal race and the one they are transformed into. Any effect or ability that would block or misdirect Complete Scan (such as Mind Blank, making a DC 70 bluff check, Undetectable Alignment, etc) must make an opposed caster level check against a DC of 15 + the caster level of the Complete Scan to block any information. If the effect or ability does not have a caster level the user/source of the ability/effect must make a level check instead.