Epic Spells

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On SPL, we've broadened the scope of the epic spell system from base NWN to better capture the array of magic that extends beyond the 9th circle and to provide spellcasters with new goals in their epic levels.

No longer do you gain Epic Spells by selecting the relevant feat from the epic feat selection; instead, you learn them through Epic Spell Tomes. To master an Epic Spell, your character needs at least 21 permanent base caster levels (note that the Practiced Spellcaster doesn't count here!) and an unmodified spellcraft that satisfies a certain Spellcraft Requirement (varies per Epic Spell, listed below). Plus, every Epic Spell comes with a hefty price tag running into several million jink, reflecting the cost of researching and mastering the spell (just for clarity, the maximum base Spellcraft you can reach is your Character Level +3).

  • Levels in Paladin, Bard, Evangelist, Blackguard, and Ranger don't contribute to epic spell level progression. However, caster levels granted by Prestige Classes do count.


Obtaining Epic Spell Tomes usually involves one of two routes. You can either exchange a completed artifact (with all four pieces) or embark on a personalized DM quest. All Epic Spells also require 'Spell Seeds' to be learned, and if you exchange all four artifact fragments, any necessary Seeds are automatically included. If you opt for a DM quest to acquire the Tome, additional questing for the Seeds may be needed if your character does not already know the Seeds. If you initially choose a lesser version of a spell such as `Ruin` during your early epic levels, you have the option to spend more gold to upgrade it to the superior version once you meet the spellcraft prerequisites. For maintaining a balance between spellcasters and non-casters, there's a cap on the number of times a character can redeem all four artifact fragments for an epic spell: hybrid characters (gishes) can redeem up to three times and pure casters can redeem up to five times.


In-world, Spell Seeds represent the fundamental knowledge and mastery of a specific area of magic. Magic can be divided into many different areas, and a Spell Seed captures mastery over a fraction of these.

In gameplay terms, Spell Seeds are items that are used once to bestow the associated feat. To cast an Epic Spell, a character must have several Spell Seeds related to that spell. When an Artifact is redeemed for an Epic Spell, the character receives both the spell and its related Spell Seeds.

To learn a new Epic Spell via research, a character must know the appropriate Spell Seed and locate the Epic Spell Tome. The knowledge a character gains from a Spell Seed is permanent and can't be lost. Finding Spell Seeds and Epic Spell Tomes is tied to DM Questing outside of those granted by Artifact Redemption.

Although the Spell Seed feats don't confer any mechanical advantages, they signify that a character has a profound understanding of a certain aspect of magic, surpassing the knowledge that can be gained through standard casting methods or skill checks (though this is at the DM's discretion during DM Events).


Below is a list of the Epic Spells that can be obtained in SPL; unless otherwise noted all Epic Spells have Verbal and Somatic components. Additionally, all Epic Spells completely bypass Spell Resistance and cannot be dispelled. Also, note that duration in hours refers to in-game hours - 15 minutes per hour.


Achilles Heel

Base Spellcraft Rank: 24

Cost: 3.6 mil

Seed(s): Afflict, Ward

School: Abjuration

Range: Self

Target: Self

Duration: 20 Rounds

Saving Throw: Harmless


The bane of all casters and their ilk are held within this spell. It makes you virtually impenetrable by all spells, thus giving you immunity to magic, for a short period of time. It does not stop the flow of magic, but grants upon you the ability to manipulate it to stop all harmful effects directed toward you. This does come at a cost, however. You forfeit almost all of your endurance in exchange for spell immunity - your constitution is dropped to 3.


All Hope Lost

Base Spellcraft Rank: 26

Cost: 3.9 mil

Seed(s): Compel, Afflict

School: Enchantment [Mind-Affecting]

Range: Personal

Target: Self

Area: Colossal

Duration: Permanent

Saving Throw: Will Negates


With the casting of this spell, you force overwhelming feelings of despair on all enemy creatures within your immediate area. As the feelings of utter dread settle in, afflicted targets simply lay down and give up, remaining unmoving until they are killed or waste away.


Allied Martyr

Base Spellcraft Rank: 24

Cost: 3.6 mil

Seed(s): Heal, Foresee

School: Divination [Foresight]

Range: Personal

Target: One allied creature

Duration: 20 Hours, or until death due to martyrdom

Saving Throw: No


When you cast this on an ally, you are essentially assigning that creature to be your source of health and vitality. With the ally's permission*, any subsequent damage received by you will be instantaneously transferred to the ally, for the duration.

  • NPC allies automatically accept; only other players must accept the consequences freely.


Anarchy's Call

Base Spellcraft Rank: 25

Cost: 3.7 mil

Seed(s): Compel

School: Enchantment [Mind-Affecting]

Range: Self

Target: Self

Area: Colossal

Duration: Special

Saving Throw: Will Negates


The call of chaos affects the morals, sense of justice, and order of all enemy creatures in the area, causing them to lose their vigilance. Each affected creature will act erratically, even attacking their own allies in the spell's compelling confusion. The chaotic brawl persists indefinitely so long as those afflicted remain alive.


Animus Blast

Base Spellcraft Rank: 24

Cost: 3.6 mil

Seed(s): Energy, Animate Dead

School: Evocation [Cold]

Range: Long

Area: Colossal

Duration: Instantaneous

Saving Throw: Reflex half


When this spell is cast, you engulf your enemies in a coldball that deals 15d12 points of cold damage. However, up to 5 of the enemies that perish as a result of this blast are then instantly animated as skeleton minions. These skeletons serve you indefinitely.


Animus Blizzard

Base Spellcraft Rank: 27

Cost: 4 mil

Seed(s): Energy, Animate Dead

School: Evocation [Cold]

Range: Long

Area: Colossal

Duration: Instantaneous

Saving Throw: Reflex Half


When this spell is cast, you engulf your enemies in an unusually powerful burst of cold that deals 25d12 points of cold damage. However, up to 5 of the enemies that perish as a result of this blast are then instantly animated as wights. These wights serve you indefinitely.


Army Unfallen

Base Spellcraft Rank: 30

Cost: 4.5 mil

Seed(s): Life, Heal, Ward

School: Necromancy

Range: Personal

Duration: Instantaneous

Saving Throw: Harmless


In the heat of battle, there are times when odds begin to stack against you. These odds climb exponentially higher if allies begin to fall. With the casting of this powerful spell, you will restore all deceased allies to full life and vigor. In addition, you and all allies that may have sustained injuries are healed to complete health and rendered mostly invulnerable for a brief time. You do not have to be in the vicinity of your allies for them to receive the benefits of this spell.


Audience of Stone

Base Spellcraft Rank: 25

Cost: 3.7 mil

Seed(s): Transform, Fortify

School: Transmutation

Range: Medium

Area: Colossal

Duration: Instantaneous

Saving Throw: Fortitude Negates


With the casting of this spell, all hostile creatures caught within the targeted area must make a Fortitude save or turn to stone.


Champion's Valor

Base Spellcraft Rank: 26

Cost: 3.9 mil

Seed(s): Fortify, Ward

School: Transmutation

Range: Touch

Target: Creature touched

Duration: 20 Hours

Saving Throw: Harmless


Champions come in many forms, but what are the qualities of champions? Vigilance and clarity, certainly. Unwavering commitment to the task, as well. With the casting of this spell, the target gains these qualities, with the granted immunities to knockdown, fear, AC decrease, ability decrease, negative level, AB decrease, movement speed decrease, and saving throw decrease. The target also receives a saving throw bonus of +5 for the duration.


Contingent Dominion

Base Spellcraft Rank: 30

Cost: 4.5 mil

Seed(s): Life, Ward, Foresee

School: Conjuration (Healing)

Range: Touch

Target: Creature touched

Duration: Permanent

Saving Throw: Harmless


Contingent Dominion is the most powerful of contingency spells. When this spell is cast, the target becomes effectively unkillable. The spell remains quiescent until something will cause the caster's demise, upon which time this spell instead activates. The individual is then instantaneously restored to full health and vigor, briefly made invulnerable, and greatly empowered for the following five minutes. This contingency will only function for one target at a time.


Contingent Resurrection

Base Spellcraft Rank: 26

Cost: 3.9 mil

Seed(s): Life, Ward

School: Conjuration (Healing)

Range: Self

Target: Creature touched

Duration: Permanent

Saving Throw: Harmless


Contingent Resurrection returns the caster back to life if they are slain. Once cast, the spell remains quiescent and does not activate until the caster's death. If the caster is killed, they are instantaneously restored to full health and greatly empowered for the following five minutes. This contingency will only function for one target at a time.


Contingent Reunion

Base Spellcraft Rank: 25

Cost: 3.7 mil

Seed(s): Transport, Foresee

School: Transmutation [Teleportation]

Range: Short

Target: Single

Duration: Permanent

Saving Throw: Harmless


Contingent Reunion teleports the target when certain conditions arise. Once cast, the spell remains quiescent until triggered, at which point the target will instantaneously teleport directly to where the spell was cast. The caster may decide on a variety of trigger conditions, varying from death, poisoning, incapacitation, wounded level, etc. This contingency will only function for one target at a time.


Damnation

Base Spellcraft Rank: 28

Cost: 4.2 mil

Seed(s): Transport, Compel

School: Enchantment (Compulsion) [Teleportation] [Mind-Affecting]

Range: Touch

Target: Creature touched

Duration: Instantaneous, Special

Saving Throw: Will Negates


The character sends his or her foe to hell. If the caster succeeds at a melee touch attack, the target must succeed at a Will saving throw. If he or she fails this saving throw, he or she is sent straight to a layer of a lower planar plane swarming with fiends. The subject will not willingly leave the plane for 20 hours, believing that his or her predicament is a just reward for an ill-spent life. Even after the compulsion fades, he or she must devise his or her own escape from the plane. The subject encounters a group of 1d4 pit fiends or balors every hour he or she spends in hell.


Deadeye Sense

Base Spellcraft Rank: 25

Cost: 3.7 mil

Seed(s): Fortify

School: Transmutation

Range: Touch

Target: Creature touched

Duration: 20 Hours

Saving Throw: Harmless


Battles require prowess and accuracy of motion - in addition to strategy, numbers, and morale. With the +15 to attack bonus, immunity to AB decrease, and ignoring concealment granted by this spell, the caster’s swing of the sword will be more precise, and the aim with their bow will be more true.


Dire Winter

Base Spellcraft Rank: 26

Cost: 3.9 mil

Seed(s): Energy, Animate

School: Evocation [Cold]

Range: 70-ft.-radius

Target: Self

Duration: Instantaneous

Saving Throw: Fortitude Half


You summon winter in the form of a cold burst of frost down upon your foes. All enemies in the area suffer 50 + 20d12 cold damage and are slowed for 2 turns on a failed save. The intense cold causes enemies with fort saves lower than 20 of the DC to permanently turn into solid blocks of ice.


Dragon Knight

Base Spellcraft Rank: 24

Cost: 3.6 mil

Seed(s): Summon

School: Conjuration (Summoning) [Fire]

Range: Small

Target: Self

Duration: 24 Hours

Saving Throw: None


This spell summons an adult red dragon. It appears where you designate and acts immediately. It attacks your opponents to the best of its abilities. You can direct the dragon to some degree, and it will follow you as any other summoned creature would. (Dragon stats: https://i.imgur.com/TBJ71WW.png)


Dullblades

Base Spellcraft Rank: 27

Cost: 4 mil

Seed(s): Ward

School: Abjuration

Range: Self

Target: Self

Duration: 20 Hours

Saving Throw: Harmless


The caster becomes nearly impervious to all slashing damage, effectively negating 30 physical damage from swords, axes, and the like.


Dweomer Thief

Base Spellcraft Rank: 25

Cost: 3.7 mil

Seed(s): Reveal, Reflect

School: Abjuration

Range: Medium

Target: Single

Duration: Instantaneous

Saving Throw: Will Negates


Dweomer Thief steals the best available spell of an enemy spellcaster and converts it into a scroll to be used later by you. The slot used by the spell stolen from the subject is no longer available for the remainder of that day. The stolen dweomer can be used immediately by you or saved for use at a later time.


Enslave

Base Spellcraft Rank: 30

Cost: 4.5 mil

Seed(s): Compel, Delusion, Summoning

School: Enchantment [Mind-Affecting]

Range: Long

Target: Single

Duration: Permanent

Saving Throw: Will Negates


The character makes a permanent thrall of any living creature. The character establishes a telepathic link with the subject’s mind. If the creature has a language, the character can generally force the subject to perform as he or she desires, within the limits of its abilities. If the creature has no language, the character can communicate only basic commands. The character knows what the subject is experiencing, but does not receive direct sensory input from it. If the spell is cast upon a creature it will attempt to enslave the creature if applicable; if the spell is cast upon the ground, it will call the enslaved creature. If the creature should die in any way a new creature must be found as a replacement.


Epic Mage Armor

Base Spellcraft Rank: 26

Cost: 3.9 mil

Seed(s): Armor

School: Conjuration (Creation) [Force]

Range: Touch

Target: Creature touched

Duration: 1 Hour / Caster Level

Saving Throw: Harmless


An invisible but tangible field of force surrounds the caster, providing a +10 bonus to armor enchantment AC.


Epic Warding

Base Spellcraft Rank: 24

Cost: 3.6 mil

Seed(s): Ward

School: Abjuration

Range: Touch

Target: Creature touched

Duration: 1 Hour / Caster level

Saving Throw: Harmless


The caster grants damage reduction 30/+20, to a limit of 30 points of damage per caster level. The spell ends either after the duration or when the damage limit is reached.


Fleetness of Foot

Base Spellcraft Rank: 24

Cost: 3.6 mil

Seed(s): Fortify

School: Transmutation

Range: Touch

Target: Creature touched

Duration: 12 Hours

Saving Throw: Harmless


The target gains Haste and runs at 300% their usual movement rate for the duration.


Gem Cage

Base Spellcraft Rank: 26

Cost: 3.9 mil

Seed(s): Transform, Transport

School: Transmutation

Range: Short

Target: Single

Duration: Permanent, Instantaneous

Saving Throw: Will Negates


You trap the targeted creature in a gem in your possession. The possession of a valuable enough gem determines whether the attempt of entrapment is valid or not. If the target fails the save, then the target vanishes and is trapped inside your gem, which you may use at a later time to release the creature once more. If the creature is later released, it will hold the same feelings as before (ie. The creature will still be hostile if it was at the time of entrapment).


Godsmite

Base Spellcraft Rank: 25

Cost: 3.7 mil

Seed(s): Destroy, Energy

School: Evocation (Good/Evil/Lawful/Chaotic) [Divine]

Range: Medium

Target: Single

Duration: Instantaneous

Saving Throw: Fortitude Half


You invoke the wrath of the gods on your target. The power of the wrath exacted is dependent on both your own alignment, as well as the alignment of your target. The greater the distance between the two alignments, the greater the damage will be. For example, if a Lawful Evil caster were to cast it on a Chaotic Good target, the damage would be d24 per caster level. Meanwhile, for a Lawful Evil character casting it on a Lawful Good character, the damage would be d18 per caster level.


Greater Ruin

Base Spellcraft Rank: 28

Cost: 4.2 mil

Seed(s): Destroy, Energy

School: Transmutation

Range: Long

Target: Single

Duration: Instantaneous

Saving Throw: Fortitude Half


The character deals 50% of the max hit points (min 200) to a single target within range and line of sight. If the target is reduced to -10 hit points or less (or a construct, object, or undead is reduced to 0 hit points), it is utterly destroyed as if disintegrated. Only a trace of fine dust remains.


Greater Spell Resistance

Base Spellcraft Rank: 25

Cost: 3.7 mil

Seed(s): Fortify, Reflect

School: Transmutation

Range: Touch

Target: Creature touched

Duration: 20 Hours

Saving Throw: Harmless


The target is granted spell resistance equal to 16 plus your caster level until the duration expires. The spell resistance granted does not stack, but overlaps with, any previous spell resistance.


Hellball

Base Spellcraft Rank: 28

Cost: 4.2 mil

Seed(s): Energy, Destroy

School: Evocation [Acid, Fire, Electricity, Sonic]

Range: Medium

Target: Colossal

Duration: Instantaneous

Saving Throw: Reflex Half


A sun-bright, fist-sized globe of strobing energy streaks forth and blossoms into an effect described by the rare survivor as “hell on earth.” The explosion is a massive blast of energy that detonates with a thunderous roar. It deals 14d6 points of acid damage, 14d6 points of fire damage, 14d6 points of electricity damage, and 14d6 points of sonic damage to all creatures within the area in addition to knocking them down. Unattended objects also take this damage. The raw elemental destruction of this spell even bypasses most of protection from elemental resisting spells.


Herculean Alliance

Base Spellcraft Rank: 29

Cost: 4.3 mil

Seed(s): Fortify, Transform

School: Transmutation

Range: Self

Target: Gargantuan

Duration: Permanent, 1/2 CL

Saving Throw: Harmless


After much research and toil, the labor of your endeavors has paid off in revealing the secrets of Hercules himself. His attributes have been granted unto you and your allies: Pure strength, quickness and agility, his sheer endurance for pain, and his divine grace in the form of all abilities enhanced by +12 until death for the caster and a number of hours equal to half caster level for their allies.


Herculean Empowerment

Base Spellcraft Rank: 25

Cost: 3.7 mil

Seed(s): Fortify

School: Transmutation

Range: Self

Target: Creature touched

Duration: 1 Hour / Caster level

Saving Throw: Harmless


After much research and toil, the labor of your endeavors has paid off in revealing the secrets of Hercules himself. His attributes have been granted unto you: Pure strength, quickness and agility, his sheer endurance for pain, and his divine grace in the form of all abilities enhanced by +12.


Impenetrability

Base Spellcraft Rank: 27

Cost: 4 mil

Seed(s): Ward

School: Abjuration

Range: Self

Target: Self

Duration: 20 Hours

Saving Throw: Harmless


The caster becomes nearly impervious to all piercing damage, effectively negating 30 physical damage from spears, arrows, bolts, and the like.


Leech Field

Base Spellcraft Rank: 26

Cost: 3.9 mil

Seed(s): Heal, Afflict

School: Necromancy (Healing) [Negative]

Range: Long

Target: 40-ft.-radius spread

Duration: 1 Round / Caster level

Saving Throw: Will Negates


Leech Field saturates all creatures in the area with 4d6 points of negative energy damage per round, and transfers any lost hit points over to the caster, effectively granting them a temporary hit point increase. Undead are affected in the reverse, as the negative energy heals them each round.


Magma Burst

Base Spellcraft Rank: 28

Cost: 4.2 mil

Seed(s): Energy, Transform

School: Evocation [Fire, Petrification]

Range: Long

Area: Special

Duration: 1 Round / 5 Caster levels

Saving Throw: Reflex and Fortitude; see text


With the casting of Magma Burst, the caster calls forth a small volcanic eruption at the location of the target. This eruption initially deals 40d10 points of fire damage at its center, then 25d10 in the surrounding 45 meters as fire rains down, and subsequently 10d8 per round within the remaining flow of magma. If a creature within the magma remains for a cumulative 5 rounds, then it must make a Fortitude save or be incased in stone as the magma cools around the creature's body.


Manifest Entity

Base Spellcraft Rank: 24

Cost: 3.6 mil

Seed(s): Summon

School: Conjuration (Summoning)

Range: Small

Target: Self

Duration: 24 Hours

Saving Throw: None


This spell calls forth a powerful entity to faithfully serve the caster for the duration. The creature takes the form of whatever best represents the caster's desires. The entity automatically scales to the caster's level.


Momento Mori

Base Spellcraft Rank: 27

Cost: 4 mil

Seed(s): Slay, Destroy

School: Necromancy [Death]

Range: Medium

Target: Single

Duration: Instantaneous

Saving Throw: Fortitude


Your passing thought connotes death for the target. You will the target dead without a word or gesture (thus requiring no components and leaving no obvious evidence of your casting). Your bloodthirsty wish snuffs out the life force of a creature, killing it instantly. The subject is entitled to a Fortitude saving throw (30 + relevant ability modifier) to have a chance of surviving the attack.


Mummy Dust

Base Spellcraft Rank: 24

Cost: 3.6 mil

Seed(s): Animate Dead

School: Necromancy [Evil]

Range: Short

Target: Self

Duration: 24 Hours

Saving Throw: Harmless


With the casting of Mummy Dust, a large mummy warrior springs up from the dust adjacent to you. The mummy follows your commands according to its abilities until it is either destroyed or unsummoned. (Mummy Stats: https://i.imgur.com/1gsBX8H.png)


Nailed to the Sky

Base Spellcraft Rank: 27

Cost: 4 mil

Seed(s): Foresee, Transport

School: Transmutation [Teleportation]

Range: Medium

Target: Single

Duration: Instantaneous

Saving Throw: Will Negates


Your spell fixes the target to the sky indefinitely, where the target remains suspended, receiving 20d20 damage each round until either dead or a successful Will save is made (Once every 30 seconds).


Order Restored

Base Spellcraft Rank: 25

Cost: 3.7 mil

Seed(s): Compel

School: Evocation [Law]

Range: Colossal

Target: Self

Area: Colossal

Duration: Instantaneous

Saving Throw: Will Negates, Special; see text


Laws are in place for a reason. Society, and life in general, would quickly crumble into anarchy were it not for the laws and the ones who uphold them and see to their maintenance. Chaos breeds quickly on the battlefield, where normally honorable soldiers sometimes begin losing their minds in the lust of the fight. This spell diffuses the spark, by forcing all chaotic creatures in the area to stand stunned for a time, while the lawful restores what should be. A word of caution to the caster of a chaotic influence: You may begin to notice a lessening of your anarchist tendencies with each casting of this spell.


Paragon's Wrath

Base Spellcraft Rank: 27

Cost: 4 mil

Seed(s): Transform, Conjure

School: Evocation

Range: Self

Target: Self

Duration: 1 Turn / Caster level

Saving Throw: Harmless


The caster temporarily becomes the living embodiment of perfect destruction. They gain greatly enhanced speed, +2 APR, +5 AB, and bonus damage equal to half their caster level.


Paths Become Known

Base Spellcraft Rank: 28

Cost: 4.2 mil

Seed(s): Foresee, Reveal

School: Divination

Range: Self

Target: Self

Duration: 24 Hours

Saving Throw: Harmless


With the casting of this spell, your surroundings become clear to you and all secrets are revealed. You confer the ability to see all things as they actually are. The subject sees through normal and magical darkness, notices secret doors hidden by magic or otherwise, sees the exact locations of creatures or objects under blur or displacement effects, sees invisible creatures or objects normally, sees through illusions, and sees the true form of polymorphed, changed, or transmuted things. Further, the subject can focus its vision to see into the Ethereal Plane. The caster may also see all magical auras and receive a Spot and Search skill increase by 50 for the duration.


Pestilence

Base Spellcraft Rank: 25

Cost: 3.7 mil

Seed(s): Afflict

School: Necromancy

Range: Self

Target: 75-ft.-radius

Duration: Instantaneous

Saving Throw: Fortitude Negates


When Pestilence is cast, a wave of illness radiates outward from the caster, instantly infecting every living enemy in the area with the debilitating disease known as pestilent doom. Inflicted creatures suffer a permanent loss of 4d6 to their constitution.


Planar Cell

Base Spellcraft Rank: 26

Cost: 3.9 mil

Seed(s): Transport

School: Transmutation [Teleportation]

Range: Short

Target: Single

Duration: Instantaneous

Saving Throw: Will Negates


You imprison a creature in an extra-planar prison, which you control and have access to. You must have previously made preparations for a prison beforehand (target the ground with a casting to designate the cell's location), or else the spell will fail. Once you have your planar prison prepared, you can begin sending prisoners to it. What you do with the prisoners thereafter is up to you; interrogation, slavery, food, etc. Subjects of this spell must make a Will saving throw to avoid imprisonment. If they fail, they instantly teleport to your planar prison. To discard the cell's location, target yourself with a casting of the spell. This will allow you to designate a new cell at a later time.


Rain of Fire

Base Spellcraft Rank: 26

Cost: 3.9 mil

Seed(s): Energy

School: Evocation [Fire]

Range: 75-ft.-radius

Target: Self

Duration: 1 Hour

Saving Throw: None


This spell summons a thunderstorm that rains fire rather than raindrops down on everything within the affected area. Everything unprotected from the flaming deluge takes 5d6 points of fire damage each round. The fiery storm is stationary and persists even if the caster leaves.


Rapture of the Father

Base Spellcraft Rank: 31

Cost: 4.6 mil

Seed(s): Slay, Destroy, Energy

School: Necromancy [Death], Evocation [Divine]

Range: 75-ft.-radius

Target: Self

Duration: Instantaneous, Special; see text

Saving Throw: Fortitude and Reflex ; see text


The caster targets all living enemies in a 75-foot radius to completely rip out their souls. One by one, each target that fails a fortitude save becomes paralyzed until they succumb to their end. As the last victim's soul is absorbed, the spell then reigns destruction down on the survivors, dealing 50 damage per soul, up to 500.


Ruin

Base Spellcraft Rank: 24

Cost: 3.6 mil

Seed(s): Destroy

School: Transmutation

Range: Long

Target: Single

Duration: Instantaneous

Saving Throw: Fortitude Half


The character deals 25% of the max hit points (min 100) to a single target within range and line of sight. If the target is reduced to -10 hit points or less (or a construct, object, or undead is reduced to 0 hit points), it is utterly destroyed as if disintegrated. Only a trace of fine dust remains.


Spell Worm

Base Spellcraft Rank: 25

Cost: 3.7 mil

Seed(s): Comple, Dispel

School: Enchantment (Compulsion) [Mind-Affecting]

Range: Short

Target: Single

Duration: 20 hours or until completed

Saving Throw: Will Negates


You infect the subject with a compulsive urge that uses up his/her spells for the day. On a failed Will save, the subject then abandons his/her highest-available-level spell. Every round, the subject abandons another spell or spell slot, moving to lower-level spells once the higher-level spells are gone. The subject doesn’t realize the spells are gone until he/she attempts to cast them and finds them unavailable.


Storm Mantle

Base Spellcraft Rank: 25

Cost: 3.7 mil

Seed(s): Ward

School: Abjuration

Range: Self

Target: 20' radius

Duration: 2 hours

Saving Throw: Harmless


You cast forth a field of minor storms that create barriers around the caster and all allies within a 20’ radius that absorbs all incoming spells. The barriers can absorb 30 spell levels each before collapsing.


Superb Dispelling

Base Spellcraft Rank: 29

Cost: 4.3 mil

Seed(s): Dispel

School: Abjuration

Range: Medium

Target: Single or Area

Duration: Instantaneous

Saving Throw: None


Because magic is powerful, so, too, is the ability to dispel magic. You can use Superb Dispelling to end ongoing spells that have been cast on a creature or object, or to end ongoing spells within an area. One object, creature, or affected area is the target of the spell. You make a dispel check against the spell currently in effect on the target. A dispel check is 20 + d20 + 1 per caster level against a Base Spellcraft Rank of 11 + the spell’s caster level. If successful, the target's effects are dispelled.


Tolodine's Killing Wind

Base Spellcraft Rank: 28

Cost: 4.2 mil

Seed(s): Afflict, Energy

School: Conjuration

Range: Area

Target: Self

Duration: 1 minute

Saving Throw: Fortitude Half


Tolodine's killing wind was designed to kill large numbers of creatures, and it worked well; wiping out whole tribes in a single cast. The original spell by Tolodine himself covered many miles and lasted many hours. The rumor that Tolodine was headed toward your city put a sheer chill up your spine. It was said he walked solo to the battlefield and left solo. Fortunately, the epic vastness of its reaches was lost many ages ago, but the form we have now is still a vast power to be reckoned with. Creatures caught within the massive cloud were entitled to a saving throw vs fortitude once a round against scaling blight damage.


Unimpinged

Base Spellcraft Rank: 27

Cost: 4 mil

Seed(s): Ward

School: Abjuration

Range: Self

Target: Self

Duration: 20 Hours

Saving Throw: Harmless


The caster becomes nearly impervious to all bludgeoning damage, effectively negating 30 physical damage from clubs, maces, hammers, and the like.


Unseen Wanderer

Base Spellcraft Rank: 24

Cost: 3.6 mil

Seed(s): Conceal

School: Illusion

Range: Self

Target: Self

Duration: Permanent

Saving Throw: Harmless


To wander unseen, unnoticed – that is the desire of all who dislike unwanted attention. With the casting of this spell, the subject gains the permanent ability to willfully turn either invisible or visible on a whim. This ability can be used as often as desired and never requires anything more than a thought to activate. While wandering unseen, the caster gains invisibility, +30 Hide, 65% concealment, and Sanctuary. Wander Unseen has a 3-round cooldown to reactivate.