Epic Spells: Difference between revisions
(Created page with "In SPL, the epic spell system has been expanded significantly to better portray the diversity of magic above the 9th circle and give casters something to work towards in their...") |
No edit summary |
||
Line 1: | Line 1: | ||
On SPL, the epic spell system has been expanded significantly to better portray the diversity of magic above the 9th circle and give casters something to work towards in their epic levels. | |||
Epic Spells are no longer obtained by taking the corresponding feat from the epic feat selection and instead are gained through Epic Spell Tomes. For a character to learn an epic spell they must have at least 21 base caster levels (Practiced Spellcaster does not count for this!) and they must meet a Spellcraft Requirement based on the character's unmodified spellcraft. | |||
Epic Spell Tomes are generally obtained in two different ways - a completed artifact (pieces 1/4, 2/4, 3/4, and 4/4) may be exchanged or a character may undertake a personalized DM quest to obtain the Spell Tome. Additionally, all Epic Spells need 'Spell Seeds' to be learned - if an artifact is exchanged then any required Seeds are automatically granted as well; if the Tome is obtained through DM questing, it is possible additional questing may be required for the Seeds. | |||
Below is a list of the Epic Spells that can be obtained in SPL. | Below is a list of the Epic Spells that can be obtained in SPL. |
Revision as of 04:13, 23 December 2022
On SPL, the epic spell system has been expanded significantly to better portray the diversity of magic above the 9th circle and give casters something to work towards in their epic levels.
Epic Spells are no longer obtained by taking the corresponding feat from the epic feat selection and instead are gained through Epic Spell Tomes. For a character to learn an epic spell they must have at least 21 base caster levels (Practiced Spellcaster does not count for this!) and they must meet a Spellcraft Requirement based on the character's unmodified spellcraft.
Epic Spell Tomes are generally obtained in two different ways - a completed artifact (pieces 1/4, 2/4, 3/4, and 4/4) may be exchanged or a character may undertake a personalized DM quest to obtain the Spell Tome. Additionally, all Epic Spells need 'Spell Seeds' to be learned - if an artifact is exchanged then any required Seeds are automatically granted as well; if the Tome is obtained through DM questing, it is possible additional questing may be required for the Seeds.
Below is a list of the Epic Spells that can be obtained in SPL.
Achilles Heel
Base Spellcraft Rank: 24
Cost: 3.6 Million Gold
Seed(s): Afflict, Ward
School: Abjuration
Components: V,S
Range: Touch
Target: Self
Duration: 20 Rounds
Saving Throw: Harmless
Spell Resistance: Harmless
The bane of all casters and their ilk is held within this single 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 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 the form of constitution in exchange for spell immunity while the spell is in effect. IE: Your constitution is dropped to 3.
All Hope Lost
Base Spellcraft Rank: 26
Cost: 3.9 Million Gold
Seed(s): Compel
School: Enchantment [Mind-Affecting]
Components: V,S
Range: Personal
Target: Self
Area: Colossal
Duration: Permanent
Saving Throw: Will Negates
Spell Resistance: No
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 Million Gold
Seed(s): Heal, Foresee
School: Divination [Foresight]
Components: V,S
Range: Personal
Target: One allied creature
Duration: 20 hours, or until death du to martyrdom
Saving Throw: No
Spell Resistance: 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 Million Gold
Seed(s): Compel
School: Enchantment [Mind-Affecting]
Components: V,S
Range: Personal
Target: Self
Area: Colossal
Duration: Special
Saving Throw: Will Negates
Spell Resistance: No
The call of chaos affects the morals, sense of justice, and order in 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 Million Gold
Seed(s): Energy, Animate Dead
School: Evocation [Cold]
Components: V,S
Range: Long
Area: Colossal
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: No
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 Million Gold
Seed(s): Energy, Animate Dead
School: Evocation [Cold]
Components: V,S
Range: Long
Area: Colossal
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: No
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 Million Gold
Seed(s): Life, Heal, Ward
School: Necromancy
Components: V,S
Range: Personal
Duration: Instantaneous
Saving Throw: Harmless
Spell Resistance: 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 a casting of this powerful spell, you will restore all deceased allies to full life and vigor. In addition, yourself 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 Million Gold
Seed(s): Transform, Fortify
School: Transmutation
Components: V,S
Range: Medium
Area: Colossal
Duration: Instantaneous
Saving Throw: Fortitude Negates
Spell Resistance: No
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: 25
Cost: 3.7 Million Gold
Seed(s): Fortify
School: Transmutation
Components: V,S
Range: Touch
Target: One Creature
Duration: 20 Hours
Saving Throw: Harmless
Spell Resistance: Harmless
Champions come in many forms, but what are qualities of champions? Vigilance and clarity, certainly. Unwavering commitment to the task, as well. With a 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 Resurrection
Base Spellcraft Rank: 26
Cost: 3.9 Million Gold
Seed(s): Life, Ward
School: Conjuration (Healing)
Components: V,S
Range: Touch
Target: You, or creature touched
Duration: Contingent until expended, then instantaneous
Saving Throw: Harmless
Spell Resistance: Harmless
Contingent Resurrection returns the subject to life if he or she is slain. Once cast, the spell remains quiescent and does not activate until the trigger condition is met, which in this case is the subject’s death. If the subject is killed, he or she is instantaneously restored to full health and greatly empowered for the following five minutes.
Contingent Reunion
Base Spellcraft Rank: 25
Cost: 3.7 Million Gold
Seed(s): Transport, Foresee
School: Transmutation [Teleportation]
Components: V,S
Range: Short
Target: One Object, location or creature.
Duration: Contingent until expended, then instantaneous
Saving Throw: Harmless
Spell Resistance: Harmless
Contingent Reunion teleports you to any target when certain conditions arise. Once cast, the spell remains quiescent until triggered, at which point you will instantaneously teleport directly to the location of your target, wherever it may be. You may decide on a variety of trigger conditions, varying from you or your target’s death, poisoning, incapacitation, wounded level, etc. Your choices of targets include nearly anything: A spot on the ground, a fellow adventurer, a door, a rock, a tree, etc. While the spell remains quiescent, you lose access to one epic spell slot per day. Once the spell triggers, you regain the reserved spell slot. In addition, you may willfully dispel the contingency to regain the spell slot, at any time before the contingency triggers.
Damnation
Base Spellcraft Rank: 28
Cost: 4.2 Million Gold
Seed(s): Transport, Compel
School: Transmutation [Teleportation]
Components: V,S
Range: Touch
Target: One Creature
Duration: Instantaneous
Saving Throw: Will Negates
Spell Resistance: No
The character sends his or her foe to hell. If the character 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.