-Epic Spells 1-
Organized by category, then by Spellcraft DC (Highest to Lowest). Extend into second post if necessary.
DefensiveOffensive
Temporal Backlash
[spoiler]Transmutation
Spellcraft DC: 239
Components: V, S
Casting Time: 1 standard action
Area: 200-ft cone
Duration: Instantaneous
Saving Throw: Fortitude half
Spell Resistance: Yes
To Develop: 2,151,000 gp, 44 days, 86,040 XP Seeds: Destroy (DC 29) Factors: add 60 damage dice (+120), increase damage dice four steps (+40), decrease casting time to 1 standard action (+20), change from target to 40-ft cone (+10), increase area by 500% (+20)
The caster reaches into the fabric of space-time, pulling on this very medium of existence before releasing it in a great wave. Dissonance in the time stream deals 80d20 damage to the target. The damage is of no particular type or energy. Because spells also exist within space-time, Temporal Backlash affects even magical matter, energy fields, and force effects that are normally only affected by a disintegrate spell, automatically destroying them. Epic spells using the ward seed may also be destroyed, though the caster must succeed at an opposed caster level check against the other spellcaster to bring down the ward spell.[/spoiler]
Blast Wave
[spoiler]Transmutation
Spellcraft DC: 179
Components: V, S
Casting Time: 1 Standard Action
Range: 3,000 ft
Target: One Creature
Duration: Instantaneous
Saving Throw: Fortitude Partial
Spell Resistance: Yes
To Create: 1,611,000 gp, 64,440 xp, 33 days. Seeds: Destroy (29 DC), Slay (25 DC). Factors: Increase to 160 HD (+8 DC), Increase save DC by 20 (+40 DC), Increase damage by 40d6 (+80 DC), Decrease Casting Time to 1 Standard Action (+20 DC), Remove Death descriptor (ad hoc +6 DC). Mitigating Factors: Take 20d6 backlash damage (-20 DC), Decrease range by 75% (ad hoc -4), Consume random spell slot (ad hoc -5 DC)
You unleash a tremendous wave of destructive energy, reducing your foe to a fine mist. The target of this spell must make a Fortitude save (at a DC of 40+your Key Ability Modifier) or be slain outright by the incredible energy channeled by this spell if they have 160 HD or fewer. If their save is successful, or they possess a greater number of hit dice, they merely take 60d6 points of damage. The caster of the spell takes 20d6 points of backlash damage from the energy of the spell, however, and the strain on their mind causes them to lose one randomly determined prepared spell or spell slot from a level between 1 and 9.[/spoiler]
Utility
Heightened Awareness
[spoiler]Divination
Spellcraft DC: 250
Components: V, S
Casting Time: 100 days, 11 minutes
Range: Touch
Effect: Gain Information
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
To Develop: 2,250,000 gp, 45 days, 90,000 XP Seeds: Reveal (DC 19), Foresee (DC 17). Factors: Change Personal to Area (+15), Change Area to Touch (+4), Various Effect Information (ad hoc +20 DC), Eliminate 10% chance of failure (ad hoc +10 DC), Make Dismissable (+2 DC), Change Duration to Permanent (x5 DC), Change Duration to Instantaneous (x2 DC). Mitigating Factors: 100d6 Backlash Damage (-100 DC), Increase Casting Time by 10 Minutes (-20 DC), Increase Casting Time by 100 Days (-200 DC), 17 Additional Casters Each Contributing 9th level Spell Slots (-289 DC), 1 Additional Caster Contributing a 6th level Spell Slot (-11 DC)
The caster grants himself incredible perception of the world's workings on the subject. The caster is immediately notified whenever the subject is targeted or otherwise subjected to any effect. The caster knows what sort of save is allowed, if any, and the DC of the save to within 10, although the spell reports a specific value; the actual save can be anywhere from 10 points higher to 10 points lower than the reported value. The caster knows whether the effect allows spell resistance. The caster is informed of any checks the effect makes, such as caster level checks or rank checks. The caster gains no information about the source of the effect, and only a brief description of what the effect was intended to accomplish (such as "Move via extraplanar travel to another location" if the caster were the victim of a spell such as Baleful Transposition), although appropriate skill checks may be made to identify a specific effect. This spell grants no bonuses to any saves, checks, or other statistics involved with the effect; it merely gives the caster knowledge of the aforementioned aspects of the effect. If the subject is not the caster, only the caster receives this information. The caster can dismiss the spell at any time, although its effects are otherwise treated as instantaneous and thus cannot be dispelled or interfered with by any means. A caster casting an epic spell on the subject can hide the details that the spell reveals with a successful opposed caster level check, resulting in the caster of Heightened Awareness being aware only of the fact that such a spell was cast; the caster of Heightened Awareness is not aware of the specific results of the caster level check, only whether or not it succeeded or failed. Salient Divine Abilities bypass this spell, unless the caster of Heightened Awareness is also a deity. In this case, an opposed rank check is allowed; on a success, the caster is aware of the Ability as though the deity using that ability had succeeded on the caster level check for an epic spell. If the caster fails, then the caster is not aware of the ability at all. Note that artifacts, no matter how powerful, do not count as epic spells or salient divine abilities.[/spoiler]
Mental Ascension
[spoiler]Transmutation
Spellcraft DC: 226
Components: V, S
Casting Time: 1 Minute
Range: Personal
Target: You
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
To Create: 2,034,000 gp; 81360 xp; 41 days. Seeds: Transform (DC 21), Fortify (DC 17), Transport (DC 27). Factors: Untyped Ability Bonus (ad hoc +30 DC), Puzzle Solving (ad hoc +20 DC), Transport by Other Means (+4 DC), Ignore Transportation Barriers (ad hoc +10 DC), Instantaneous Duration (x2 DC). Mitigating Factors: Bonus Only to Checks (ad hoc -10 DC), Ability Drain (ad hoc -8 DC), Spell Discharges (ad hoc -4 DC), Personal Range (ad hoc -10 DC)
This spell raises your brain to unprecedented levels of sophistication. Upon casting this spell, you gain a +10 bonus to all Intelligence-based and Wisdom-based skill and ability checks. Furthermore, when presented with a puzzle or riddle, you have a 1% chance per caster level (to a maximum of 50%) of immediately divining the correct solution. Finally, you can exert the totality of your impressive mental faculties toward changing how the universe interacts with you. This manifests as an Extraordinary ability that allows you to traverse great distances in an instant. Mechanically, this is similar to the Greater Teleport spell, except that the caster need not be familiar with the destination (although if he is not, he must supply a direction and distance). This transportation effect, however, is not blocked by dimensional anchors, an absence of extraplanar links, or similar effects; because it involves bending the space the caster occupies, there is no need to exit the plane the caster is on, and as a result the spell ignores any known defenses. However, the force the brain must exert in doing so results in brain damage to the caster, effectively ending the effects of this spell and causing 4 points of ability drain to both Intelligence and Wisdom.[/spoiler]
Warp Space
[spoiler]Conjuration [Teleportation]
Spellcraft DC: 47
Components: V, S
Casting Time: 1 Standard Action
Range: Touch
Target: You and touched objects
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
To Create: 423000 gp; 16920 xp; 9 days. Seeds: Transport (DC 27). Factors: 1-action casting time (+20 DC), Transport by Other Means (+4 DC), Ignore Transportation Barriers (ad hoc +10 DC). Mitigating Factors: Damage on Miscast (ad hoc -4 DC), 10d6 backlash damage (-10 DC)
This spell bends the fabric of space around you, placing you in your desired location, before snapping back to its original arrangement; the only change when the spell is completed is that you are now at your intended destination instead of your location at the casting of this spell. Since this spell does not make use of interplanar travel, it cannot be disrupted by a Dimensional Lock spell or similar protections, nor are barriers of any sort between you and your destination a factor. In fact, there seems to be no known method of stopping the effect of this spell. However, if the user is unfamiliar with the destination, they must choose a direction and a distance to travel. If this movement places the creature inside an object, they are trapped and take 10d6 points of damage per round as their physical structure interferes with that of the surrounding material, although spells without verbal, somatic, or material components may still be cast (with an appropriate Concentration check for continuous damage). Unwise wizards have been found fossilized due to inaccurate uses of the spell. Incorporeal creatures are shunted to the nearest surface at a speed of 100 ft per round, taking 5d6 points of damage per round due to the natural instability of lurking so far from a surface, although if they survive they are expelled and take no further damage. Regardless of the result of the spell, the caster takes 10d6 points of backlash damage.[/spoiler]