On Cormyr and the Dalelands, epic spells are learned via a payment and research process rather than by taking feats on levels. All epic spells require an unspent epic spell slot for casting and a Spellcraft DC to be beat to be successfully cast.
Epic Spell Slots
The number of epic spell slots available per rest is determined by your base Knowledge skill ranks related to your class, plus your primary casting ability modifier, divided by ten:
Class | Epic Spell Slot Formula |
Cleric | 1 + ((Knowledge: Religion + Wisdom Modifier) / 10)) |
Druid | 1 + ((Knowledge: Nature + Wisdom Modifier) / 10)) |
Favored Soul | 1 + ((Knowledge: Religion + Charisma Modifier) / 10)) |
Sorcerer | 1 + ((Knowledge: Arcana + Charisma Modifier) / 10)) |
Wizard | 1 + ((Knowledge: Arcana + Intelligence Modifier) / 10) |
Spellcraft DC
Each time your character attempts to cast an epic spell, they must succeed a spellcraft skill check in order to successfully cast the spell. While there is no auto-fail on the roll of a one, failure does result in the loss of that epic spell slot until you rest again.
For classes whose primary casting ability isn't intelligence, this spellcraft skill roll is modified to subtract your intelligence modifier and instead add your primary casting ability modifier to the roll.
Class | Adjusted Spellcraft Formula |
Cleric | Spellcraft - Intelligence Modifier + Wisdom Modifier |
Druid | Spellcraft - Intelligence Modifier + Wisdom Modifier |
Favored Soul | Spellcraft - Intelligence Modifier + Charisma Modifier |
Sorcerer | Spellcraft - Intelligence Modifier + Charisma Modifier |
Wizard | Vanilla spellcraft skill roll |
Epic Spell Saving Throw DCs
All epic spell saving throw DC's unless otherwise noted are 20 + ability modifier + feat modifier + miscellaneous modifier.
Casting the Epic Spells
Epic spells will be found under the spell wheel, on the right side normally. However for ECL (Exotic Level Adjustment) characters that are getting their epic spells prior to hitting 21+ from raw hit dice, the epic spells will instead be found under their class ability wheel.
Requesting Epic Spells
More details on how to request and research epic spells can be found in Epic Spell Requests.
Classes: Cleric/Druid/Favored Soul
School: Conjuration (Healing)
Descriptor(s):
Seeds: Life, Heal, Ward
Spellcraft DC: 72
Components: Verbal, Somatic
Range: Medium (10 meters)
Target: Caster
Duration: Instantaneous
Save: None (harmless)
Spell Resistance: No
Research Costs
Gold: 648,000
Time: 13 Days
XP: 5,184
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, any allies (including yourself), that may have sustained injuries are healed to complete health.
You do not have to be in the vicinity of your allies for them to receive the benefits of this spell. However, while all allies are either healed or resurrected, this spell does not save them from whatever situation might have caused their demise; Fallen allies are raised where they fell, the injured are healed where they stand.
Notes:
Resurrects and fully heals all PCs, including hostile PCs, within the spell's range. NPCs are not resurrected or healed.
School: Transmutation
Descriptor(s):
Seeds: Transform
Spellcraft DC: 75
Components: Verbal, Somatic
Range: Medium (10 meters)
Area of effect: Colossal (10 meter radius)
Duration: Permanent
Save: Fortitude
Spell Resistance: Yes
Research Costs
Gold: 675,000
Time: 14 Days
XP: 5,400
With the casting of this spell, all creatures caught within the targeted area must make a fortitude save or turn to stone.
Notes:
This spell will target any creature not in the PC's party, and may be treated as a hostile spell by otherwise friendly or neutral NPCs.
School: Transmutation
Descriptors:
Spellcraft DC: 70
Components: Verbal, Somatic
Range: Touch
Area of Effect: Large (5 meter radius)
Duration: 24 hours
Save: None (harmless)
Spell Resistance: No
Research Costs
Gold: 630,000
Time: 13 Days
XP: 5,040
Champions' Valor grants a massive boost to the physical attributes of the caster and their allies, providing them with +12 strength, dexterity, and constitution.
Classes: Wizard/Sorcerer
School: Transmutation
Descriptor(s):
Seeds: Fortify
Spellcraft DC: 57
Components: Verbal, Somatic
Range: Personal
Target: Caster
Duration: (Caster Level / 2) - 10 turns
Save: None (harmless)
Spell Resistance: No
Research Costs
Gold: 513,000
Time: 11 Days
XP: 4104
Battles require prowess and accuracy of motion, in addition to the strategy and numbers and morale. With the +20 attack bonus to attack rolls 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.
Notes:
There is a minimum duration of 5 turns, and maximum duration of 10 turns.
The +20 attack bonus provided by this spell counts towards the +20 attack bonus cap.
School: Conjuration (Summoning)
Descriptor(s):
Seeds: Summon
Spellcraft DC: 76
Components: Verbal, Somatic
Range: Short (8 meters)
Area of effect: Point
Duration: 8 Hours
Save: None (harmless)
Spell Resistance: No
Research Costs
Gold: 684,000
Time: 14 Days
XP: 5,472
This spell summons an adult 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.
Notes:
By default, the dragon summoned will be a True Neutral amethyst dragon. You can set what type of dragon you want to summon with the following command: /dragontypeYour choice of summon will depend upon your alignment, one step only. Example: A Neutral Good summoner could only summon LG, CG or TN summons.
Sets the type of dragon you summon via Epic Spell Dragon Knight. Amethyst is the default if this is not set. This setting persists to your runestone.
Dragon Types | Summonable by Alignment |
Bronze | All but Evil or Chaotic |
Sapphire | All but Chaotic |
Blue | All but Good or Chaotic |
Copper | All but Lawful or Evil |
Crystal | All but Lawful |
Black | All but Good or Lawful |
Amethyst | All |
Gold | All but Evil or Chaotic |
Silver | All but Evil or Chaotic |
Brass | All but Evil or Lawful |
Red | All but Good or Lawful |
Green | All but Good or Chaotic |
White | All but Good or Lawful |
Examples:/dragontype Lawful Good
/dragontype LG
/dragontype Bronze Dragon
School: Conjuration (Creation)
Descriptor(s): Force
Seeds: Armor
Spellcraft DC: 63
Components: Verbal, Somatic
Range: Personal
Target: Caster
Duration: 24 Hours
Save: None (harmless)
Spell Resistance: No
Research Costs
Gold: 567,000
Time: 12 Days
XP: 4,536
An invisible but tangible field surrounds the subject, providing a bonus to Armor Class.
Notes:
The amount of AC gained scales based on the base AC of the armor you're wearing and your base casting ability modifier.
Base Armor AC | Epic Mage Armor AC Bonus | Base casting ability modifier |
0 | +9 | +1 per mod (max of 7) |
1 | +8 | +1 per mod (max of 7) |
2 | +7 | +1 per mod (max of 7) |
3 | +6 | +1 per mod (max of 7) |
4 | +5 | +1 per mod (max of 7) |
5 | +4 | +1 per mod (max of 7) |
6 | +4 | +1 per mod (max of 7) |
7 | +4 | +1 per mod (max of 7) |
8 | +4 | +1 per mod (max of 7) |
11 | +4 | +1 per mod (max of 7) |
NOTE: Mystic theurge level 10+ always gets the max AC for their armor type.
School: Transmutation
Descriptor(s):
Seeds: Destroy
Spellcraft DC: 59
Components: Verbal, Somatic
Range: Long (40 meters)
Target: One creature
Duration: Instantaneous
Save: Fortitude 1/2 (see text)
Spell Resistance: Yes
Research Costs
Gold: 531,000
Time: 11 Days
XP: 4,284
You deal 50d8 positive energy damage to the single target within range and line of sight.
Notes:
Only PC targets get a saving throw; NPC targets don't.
This spell benefits from the scaling caster damage bonus, and Archmages benefits further from their Spell Damage class bonuses.
Classes: Cleric/Druid/Favored Soul
School: Transmutation
Descriptor(s):
Seeds: Fortify
Spellcraft DC: 67
Components: Verbal, Somatic
Range: Touch
Area of effect: Colossal (10 meters)
Duration: 20 Hours
Save: None (harmless)
Spell Resistance: No
Research Costs
Gold: 603,000
Time: 13 Days
XP: 4,824
You grant all allies within range 40 spell resistance until the duration expires. The spell resistance granted does not stack, but overlaps with any previous spell resistance.
Classes: Wizard/Sorcerer
School: Transmutation (Time)
Descriptor(s):
Seeds: Time
Spellcraft DC: 65
Components: Verbal, Somatic
Range: Personal
Area of effect: Area wide
Duration: 4 Rounds
Save: None
Spell Resistance: No
Research Costs
Gold: 585,000
Time: 12 Days
XP: 4,680
You stop the flow of time for everything in the world except for yourself. While everything around you becomes suspended in time, you may act freely, casting spells, moving, etc. When the duration expires, regular time flow resumes.
Notes:
Both Timestop and Greater Timestop share a 60 second cooldown per caster.
Due to the way timestops are implemented on the server to only be area wide rather than server wide, time is not actually "stopped". Spell durations should however be extended for the duration of the timestop, while ticking damage, auras etc will hold during the timestop and resume after it ends.
Classes: Wizard/Sorcerer
School: Evocation
Descriptor(s): Acid, Fire, Electricity, Sonic
Seeds: Energy
Spellcraft DC: 102
Components: Verbal, Somatic
Range: Medium (10 meters)
Area of effect: 20 meters
Duration: Instantaneous
Save: None
Spell Resistance: Yes
Research Costs
Gold: 918,000
Time: 19 Days
XP: 7,344
A hellball is a massive blast of energy that detonates with a thunderous roar. It deals 15d6 points of acid damage, 15d6 points of fire damage, 15d6 points of electricity damage, 15d6 points of sonic damage, and 15d6 points of cold damage. Unattended objects also take this damage.
Notes:
This spell benefits from the scaling caster damage bonus, and archmages benefits further from their spell damage class bonuses. These bonuses are rolled and applied to each damage type.Hellball does not knockdown creatures.
School: Enchantment
Descriptors:
Spellcraft DC: 80
Components: Verbal, Somatic
Range: Touch
Area of Effect: Colossal (10 meters)
Duration: 24 hours
Save: None (harmless)
Spell Resistance: No
Research Costs
Gold: 720,000
Time: 15 Days
XP: 5,760
Heroic Alliance elicits a surge of heroic emotions to the caster and their allies, imbuing them with +3 attack bonus, +3 physical damage, and a bonus of the target's own ECL * 8 temporary hit points.
School: Transmutation
Descriptor(s):
Seeds: Transform
Spellcraft DC: 75
Components: Verbal, Somatic
Range: Medium (10 meters)
Area of effect: Colossal (10 meters)
Duration: 20 Hours
Save: Fortitude
Spell Resistance: Yes
Research Costs
Gold: 675,000
Time: 14 Days
XP: 5,400
Culled from the repertoire of a legendary wizard, this epic spell turns all Medium-size or smaller creatures in the area into penguins. The transformed creatures retain their mental faculties, including personality, intelligence, wisdom, and charisma scores, level and class, hit points, alignment, base attack bonus, base save bonuses, extraordinary abilities, and spell-like abilities. They assume the physical characteristics of penguins.
Notes:
This spell will target any creature not in the PC's party, and may be treated as a hostile spell by otherwise friendly or neutral NPCs.
As implemented, this will target any creature regardless of size category. Affected creatures will be polymorphed into a penguin and will temporarily lose their racial creature skin until the polymorph ends.
NPCs will also be stunned in addition to the polymorph effect.
Constructs, incorporeal creatures, and many dungeon bosses are immune to this spell.
Short of the duration expiring, the polymorph on PCs can only be removed by resting or by dying.
School: Necromancy
Descriptor(s): Death
Seeds: Slay
Spellcraft DC: 85
Components: None
Range: Medium (10 meters)
Target: One living creature
Duration: Instantaneous
Save: Fortitude partial (see text)
Spell Resistance: Yes
Research Costs
Gold: 765,000
Time: 16 Days
XP: 6,120
Your passing thought connotes death for the target. You will the target dead without a word or gesture. Your bloodthirsty wish snuffs out the life force of a creature of less than 50 hit dice, killing it instantly. The subject is entitled to a fortitude saving throw (DC 30 + relevant ability modifier) to have a chance of surviving the attack. If the save is successful, the target instead takes 3d6 + 20 points of negative energy damage.
Notes:
Unlike other epic spells, Memento Mori has a saving throw DC of 30 + ability modifier + feat modifier + miscellaneous modifier.
School: Necromancy [Evil]
Descriptor(s): Evil
Seeds: Animate Dead
Spellcraft DC: 76
Components: Verbal, Somatic
Range: Short
Are of effect: A summoned mummy warrior
Duration: 8 Hours
Save: None
Spell Resistance: No
Research Costs
Gold: 684,000
Time: 14 Days
XP: 5,472
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.
School: Abjuration
Descriptor(s):
Seeds: Dispel
Spellcraft DC: 69
Components: Verbal, Somatic
Range: Medium (20 meters)
Are of effect: colossal (10 meter radius) or single creature
Duration: Instantaneous
Save: None
Spell Resistance: No
Research Costs
Gold: 621,000
Time: 13 Days
XP: 4,968
As greater dispelling, except that the maximum bonus on the dispel check is +55 and epic spells on affected creatures are also subject to dispel.
Classes: Cleric/Druid/Favored Soul
School: Conjuration
Seeds: Creation
Spellcraft DC: 102
Components: Verbal, Somatic
Range: Medium
Are of effect: super-colossal (20 meter radius)
Duration: Special
Save: None
Spell Resistance: No
Research Costs
Gold: 918,000
Time: 19 Days
XP: 7344
This spell creates a tsunami of grass, shrubs, and trees that overgrows the area like a tidal wave. The plant growth creeps and curls across everything in the area, ensnaring it and coiling around it as if it had been growing there for a century or more. Creatures in the area take 30d6 points of bludgeoning damage from the crushing press, along with 15d6 piercing and 15d6 slashing damage from the vines (this physical damage is treated as if dealt by a +7 magic weapon for resistance purposes). All creatures in the area are left entangled for 3 rounds. Players are allowed a reflex save against the entanglement effect.
RP only: Buildings are engulfed and they take 60d6 points of damage. Those destroyed by the damage have their foundations uprooted and walls crumbled.
The following epic spells have been approved for research but are not mechanically implemented. The use of any custom epic spell in DM events is subject to approval by the DM running the event. Even if you have a spell researched, a DM must give approval for the spell to be used in the event. The caster must expend a spell slot for each custom epic spell cast during an event.
Spellcraft DC: 92
Enchantment
Casting time: 1 standard action
Components: V, M
Target: 40 foot radius
Duration: Concentration
Saving throw: Will
Spell Resistance: Yes
Research costs:
828,000 GP
17 days
6,624 XP
The spell creates a lingering magical effect on the area which triggers when a condition set on casting is met, and compels all targets in an area to follow a course of activity. The spell compels any creature in the area to act in a way specified at the time of the casting. This may be any acting including asking the creature to do an obviously harmful act. The compelled course of activity can continue for the entire duration. If the compelled activity can be completed in a shorter time, the spell ends when the subject(s) finishes what he or she was asked to do. The caster can instead specify conditions that will trigger a special activity during the duration. If the condition is not met before the spell using this seed expires, the activity is not performed. The DC for this spell is increased by +10 from the base DC.
Spellcraft DC: 98
Necromancy/Alteration/Abjuration
Components: F,S,M
Casting Time: 1 day
Range: Touch
Target: Touched creature
Duration: Permanent* (See Below)
Saving Throw: Will (if resisted)
Spell Resistance: Yes
Research Costs:
882,000 GP
7056 XP
18 days
Description:
Manshoon of the Zhentarim was notorious for his use of clones kept in stasis as a contingency against his death, having developed his own version of the common 'clone' spell that bypassed most of the drawbacks of that spell. The secrets of how he did it remain carefully guarded, however, a few enterprising mages have managed to come up with a similar spell, albeit one that requires significantly more power and prowess to achieve similar ends.
Effects:
This spell creates an inert "clone" of the target, which is identical to the original in every physical aspect. This clone is immediately placed in a magical stasis by the spell, contingent to end upon the death of the original, at which point the original's soul will awaken in the clone body, rather than passing into the afterlife.
Upon creation, clones remained in magical stasis and did not age, decay or require any of the necessities of living beings. They could be stored as if they were inanimate objects, posed or dressed as if they were lifeless bodies, and were susceptible to destruction by mundane or magical means.
The clone's stasis is only lifted upon the death of the original being. However, if multiple stasis clones of the same person exist at the same time, the soul of the original being traveled into the most-recently created copy and would move onto the next upon its death. It is not known whether this version of the spell suffers from the potential flaw of Manshoon's version, whereby multiple clones can awaken at once.
In CD/Game terms, this spell is an RP spell that is triggered upon storyline death, causing the character to immediately revive (bereft, however temporarily) of items, and suffering from the standard level-loss associated with revival from storyline deaths. It is not possible to decline this revival once the clone is in place - only destroying the clone(s) will cause the character to not immediately revive as one after storyline death. It offers no protection against effects that target or entrap the soul.
Note that this only applies to standard storyline deaths - it is not a 'get out of consequences free' card. As such, it in no way protects characters from Admin adjudicated permadeath. Elminster can and will hunt down all your clones if we need him to, just like threatened to do with Manshoon.
Casting
This spell required a piece of bone, lock hair, scrap of tissue or six drops of blood from the being that was to be cloned. In order for the stasis to eventually lift, it is required that the original target physically touch the clone some time between its creation and awakening.
Transmutation
Spellcraft DC: 62
Components: V, S, F (a portal key to be added, if necessary)
Casting Time: 1 minute
Range: Close (25 ft. + 5 ft./2 levels)
Target: One portal
Duration: One hour/level; 8 hours/level for portal alarm
Saving Throw: Will negates (for some effects)
Spell Resistance: No
Research Costs:
765,000 GP
6360 XP
16 days
Croy's Threshold Reformation allows the caster to temporarily manipulate some of the fundamental characteristics of a portal. You may choose one of these effects per casting of the spell, and only one may be active on a portal at a given time.
Spellcraft DC: 62
Abjuration
Casting Time: 10 minutes
Components: V, S
Special Requirements: 10d6 backlash damage
Target: One Item within 25 ft + 5 ft per two caster levels
Duration: 10 minutes per caster level
Saving throw: Special
Spell Resistance: No
Research Costs:
558,000 gp
11 days
4,464 xp
The Spell suppresses an artifact's power making it dormant and safe for transport and storage. Some Artifacts are intelligent or have souls bound in them, the spell will attempt to suppress or separate the soul depending on the situation. If the artifact is currently not held or equipped, the spell attempts to suppress the soul putting it in a sort of stasis.
If it is in use and bound with another the spell will attempt to separate the two souls, placing the artifact's back in it's artifact housing, and leaving the host body's soul in it body, to do this correctly the caster must succeed on a spell craft check to identify which soul goes where if the caster knows at least one of the two (use the same discretion as one would for scrying) the caster gets a +5 on this check.
With both of these options the artifact can make a will save to attempt to resist the effect. Suppressing such powerful objects causes a small pulse in the weave lashing out at the caster after they cast the spell dealing 10d6 magic damage to the caster.
Transmutation
Casting time: 1 minute
Range: Touch
Target: Creature Touched
Duration: Permanent
A special use of the fortify seed grants the target a permanent +1 year to each age category. Each of the following calculations are an "approximate" alteration for the character's target lifespan.
Fortify Life: Human to Half-elf life span
Spellcraft DC: 67
Research Costs:
603,000 Gold
4824 XP
13 Days
Fortify Life: Human to Elven (non-Sun Elf) life span
Spellcraft DC: 95
Special Requirements:
40d6 Backlash Damage
8 Spellcasters assisting (able to cast epic spells)
Casting Time: 5 minute ritual
Research Costs:
855,000 Gold
6840 XP
18 Days
Fortify Life: Half-elf to Elven (non-Sun Elf) lifespan
Spellcraft DC: 95
Special Requirements:
34d6 Backlash Damage
6 Spellcasters assisting (able to cast epic spells)
Research Costs:
855,000 Gold
6840 XP
18 Days
Classes: Cleric/Druid/Favored Soul
Conjuration
Spellcraft DC: 56
Components: V, S, M (requires a part of the body to be questioned)
Casting Time: 1 min
Saving Throw: Will negates
Spell Resistance: Yes
Range: Touch
Target: One departed soul
Duration: 20 rounds
Research Costs
504,000 GP
4032 XP
11 days
This spell functions as speak with dead except as noted:
The caster conjures the semblance of a spirit, consisting of a humanoid head and upper torso formed in a fashion thematically applicable to the deity empowering the spell, that knows what the target creature did in life. As a spirit, the damage to the body is irrelevant for the purposes of the spell's function. Answers are usually brief, cryptic, or repetitive. If the creature's alignment was different from yours, the corpse gets a Will save to resist the spell as if it were alive. This may affect a corpse that has been turned into an undead creature. One question may be asked per round.
Transmutation
Spellcraft DC: 23
Components: V, S
Range: Personal
Target: Self
Duration: Until cancelled by the caster
Research Costs
207,000 GP
1656 XP
5 days
This spell temporarily turns the caster into a normal human as per the Transform Seed. The caster retains all mental ability scores (INT, WIS, CHA), but loses all physical ability scores of their current race. The caster loses all other benefits and supernatural abilities of their current race (type change, spell-like abilities, natural armor, etc.) but retains their ECL.
Spellcraft DC: 82
Abjuration
Seed: Ward
Components: V, S
Special Requirements: 4 spellcasters assisting (able to cast epic spells); increase Spellcraft DC by 19 for each missing caster
Casting time: 11 minutes
Range: Self
Area of Effect: Circle, 310 ft radius
Duration: 24 hours
Research Costs:
846,000 GP
6,768 XP
17 days
Each round the caster and his allies absorb the first 25 points of slashing, piercing or bludgeoning damage. The area of effect moves with the caster and is centered around him.
Abjuration
Spellcraft DC: 82
Components: Verbal
Casting Time: Full round action.
Range: 75 ft
Target: One or more extraplanar creatures, none of which can be more than 30 feet apart.
Duration: Concentration
Saving Throw: None
Spell Resistance: Yes
Seeds: Banish (DC 27, primary seed), Slay (DC 25)
DC Factors: No somatic component (+2), Full round casting time (+9), HD cap +38 (+19)
Additional requirements: Native of the Prime Material plane.
A raging roar echoes from your throat, blazing through the planes. Your right to defend your home is indisputable. Rip the interlopers apart.
Severing Roar tears away the binding of extraplanars to the material, making it impossible for them to regain their strength so far away from home. This spell affects a number of creatures not native to the plane where it is cast, up to a total of 52 HD. While under the effects of the spell, they cannot regain hit points from any source, whether from natural regeneration or healing effects.
Spellcraft DC: 58
Abjuration
Components: F,S
Casting Time: 1 standard action
Range: Touch
Target: Touched creature or object, 60-ft radius emanation
Duration: 24 hours
Saving Throw: None
Spell Resistance: Yes
Research Costs:
522,000 GP
4176 XP
11 days
You hedge out a type of creature (Undead) from a specified area. This ward prevents bodily contact from any Undead creature. This causes natural weapon attacks to fail and creatures to recoil if any attacks require touching the warded creature. This protection ends if the warded creature makes an attack against or intentionally moves within 5 feet of an Undead. Spell Resistance can allow a creature to overcome this protection and touch the warded creature.
Spellcraft DC: 72
Abjuration
Components: F,S
Casting Time: 1 standard action
Range: Touch
Target: Touched creature or object, 60-ft radius emanation
Duration: 24 hours
Saving Throw: None
Spell Resistance: Yes
Research Costs:
648,000 GP
5184 XP
13 days
You hedge out a type of creature (Outsider, [Evil]) from a specified area. This ward prevents bodily contact from any Outsider with the Evil subtype. This causes natural weapon attacks to fail and creatures to recoil if any attacks require touching the warded creature. This protection ends if the warded creature makes an attack against or intentionally moves within 5 feet of an Evil Outsider. Spell Resistance can allow a creature to overcome this protection and touch the warded creature.