Showing 229 of 229 Spells

Emotion: Hope Custom spell

Caster Level(s): Bard 4, Ranger 4, Wizard / Sorcerer 4 Innate Level: 4 School: Enchantment Component(s): Somatic Range: Personal Duration: 1 Turn / Level Save: None Spell Resistance: No This spell fills an area around the caster with hope. All friendly creatures in the area gain +2 to their saving throws, +2 to attack rolls, and +2 to damage rolls.
Classes
Bard 4 Ranger 4 Wiz/Sorc 4
Metamagic
Extend Quicken Silent Still

Energy Immunity Custom spell

Caster Level(s): Cleric 6, Druid 6, Wizard / Sorcerer 7 Innate Level: 6 School: Transmutation Component(s): Verbal, Somatic Range: Touch Area of Effect / Target: Single Duration: 1 Hour / Level Save: None Spell Resistance: No This spell renders the target immune to one element (acid, cold, electricity, fire, sonic) chosen at casting time.
Classes
Cleric 6 Druid 6 Wiz/Sorc 7
Metamagic
Extend Silent Still

Epic Spell: Achilles Heel Custom spell

Innate Level: 9 School: Abjuration Component(s): Verbal, Somatic Range: Personal Area of Effect / Target: Caster Duration: 20 Rounds Save: None Spell Resistance: No 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.
Classes
Cleric Epic Druid Epic Wiz/Sorc Epic

Epic Spell: All Hope Lost Custom spell

Innate Level: 9 School: Enchantment Component(s): Verbal, Somatic Range: Personal Area of Effect / Target: Colossal Duration: 20 Rounds Save: Will Partial Spell Resistance: Yes All hostile creatures within the area must make a Will save or become frightened for 20 rounds. Creatures that succeed that save must make a second Will save or become confused for 20 rounds. Creatures that succeed both saves are unaffected.
Classes
Cleric Epic Druid Epic Wiz/Sorc Epic

Epic Spell: Allied Martyr Custom spell

Innate Level: 9 School: Conjuration Component(s): Verbal, Somatic Range: Touch Area of Effect / Target: Single Allied Creature Duration: 6 + 1d6 Hours, or until death due to martyrdom Save: None Spell Resistance: No When you cast this on an ally, you are 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 while you remain within 40 feet of each other. *NPC allies automatically accept; only other players must accept the consequences freely.
Classes
Cleric Epic

Epic Spell: Animus Blast Custom spell

Innate Level: 9 School: Evocation Component(s): Verbal, Somatic Range: Long Area of Effect / Target: Huge Duration: Instant Save: Reflex 1/2 Spell Resistance: Yes When this spell is cast, you engulf your enemies in a coldball that deals 20d6 points of cold damage. Up to 3 living creatures that perish as a result of this blast are then instantly animated as Oathbreaker summons.
Classes
Cleric Epic Wiz/Sorc Epic

Epic Spell: Animus Blizzard Custom spell

Innate Level: 9 School: Evocation Component(s): Verbal, Somatic Range: Long Area of Effect / Target: Huge Duration: Instant Save: Reflex 1/2 Spell Resistance: Yes When this spell is cast, you engulf your enemies in an unusually powerful burst of cold that deals 25d8 points of cold damage. Up to 5 living creatures that perish as a result of this blast are then instantly animated as Oathbreaker summons.
Classes
Cleric Epic Wiz/Sorc Epic

Epic Spell: Army Unfallen Custom spell

Innate Level: 9 School: Conjuration Component(s): Verbal, Somatic Range: Personal Duration: Instant Save: Special Spell Resistance: No 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 (excluding yourself) to full life and vigor. In addition, any living allies (excluding 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, and the injured are healed where they stand. In restricted areas, only recently fallen allies are raised where they fell; all others return to their bindstone. Allies who are resurrected are subject to half the standard XP Death penalty. This spell can only be cast once per real-world hour.
Classes
Cleric Epic

Epic Spell: Audience of Stone Custom spell

Innate Level: 9 School: Transmutation Component(s): Verbal, Somatic Range: Medium Area of Effect / Target: Large Duration: Instant Save: Fortitude Negates Spell Resistance: Yes With the casting of this spell, all creatures caught within the targeted area must make a Fortitude save or turn to stone.
Classes
Wiz/Sorc Epic

Epic Spell: Dragon Knight Base game Modified

Type of Feat: Epic Spell Prerequisite: 21st level, the ability to cast 9th level spells and 22 ranks in spellcraft. Specifics: The caster summons a Fell Beast to the targeted location to fight on his side for 5 turns. Use: Cast.
Classes
Cleric Epic Druid Epic Wiz/Sorc Epic

Epic Spell: Dweomer Thief Custom spell

Innate Level: 9 School: Abjuration Component(s): Verbal, Somatic Range: Medium Area of Effect / Target: Single Spellcasting Creature Duration: Instant Save: Will Negates Spell Resistance: Yes 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.
Classes
Wiz/Sorc Epic

Epic Spell: Enslave Custom spell

Innate Level: 9 School: Enchantment Component(s): Verbal, Somatic Range: Short Area of Effect / Target: Single Duration: Permanent Save: Will Negates Spell Resistance: Yes You permanently enthrall one living creature and establish a telepathic link with its mind. If the creature has a language, you can generally force it to perform as you desire, within the limits of its abilities. This spell does not affect PCs. Casting it again releases any previous thrall. The enthrallment also ends if you die or otherwise abandon the creature.
Classes
Cleric Epic Wiz/Sorc Epic

Epic Spell: Godsmite Custom spell

Innate Level: 9 School: Evocation Component(s): Verbal, Somatic Range: Medium Area of Effect / Target: Single Duration: Instant Save: Fortitude 1/2 Spell Resistance: No You invoke the wrath of the gods on your target. The power of the wrath exacted is dependant 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 greater than if the target were Lawful Good or Chaotic Evil, and even more so than if the target were Lawful Neutral or Neutral Evil.
Classes
Cleric Epic

Epic Spell: Greater Ruin Base game Modified

Type of Feat: Epic Spell Prerequisites: 21st level, the ability to cast 9th level spells and 25 ranks in spellcraft. Specifics: The caster deals 45d10 points of positive energy damage to a single target. Save: Fortitude 1/2 Use: Cast.
Classes
Cleric Epic Druid Epic Wiz/Sorc Epic

Epic Spell: Greater Time Stop Custom spell

Innate Level: 9 School: Transmutation Component(s): Verbal, Somatic Range: Personal Area of Effect / Target: 230 ft Radius Duration: 30 Seconds Save: None Spell Resistance: No You freeze all other creatures in the area for 30 seconds. Outsiders, dragons, and aberrations are only partially affected: they are slowed for the full duration and paralyzed for 10 seconds.
Classes
Wiz/Sorc Epic

Epic Spell: Hellball Base game Modified

Type of Feat: Epic Spell Prerequisites: 21st level, the ability to cast 9th level spells and 32 ranks in spellcraft Specifics: The caster creates a ball of energy that deals 75 points each of acid, fire, electrical, and sonic damage to all targets in its blast radius. A successful Reflex save halves the damage and targets taking more than 50 total damage are knocked down briefly. Save: Reflex 1/2 Use: Cast.
Classes
Cleric Epic Druid Epic Wiz/Sorc Epic

Epic spell: Isildur's Curse Modified

Type of Feat: epic spell (general feat) (epic) Prerequisite: 21st level, the ability to cast 9th level spells, spellcraft 15 The caster summons an Oathbreaker, one of the Men of the Mountains, cursed by Isildur to remain without rest until their oath to Gondor is fulfilled, to do their bidding. The summon lasts 24 hours. Original feat: Mummy Dust.
Classes
Cleric Epic Druid Epic Wiz/Sorc Epic

Epic Spell: Leech Field Custom spell

Innate Level: 9 School: Necromancy Component(s): Verbal, Somatic Range: Long Area of Effect / Target: Huge Duration: 1 Round / Caster Level Save: Will 1/2 Spell Resistance: Yes Leech Field deals 4d6 negative energy damage to hostile creatures each round (Will save for half). The caster gains temporary hit points equal to the hit points drained from living enemies, replacing the previous round's amount. Undead enemies are healed instead. Undead and constructs grant no temporary hit points.
Classes
Wiz/Sorc Epic

Epic Spell: Magma Burst Custom spell

Innate Level: 9 School: Evocation Component(s): Verbal, Somatic Range: Long Area of Effect / Target: Huge Duration: 1 Round / 5 Caster Levels Save: Reflex 1/2 (initial burst); Fortitude Partial (ongoing effects) Spell Resistance: Yes (initial burst only) With the casting of Magma Burst, you call forth a volcanic eruption at the target location. The initial blast deals 30d8 points of fire damage (Reflex save for half). For the duration, hostile creatures in the area take 12d8 points of fire damage each round (Fortitude save for half). Beginning with its third round in the area, a creature must also succeed on a Fortitude save each round or be petrified for 2d3 rounds as the lava hardens around it.
Classes
Druid Epic Wiz/Sorc Epic

Epic Spell: Momento Mori Custom spell

Innate Level: 9 School: Necromancy Component(s): None Range: Medium Area of Effect / Target: Single Living Creature Duration: Instant Save: Fortitude Partial Spell Resistance: Yes Your passing thought connotes death for the target. You will the target dead without a word or gesture. The subject must have fewer than 50 Hit Dice. On a failed Fortitude save, it dies; on a successful save, it instead takes 3d6+20 points of negative energy damage.
Classes
Cleric Epic Wiz/Sorc Epic