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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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.