Post by Tempus on Feb 1, 2010 13:36:53 GMT -5
* Indicate changed elements. Max values posted are for comparison purposes. Sorcerer casts at 1 level higher.
Last Updated: 08.22.10
Epic Spells- Cast at PC level 21 (15 Pale Master)
Hellball- Spell Craft req. 32:
The caster creates a ball of energy that does 10d6 points of acid, fire, electrical and sonic damage to all targets in its blast radius.
*Damage 1 per caster level /4 d10 of each type (acid, cold, sonic, fire, electric) (max 500)
*Caster takes 10d6+25 magical
Greater Ruin- Spell Craft req. 25:
The caster deals 35d6 positive energy damage to a single target.
DC = 20 + ability mod for ½ .
*Damage 1d20 per 2 caster levels (max 400)
Level 9 Spells- Cast at level 17:
Bigby's Crushing Hand:
A giant hand appears and attacks the target. If it hits and succeeds in a grapple check, the target is held fast for the duration of the spell and suffers 2d6+12 points of damage each round (1 round/level).
Grapple Check = d20 + ability mod + caster level + 12 – 1 vs. Target AC
Grapple DC Mage = d20 + ability mod + caster level +12 + 4 vs.
Grapple DC Target = d20 + STR mod + BAB + Size
*Damage 3d6+level (max 48)
*Rounds 1d4
*Grapple Check = ability mod + caster level + 10 vs. Target AC
*Grapple DC Target = d20 + STR mod + BAB + Size + 20
Gate:
Summons a Balor to the casters side. Hostile if caster is not protected from evil, magic circle against evil or aura versus evil. Lasts 1 round/level
*Summons is always loyal to caster
*Summons scaled based on caster level:
*17- 25 = lvl 20 Planar Demon
*26 - 33 = lvl 30 Planar Demon
*34 - 40 = lvl 35 Planar Demon
Weird:
Failed will save forces touch attack of spell. If touched, fortitude save is made against death. A successful fortitude save still takes 3d6 magical damage. Creatures with 4 HD or less die instantly. Immunity to mind or fear renders this spell ineffective. Allows SR.
*Damage 3d6 +1/caster level magical (max 58)
*Affects all within area of effect
*Won’t affect caster or those within 5 foot of caster
*Instant Death creatures 10 HD or less
Wail of the Banshee:
Failed fortitude save causes instant death a maximum 1 per caster level. Allows SR.
*Maximum deaths 1 per 4 caster levels
*Affects all within area of effect
*Won’t affect caster or those within 5 foot of caster
Storm of Vengeance:
Each round (10 max), those in area of effect take 3d6 acid damage. Those that also fail a reflex save take an additional 6d6 electrical damage and are stunned 1 round. Allows SR.
*Damage 6d6 electric (+ 1 /caster level Druid) (max 76)
*Damage 6d6 acid (+1 /caster level Druid) (max 76)
*Affects all within area of effect except caster
Undeath’s Eternal Foe:
All allies in area receive immunity to: Negative Energy, Level/Energy Drain, Ability Score Decrease, Poison, Disease and, gain +4 deflection AC. Duration is 1 round/level.
*Duration 1d8+1 rounds
Meteor Swarm:
Rains fiery balls into area of effect. All those outside 5 foot perimeter of caster take 20d6 fire damage. Reflex save for ½. Allows for SR.
* Damage 1d8 per caster level (max 320)
Earthquake- cast at lvl 15 Cleric:
The caster causes a massive earthquake around himself, causing 1d6 points of damage per caster level (to a maximum of 10d6) to all creatures in the area of effect. Caster is not affected by earthquake.
*Damage 1d6 per caster level Clerics (max 240)
*Damage 1d8 per caster level Druids (max 320)
Time Stop:
*Disable
Level 8 Spells- Cast at level 15:
Bombardment:
Rocks fall from the sky, causing 1d8 points of damage per caster level (to a maximum of 10d8) to all enemies in the area.
*Damage 1d8 per caster level (max 320)
Finger of Death- cast at lvl 13 Mage:
The target creature must make fortitude save or die. If they succeed, they still take 3d6 points of damage +1 point per caster level.
*Damage 1d6 per caster level /2 + 1 per caster level on save fail (max 160)
Sunbeam:
The caster summons a globe of divine radiance to blind and burn those within the area of effect. Undead take 1d6 points of divine damage per caster level, to a maximum of 20d6. All other monster types take 3d6 points of divine damage, and are blinded for 3 rounds. A successful reflex save halves the damage for undead and voids blindness for others.
*Damage 1d4 (no cap) per caster level to undead (max 160)
*Damage 1d6 per ½ caster level to others (max 120)
Greater Sanctuary:
Caster becomes ethereal. No other creature can detect the caster but attacking or performing hostile acts will make the etherealness vanish. Duration is 1 turn per caster level.
*Duration 1d2 turns- can be extended (max 4 minutes)
Level 7 Spells- Cast at level 13:
Word of Faith:
A wave of divine energy blasts all enemy creatures within the area of effect. All enemies within the area are stunned for 1 round /2 levels. Those with 4 hit dice = killed instantly, 5~7 = stunned, confused and blinded, 8~11 = stunned and blinded, 12+ = blinded. Any hostile summoned creatures are returned to their home planes.
*7 HD or less = Instant Death
*8 HD ~ 20 HD = stunned, confused, blinded + 2d4 +1/caster level divine damage
*Caster level 21, 21 HD ~ 35 HD = stunned, blinded + 2d6 +1/caster level divine damage
*Caster level 36, 36 HD and higher = blinded + 2d8 +1/caster level divine damage
*Duration stunned, confused or blinded 1d4+1 rounds
True Seeing- cast at lvl 11 Mage, 9 Cleric (4 w/knowledge, 3 w/animal domains):
Can see through sanctuary, invisiblity and automatically spots hidden creatures for 1 turn/level.
*+10 Spot, +10 Listen
*Ultravision
*Duration 1 round/level
Bigby’s Grasping Hand:
A giant hand appears and attacks the target. If the hand hits and succeeds in a grapple check, the opponent will be held for the duration of the spell (1/level).
To Hit Check = d20 + caster level + (ability mod + 10) –1 vs. AC
Grapple DC Mage = d20 + ability mod + caster level +10 + 4 vs.
Grapple DC Target = d20 + STR mod + BAB + Size
*To Hit Check = ability mod + caster level + 10 vs. Target AC
*Grapple DC Target = d20 + STR mod + BAB + Size + 20
*Rounds 1d4
*All ties go to the caster
Level 6 Spells- Cast at level 11:
Stonehold:
Creates a cloud that paralyzes any creatures caught within its radius. Creatures failing their will save are encased in stone for 1d6 rounds.
*No longer affects caster
Crumble:
This spell inflicts 1d6 points of damage per caster level to a selected construct (to a maximum of 15d6). This spell does not affect living creatures.
*Damage 1d6 per caster level no cap (max 240)
Greater Dispelling- cast at lvl 13 Bard:
Single or multiple targets, removes effects at 1d20 + 1/level (15 max) vs. DC 11 + effects caster level. Maximum effectivness is against a level 24 caster.
*Remove 15 max cap (1d20 + 1/level) vs. DC 11 + effects caster level
Level 5 Spells- Cast at level 9:
Level 4 Spells- Cast at level 7:
Inflict/Cure Critical Wounds:
Touch attack, inflicts/cures 4d8 + 1/level (20 max). Will save for half.
*Damage 4d20 + 1/level no cap (max 120)
Improved Invisibility:
Creature becomes invisible. After attacking or casting a spell creature becomes partially visible but retaines 50% concealment. Duration 1 turn/level.
*30% concealment
War Cry:
A powerful shout that grants +2 to attack and damage of the caster and causes fear in those who fail a will save. Duration 1 round/level.
*Scale to +1 per 4 caster level
*Max +9
*Damage is Magical
*Duration 2 turns (can be extended to 4) fear lasts a set 4 rounds
Level 3 Spells- Cast at level 5:
Blade Thirst- cast at lvl 12 Ranger:
You grant a slashing weapon a +3 enhancement bonus. If targeted on a creature, the spell will enchant the weapon in the primary hand of the target.
*Levels 1~10 = +3 enhancement
*Levels 11~18 = +5 enhancement
*Levels 19~24 = +6 enhancement
*Levels 25~35 = +8 enhancement
*Levels 36~40 = +9 enhancement
Flame Arrow:
1 arrow per 4 caster levels (starting at level 5) for 4d6 fire damage per arrow. Reflex save for half.
*1 arrow per 8 caster levels (max 5 arrows- 120 dmg)
Inflict/Cure Serious Wounds:
Touch attack, inflicts/cures 3d8 + 1/level (15 max). Will save for half.
*Damage 3d8 + 1/level no cap (max 64)
Displacement:
50% concealment 1 round/level
*20% concealment
Wounding Whispers:
Magical shroud around caster damaging all who enter for 1d6 + 1/level sonic. Duration 1 round/level.
*Damage 3d8 +1/level no cap (max 64)
Level 2 Spells- Cast at level 3:
Greater Magic Fang- cast at lvl 11 Ranger:
This spell strengthens the caster's animal companion, giving it +1 to hit and +1 to damage for every three levels of the caster (maximum of +5). It also grants the creature damage reduction and enhancement bonus equal to the hit/damage bonus given. (lvl 5= +1, lvl 6= +2, lvl 9= +3, lvl 12= +4, lvl 15= +5)
*Level 5 = +2 (DR = +3/3)
*Level 6 = +3 (DR = +4/4)
*Level 9 = +4 (DR = +5/5)
*Level 12/15 = +5 (DR = +6/6)
*Level 16/20 = +6 (DR = +7/7)
*Level 21/25 = +7 (DR = +8/8)
*Level 26/34 = +8 (DR = +9/9)
*Level 35/40 = +8 (DR = +10/10)
Inflict/Cure Moderate Wounds:
Touch attack, inflicts/cures 2d8 + 1/level (10 max). Will save for half.
*Damage 2d8 + 1/level no cap (max 56)
Soundburst:
All creatures in area (medium) take 1d8 damage and a will save or stunned 2 rounds.
*Damage 2d8 + 1/level no cap (max 56)
Level 1 Spells- Cast at level 1:
Divine Favor:
The caster gains a +1 bonus to attack and weapon damage rolls for every three caster levels to a max of +5 for 1 turn. (lvl 1= +1, lvl 6= +2, lvl 9= +3, lvl 12= +4, lvl 15= +5)
*Scale to +1 per 4 caster level
*Max +9
*Damage is Magical
*Duration 2 turns (can be extended to 4)
Sanctuary:
Target becomes ethereal. No other creature can detect the target but attacking or performing hostile acts will make the etherealness vanish. Duration is 1 round per caster level.
*Duration 1d8 rounds- can be extended (max 1 min. 36 secs)
Last Updated: 08.22.10
Epic Spells- Cast at PC level 21 (15 Pale Master)
Hellball- Spell Craft req. 32:
The caster creates a ball of energy that does 10d6 points of acid, fire, electrical and sonic damage to all targets in its blast radius.
*Damage 1 per caster level /4 d10 of each type (acid, cold, sonic, fire, electric) (max 500)
*Caster takes 10d6+25 magical
Greater Ruin- Spell Craft req. 25:
The caster deals 35d6 positive energy damage to a single target.
DC = 20 + ability mod for ½ .
*Damage 1d20 per 2 caster levels (max 400)
Level 9 Spells- Cast at level 17:
Bigby's Crushing Hand:
A giant hand appears and attacks the target. If it hits and succeeds in a grapple check, the target is held fast for the duration of the spell and suffers 2d6+12 points of damage each round (1 round/level).
Grapple Check = d20 + ability mod + caster level + 12 – 1 vs. Target AC
Grapple DC Mage = d20 + ability mod + caster level +12 + 4 vs.
Grapple DC Target = d20 + STR mod + BAB + Size
*Damage 3d6+level (max 48)
*Rounds 1d4
*Grapple Check = ability mod + caster level + 10 vs. Target AC
*Grapple DC Target = d20 + STR mod + BAB + Size + 20
Gate:
Summons a Balor to the casters side. Hostile if caster is not protected from evil, magic circle against evil or aura versus evil. Lasts 1 round/level
*Summons is always loyal to caster
*Summons scaled based on caster level:
*17- 25 = lvl 20 Planar Demon
*26 - 33 = lvl 30 Planar Demon
*34 - 40 = lvl 35 Planar Demon
Weird:
Failed will save forces touch attack of spell. If touched, fortitude save is made against death. A successful fortitude save still takes 3d6 magical damage. Creatures with 4 HD or less die instantly. Immunity to mind or fear renders this spell ineffective. Allows SR.
*Damage 3d6 +1/caster level magical (max 58)
*Affects all within area of effect
*Won’t affect caster or those within 5 foot of caster
*Instant Death creatures 10 HD or less
Wail of the Banshee:
Failed fortitude save causes instant death a maximum 1 per caster level. Allows SR.
*Maximum deaths 1 per 4 caster levels
*Affects all within area of effect
*Won’t affect caster or those within 5 foot of caster
Storm of Vengeance:
Each round (10 max), those in area of effect take 3d6 acid damage. Those that also fail a reflex save take an additional 6d6 electrical damage and are stunned 1 round. Allows SR.
*Damage 6d6 electric (+ 1 /caster level Druid) (max 76)
*Damage 6d6 acid (+1 /caster level Druid) (max 76)
*Affects all within area of effect except caster
Undeath’s Eternal Foe:
All allies in area receive immunity to: Negative Energy, Level/Energy Drain, Ability Score Decrease, Poison, Disease and, gain +4 deflection AC. Duration is 1 round/level.
*Duration 1d8+1 rounds
Meteor Swarm:
Rains fiery balls into area of effect. All those outside 5 foot perimeter of caster take 20d6 fire damage. Reflex save for ½. Allows for SR.
* Damage 1d8 per caster level (max 320)
Earthquake- cast at lvl 15 Cleric:
The caster causes a massive earthquake around himself, causing 1d6 points of damage per caster level (to a maximum of 10d6) to all creatures in the area of effect. Caster is not affected by earthquake.
*Damage 1d6 per caster level Clerics (max 240)
*Damage 1d8 per caster level Druids (max 320)
Time Stop:
*Disable
Level 8 Spells- Cast at level 15:
Bombardment:
Rocks fall from the sky, causing 1d8 points of damage per caster level (to a maximum of 10d8) to all enemies in the area.
*Damage 1d8 per caster level (max 320)
Finger of Death- cast at lvl 13 Mage:
The target creature must make fortitude save or die. If they succeed, they still take 3d6 points of damage +1 point per caster level.
*Damage 1d6 per caster level /2 + 1 per caster level on save fail (max 160)
Sunbeam:
The caster summons a globe of divine radiance to blind and burn those within the area of effect. Undead take 1d6 points of divine damage per caster level, to a maximum of 20d6. All other monster types take 3d6 points of divine damage, and are blinded for 3 rounds. A successful reflex save halves the damage for undead and voids blindness for others.
*Damage 1d4 (no cap) per caster level to undead (max 160)
*Damage 1d6 per ½ caster level to others (max 120)
Greater Sanctuary:
Caster becomes ethereal. No other creature can detect the caster but attacking or performing hostile acts will make the etherealness vanish. Duration is 1 turn per caster level.
*Duration 1d2 turns- can be extended (max 4 minutes)
Level 7 Spells- Cast at level 13:
Word of Faith:
A wave of divine energy blasts all enemy creatures within the area of effect. All enemies within the area are stunned for 1 round /2 levels. Those with 4 hit dice = killed instantly, 5~7 = stunned, confused and blinded, 8~11 = stunned and blinded, 12+ = blinded. Any hostile summoned creatures are returned to their home planes.
*7 HD or less = Instant Death
*8 HD ~ 20 HD = stunned, confused, blinded + 2d4 +1/caster level divine damage
*Caster level 21, 21 HD ~ 35 HD = stunned, blinded + 2d6 +1/caster level divine damage
*Caster level 36, 36 HD and higher = blinded + 2d8 +1/caster level divine damage
*Duration stunned, confused or blinded 1d4+1 rounds
True Seeing- cast at lvl 11 Mage, 9 Cleric (4 w/knowledge, 3 w/animal domains):
Can see through sanctuary, invisiblity and automatically spots hidden creatures for 1 turn/level.
*+10 Spot, +10 Listen
*Ultravision
*Duration 1 round/level
Bigby’s Grasping Hand:
A giant hand appears and attacks the target. If the hand hits and succeeds in a grapple check, the opponent will be held for the duration of the spell (1/level).
To Hit Check = d20 + caster level + (ability mod + 10) –1 vs. AC
Grapple DC Mage = d20 + ability mod + caster level +10 + 4 vs.
Grapple DC Target = d20 + STR mod + BAB + Size
*To Hit Check = ability mod + caster level + 10 vs. Target AC
*Grapple DC Target = d20 + STR mod + BAB + Size + 20
*Rounds 1d4
*All ties go to the caster
Level 6 Spells- Cast at level 11:
Stonehold:
Creates a cloud that paralyzes any creatures caught within its radius. Creatures failing their will save are encased in stone for 1d6 rounds.
*No longer affects caster
Crumble:
This spell inflicts 1d6 points of damage per caster level to a selected construct (to a maximum of 15d6). This spell does not affect living creatures.
*Damage 1d6 per caster level no cap (max 240)
Greater Dispelling- cast at lvl 13 Bard:
Single or multiple targets, removes effects at 1d20 + 1/level (15 max) vs. DC 11 + effects caster level. Maximum effectivness is against a level 24 caster.
*Remove 15 max cap (1d20 + 1/level) vs. DC 11 + effects caster level
Level 5 Spells- Cast at level 9:
Level 4 Spells- Cast at level 7:
Inflict/Cure Critical Wounds:
Touch attack, inflicts/cures 4d8 + 1/level (20 max). Will save for half.
*Damage 4d20 + 1/level no cap (max 120)
Improved Invisibility:
Creature becomes invisible. After attacking or casting a spell creature becomes partially visible but retaines 50% concealment. Duration 1 turn/level.
*30% concealment
War Cry:
A powerful shout that grants +2 to attack and damage of the caster and causes fear in those who fail a will save. Duration 1 round/level.
*Scale to +1 per 4 caster level
*Max +9
*Damage is Magical
*Duration 2 turns (can be extended to 4) fear lasts a set 4 rounds
Level 3 Spells- Cast at level 5:
Blade Thirst- cast at lvl 12 Ranger:
You grant a slashing weapon a +3 enhancement bonus. If targeted on a creature, the spell will enchant the weapon in the primary hand of the target.
*Levels 1~10 = +3 enhancement
*Levels 11~18 = +5 enhancement
*Levels 19~24 = +6 enhancement
*Levels 25~35 = +8 enhancement
*Levels 36~40 = +9 enhancement
Flame Arrow:
1 arrow per 4 caster levels (starting at level 5) for 4d6 fire damage per arrow. Reflex save for half.
*1 arrow per 8 caster levels (max 5 arrows- 120 dmg)
Inflict/Cure Serious Wounds:
Touch attack, inflicts/cures 3d8 + 1/level (15 max). Will save for half.
*Damage 3d8 + 1/level no cap (max 64)
Displacement:
50% concealment 1 round/level
*20% concealment
Wounding Whispers:
Magical shroud around caster damaging all who enter for 1d6 + 1/level sonic. Duration 1 round/level.
*Damage 3d8 +1/level no cap (max 64)
Level 2 Spells- Cast at level 3:
Greater Magic Fang- cast at lvl 11 Ranger:
This spell strengthens the caster's animal companion, giving it +1 to hit and +1 to damage for every three levels of the caster (maximum of +5). It also grants the creature damage reduction and enhancement bonus equal to the hit/damage bonus given. (lvl 5= +1, lvl 6= +2, lvl 9= +3, lvl 12= +4, lvl 15= +5)
*Level 5 = +2 (DR = +3/3)
*Level 6 = +3 (DR = +4/4)
*Level 9 = +4 (DR = +5/5)
*Level 12/15 = +5 (DR = +6/6)
*Level 16/20 = +6 (DR = +7/7)
*Level 21/25 = +7 (DR = +8/8)
*Level 26/34 = +8 (DR = +9/9)
*Level 35/40 = +8 (DR = +10/10)
Inflict/Cure Moderate Wounds:
Touch attack, inflicts/cures 2d8 + 1/level (10 max). Will save for half.
*Damage 2d8 + 1/level no cap (max 56)
Soundburst:
All creatures in area (medium) take 1d8 damage and a will save or stunned 2 rounds.
*Damage 2d8 + 1/level no cap (max 56)
Level 1 Spells- Cast at level 1:
Divine Favor:
The caster gains a +1 bonus to attack and weapon damage rolls for every three caster levels to a max of +5 for 1 turn. (lvl 1= +1, lvl 6= +2, lvl 9= +3, lvl 12= +4, lvl 15= +5)
*Scale to +1 per 4 caster level
*Max +9
*Damage is Magical
*Duration 2 turns (can be extended to 4)
Sanctuary:
Target becomes ethereal. No other creature can detect the target but attacking or performing hostile acts will make the etherealness vanish. Duration is 1 round per caster level.
*Duration 1d8 rounds- can be extended (max 1 min. 36 secs)