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Epic level basics Edit

Epic characters-those whose character level is 21st or higher-are handled slightly differently from nonepic characters. While epic characters continue to receive most of the benefits of gaining levels, some benefits are replaced by alternative gains. A class can be advanced beyond 20th level. A ten-level prestige class can progress beyond 10th level, but only if the character level is already 20th or higher. A class with fewer than ten levels cannot progress beyond the maximum for that class, regardless of character level.

Epic Save Bonus: A character's base save bonus does not increase after character level reaches 20th. However, the character does receive a cumulative +1 epic bonus on all saving throws at every even-numbered level beyond 20th, as shown on Table: Epic Save and Epic Attack Bonuses. Any time a feat, prestige class, or other rule refers to your base save bonus, use the sum of your base save bonus and epic save bonus.

Epic Attack Bonus: Similarly, the character's base attack bonus does not increase after character level reaches 20th. However, the character does receive a cumulative +1 epic bonus on all attacks at every odd-numbered level beyond 20th, as shown on Table: Epic Save and Epic Attack Bonuses. Any time a feat, prestige class, or other rule refers to your base attack bonus, use the sum of your base attack bonus and epic attack bonus.

Class Skill Max Ranks: The maximum number of ranks a character can have in a class skill is equal to his or her character level +3.

Cross-Class Skill Max Ranks: For cross-class skills, the maximum number of ranks is one-half the maximum for a class skill. Feats: Every character gains one feat (which may be an epic or nonepic feat at the player's choice) at every level divisible by three. These feats are in addition to any bonus feats granted in the class descriptions. Ability Increases: Upon gaining any level divisible by four, a character increases one of his or her ability scores by 1 point. The player chooses which ability score to improve. For multiclass characters, feats and ability increases are gained according to character level, not class level.

Table: Epic Save and Epic Attack Bonuses Character Level Epic Save Bonus Epic Attack Bonus

21st +0 +1

22nd +1 +1

23rd +1 +2

24th +2 +2

25th +2 +3

26th +3 +3

27th +3 +4

28th +4 +4

29th +4 +5

30th +5 +5


Although most of the tables only show information up to a certain level (often 30th), that level is by no means the limit of a character's advancement. It can be generally assumed that any patterns on a particular table continue infinitely.

CLASS FEATURES Many, but not all, class features continue to accumulate after 20th level. The following guidelines describe how the epic class progressions.

· A character's base save bonuses and base attack bonus don't increase after 20th level. Use Table: Epic Save and Epic Attack Bonuses to determine the character's epic bonus on saving throws and attacks. · Characters continue to gain Hit Dice and skill points as normal beyond 20th level. · Generally, any class feature that uses class level as part of a mathematical formula continues to increase using the character's class level in the formula. Any prestige class feature that calculates a save DC using the class level should add only half the character's class levels above 10th. · For spellcasters, caster level continues to increase after 20th level. However, spells per day don't increase after 20th level. The only way to gain additional spells per day (other than the bonus spells gained from a high ability score) is to select the Improved Spell Capacity epic feat. · The powers of familiars, special mounts, and fiendish servants continue to increase as their masters gain levels. · Any class features that increase or accumulate as part of a repeated pattern also continues to increase or accumulate after 20th level at the same rate. An exception to this rule is any bonus feat granted as a class feature. If a character gets bonus feats as part of a class feature, these do not increase with epic levels. Instead, these classes get bonus feats at a different rate (described in each epic class description). · In addition to the class features retained from nonepic levels, each class gains a bonus feat every two, three, four, or five levels after 20th. This augments each class's progression of class features, because not all classes otherwise improve class features after 20th level. A character must select these feats from the list of bonus feats for that class. These bonus feats are in addition to the feat that every character gets every three levels. The character isn't limited to selecting from the class list when selecting these feats. · Characters don't gain any new class features, because there aren't any new class features described for these levels. Class features with a progression that slows or stops before 20th level and features that have a limited list of options do not improve as a character gains epic levels. Likewise, class features that are gained only at a single level do not improve.

Adding a Second Class When a single-class epic character gains a level, he or she may choose to increase the level of his or her current class or pick up a new class at 1st level. The standard rules for multiclass characters still apply, but epic characters must keep in mind the rules for epic advancement. The epic character gains all the 1st-level class skills, weapon proficiency, armor proficiency, spells, and other class features of the new class, as well as a Hit Die of the appropriate type. In addition, the character gets the usual skill points from the new class. Just as with standard multiclassing, adding the second class does not confer some of the benefits for a 1st-level character, including maximum hit points from the first Hit Die, quadruple the per-level skill points, starting equipment, starting gold, or an animal companion. An epic character does not gain the base attack bonuses and base save bonuses normally gained when adding a second class. Instead, an epic character uses the epic attack bonus and epic save bonus progression shown on Table: Epic Save and Epic Attack Bonus.

Epic class progressions Edit

Epic psionic class progressions Edit

Epic level psionic characters follow the same epic progression as non-psionics epic characters, except as noted below. · For manifesters, manifester level continues to increase after 20th level. However, a manifester's power points and powers known at each level do not increase automatically after 20th level. · The powers of psicrystals that are based on the creator's level continue to increase as their owner gains levels. · Bonus feats for epic psionic classes can be chosen from among any epic feats for which the character meets the prerequisites or any psionic, metapsionic, or psionic item creation feat, as normal.

NO EPIC BONUS POWER PROGRESSION Epic psionic characters do not gain additional bonus power points above 20th. They may still gain more power points as their key ability score increases. Psionic characters can take the Improved Manifestation feat, which grants them additional power points each time they take the feat. Epic manifesters can also take Epic Expanded Knowledge or Power Knowledge, which give them access to additional powers, and Epic Psionic Focus, which allows manifesters to use more than one metapsionic power each time they expend their psionic focus.

Epic prestige class progressions Edit

EPIC ARCANE ARCHER Hit Die: d8. Skill Points at Each Additional Level: 4 + Int modifier. Enchant Arrow: For every two levels beyond 9th, the potency of the arrows fired by the arcane archer increases by +1. Hail of Arrows: In lieu of his or her regular attacks, once per day the arcane archer can fire an arrow at each and every target within range, with a maximum number of targets equal to his or her arcane archer class level, as normal. Bonus Feats: The arcane archer gains a bonus feat (selected from the list of epic arcane archer feats) every four levels after 10th. Epic Arcane Archer Bonus Feat List: Blinding Speed, Combat Archery, Distant Shot, Epic Prowess, Epic Speed, Epic Toughness, Epic Weapon Focus (any bow other than a crossbow), Improved Arrow of Death, Improved Combat Casting, Improved Low-Light Vision, Improved Manyshot, Swarm of Arrows, Uncanny Accuracy. Table: The Epic Arcane Archer Level Special

11th Enchant arrow +6

12th -

13th Enchant arrow +7

14th Bonus feat

15th Enchant arrow +8

16th -

17th Enchant arrow +9

18th Bonus feat

19th Enchant arrow +10

20th -


EPIC ARCANE TRICKSTER Hit Die: d4 Skill Points at Each Additional Level: 4 + Int modifier Spells: The epic arcane trickster's caster level increases by 1 per level gained above 10th. The epic arcane trickster continues to gain new spells per day (and spells known, if applicable) at each new level, up to the maximum spells per day and spells known of the arcane spellcasting class to which the arcane trickster belonged before adding the prestige class. Sneak Attack: The epic arcane trickster's sneak attack damage increases by +1d6 every 2 levels above 10th. Impromptu Sneak Attack: The arcane trickster may use this ability one additional time per day for every 4 levels above 7th. Ranged Legerdemain: The arcane trickster may use this ability one additional time per day for every 4 levels above 9th. Bonus Feats: The epic arcane trickster gains a bonus feat selected from the list of epic arcane trickster feats) every 4 levels after 10th. Epic Arcane Trickster Bonus Feat List: Automatic Silent Spell Automatic Still Spell, Blinding Speed, Epic Skill Focus, Improved Combat Casting, Improved Sneak Attack, Improved Spell Capacity, Lingering Damage, Self-Concealment, Sneak Attack of Opportunity, Spell Knowledge, Spell Opportunity, Spell Stowaway. Table: Epic Arcane trickster Level Special

11th Impromptu sneak attack 3/day

12th Sneak attack +8d6

13th Ranged legerdemain 4/day

14th Sneak attack +9d6

15th Impromptu sneak attack 4/day

16th Sneak attack +10d6

17th Ranged legerdemain 5/day

18th Sneak attack +11d6

19th Impromptu sneak attack 5/day

20th Sneak attack +12d6


EPIC ASSASSIN Hit Die: d6. Skill Points at Each Additional Level: 4 + Int modifier. Sneak Attack: The epic assassin's sneak attack damage increases by +1d6 every two levels after 9th. Death Attack: The assassin counts only half his or her class levels beyond 10th when determining the DC to resist this attack. Spells: The assassin's caster level is equal to his or her class level. The assassin's number of spells per day does not increase after 10th level. Uncanny Dodge: The assassin's uncanny dodge bonus on saves against traps doesn't increase after 10th level. Saving Throw Bonus against Poison: The assassin's bonus on saves against poison increases by +1 every two levels after 10th. Bonus Feats: The epic assassin gains a bonus feat (selected from the list of epic assassin feats) every four levels after 10th. Epic Assassin Bonus Feat List: Dexterous Fortitude, Dexterous Will, Improved Combat Casting, Improved Death Attack, Improved Sneak Attack, Improved Spell Capacity, Legendary Tracker, Lingering Damage, Sneak Attack of Opportunity, Spell Knowledge, Spontaneous Spell, Superior Initiative, Tenacious Magic, Uncanny Accuracy. Table: The Epic Assassin Level Special

11th Sneak attack +6d6

12th +6 save against poison

13th Sneak attack +7d6

14th +7 save against poison, bonus feat

15th Sneak attack +8d6

16th +8 save against poison

17th Sneak attack +9d6

18th +9 save against poison, bonus feat

19th Sneak attack +10d6

20th +10 save against poison


EPIC BLACKGUARD Hit Die: d10. Skill Points at Each Additional Level: 2 + Int modifier. Spells: The blackguard's caster level is equal to his or her class level. The blackguard's number of spells per day does not increase after 10th level. Smite Good: The epic blackguard gains one additional daily use of smite good every 5 levels after 10th. The epic blackguard adds his or her class level to damage with any smite good attack, as normal. Command Undead: The blackguard commands undead as a cleric of two levels lower, as normal. Sneak Attack: The epic blackguard's sneak attack damage increases by +1d6 every three levels after 10th. Fiendish Servant: Up to 20th character level, a fiendish servant's powers depend on its master's character level, not his or her blackguard class level. After that, they depend on his or her blackguard level. For every five blackguard levels above 10th the fiendish servant gains +2 bonus Hit Dice, its natural armor in-creases by +2, and its Strength and Intelligence each increase by +1. Fallen Paladins: A blackguard who trades in more than ten levels of paladin can gain more than ten levels of blackguard, but only if his character level is 21st or higher. Bonus Feats: The epic blackguard gains a bonus feat (selected from the list of epic blackguard feats) every three levels after 10th. Epic Blackguard Bonus Feat List: Armor Skin, Devastating Critical, Epic Leadership, Epic Prowess, Epic Reputation, Epic Toughness, Epic Weapon Focus, Great Smiting, Improved Aura of Despair, Improved Combat Casting, Improved Sneak Attack, Improved Spell Capacity, Legendary Commander, Legendary Rider, Lingering Damage, Negative Energy Burst, Overwhelming Critical, Perfect Health, Permanent Emanation, Planar Turning, Spontaneous Spell, Undead Mastery, Unholy Strike, Widen Aura of Despair, Zone of Animation. Table: The Epic Blackguard Level Special

11th -

12th -

13th Sneak attack +4d6, bonus feat

14th -

15th Smite good 4/day

16th Sneak attack +5d6, bonus feat

17th -

18th -

19th Sneak attack +6d6, bonus feat

20th Smite good 5/day


EPIC DRAGON DISCIPLE Hit Die: d12. Skill Points at Each Additional Level: 2 + Int modifier. Natural Armor: At 13th level, and every 3 levels thereafter, the dragon disciple's natural armor bonus increases by +1 (to +5 at 13th, +6 at 16th, and so on). Breath Weapon: At 13th level, and every 4 levels thereafter, the damage dealt by the epic dragon disciple's breath weapon increases by 2d8. Bonus Feats: The epic dragon disciple gains a bonus feat (selected from the list of epic dragon disciple feats) every 4 levels after 10th. Epic Dragon Disciple Bonus Feat List: Armor Skin, Damage Reduction, Epic Prowess, Epic Skill Focus (Knowledge [arcana]), Epic Toughness, Extended Life Span, Flyby Attack†, Great Charisma, Great Constitution, Great Strength, Hover†, Improved Combat Casting, Improved Darkvision, Improved Spell Capacity, Improved Spell Resistance, Snatch†, Spell Knowledge, Wingover†. †Non-epic feat. Treat the dragon disciple's age category as one-half his class level for the purpose of the Hover feat. Table: Epic Dragon Disciple Level Special

11th -

12th -

13th Breath weapon (8d8), natural armor +5

14th Bonus feat

15th -

16th Natural armor +6

17th Breath weapon (10d8)

18th Bonus feat

19th Natural armor +7

20th -


EPIC DUELIST Hit Die: d10 Skill Points at Each Additional Level: 4 + Int modifier Precise Strike: Every five levels above 10th, the extra damage inflicted by the epic duelist's precise strike increases by +1d6. Bonus Feats: The epic duelist gains a bonus feat (selected from the list of epic duelist feats) every 3 levels after 10th. Epic Duelist Bonus Feat List: Blinding Speed, Epic Prowess, Epic Reputation, Epic Skill Focus, Epic Speed, Epic Weapon Focus (rapier), Exceptional Deflection*, Improved Combat Reflexes, Improved Whirlwind Attack, Infinite Deflection*, Perfect Two-Weapon Fighting, Superior Initiative, Two-Weapon Rend.

  • The epic duelist need not have Improved Unarmed Strike to qualify for these feats, but in that case must be using a light or one-handed piercing weapon.

Table: Epic Duelist Level Special

11th -

12th -

13th Bonus feat

14th -

15th Precise strike +3d6

16th Bonus feat

17th -

18th -

19th Bonus feat

20th Precise strike +4d6


EPIC DWARVEN DEFENDER Hit Die: d12. Skill Points at Each Additional Level: 2 + Int modifier. Defensive Stance: The epic dwarven defender gains one additional defensive stance per day every two levels above 9th. Defensive Awareness: The dwarven defender's defensive awareness bonus on saves against traps doesn't increase after 10th level. Damage Reduction: The epic dwarven defender's damage reduction increases by 3 points every four levels above 10th. Trap Sense (Ex): The epic dwarven defender's bonus increases by +1 every four levels higher than 8th. Bonus Feats: The epic dwarven defender gains a bonus feat (selected from the list of epic dwarven defender feats) everyfive levels after 10th. Epic Dwarven Defender Bonus Feat List: Armor Skin, Bulwark of Defense, Damage Reduction, Devastating Critical, Energy Resistance, Epic Endurance, Epic Prowess, Epic Toughness, Epic Weapon Focus, Fast Healing, Improved Combat Reflexes, Improved Dark-vision, Instant Reload, Mobile Defense, Overwhelming Critical, Perfect Health, Spellcasting Harrier. Table: The Epic Dwarven Defender Level Special

11th Defensive stance 6/day

12th Trap sense +3

13th Defensive stance 7/day

14th Damage reduction 9/-

15th Bonus feat, defensive stance 8/day

16th Trap sense +4

17th Defensive stance 9/day

18th Damage reduction 12/-

19th Defensive stance 10/day

20th Bonus feat, trap sense +5


EPIC ELDRITCH KNIGHT Hit Die: d6 Skill Points at Each Additional Level: 2 + Int modifier Spells: The epic eldritch knight's caster level increases by 1 per level gained above 10th. The epic eldritch knight continues to gain new spells per day (and spells known, if applicable) at each new level, up to the maximum spells per day and spells known of the arcane spellcasting class to which the eldritch knight belonged before adding the prestige class. Bonus Feats: The epic eldritch knight gains a bonus feat (selected from the list of epic eldritch knight feats) every 4 levels after 10th. Epic Eldritch Knight Bonus Feat List: Armor Skin, Automatic Still Spell, Combat Archery, Damage Reduction, Devastating Critical, Dire Charge, Distant Shot, Enhance Spell, Epic Prowess, Epic Spell Focus, Epic Spell Penetration, Epic Spellcasting, Epic Toughness, Epic Weapon Focus, Ignore Material Components, Improved Combat Casting, Improved Combat Reflexes, Improved Manyshot, Improved Spell Capacity, Improved Whirlwind Attack, Instant Reload, Legendary Rider, Overwhelming Critical, Penetrate Damage Reduction, Perfect Two-Weapon Fighting, Permanent Emanation, Spell Knowledge, Spell Opportunity, Spell Stowaway, Spellcasting Harrier, Spontaneous Spell, Storm of Throws, Superior Initiative, Swarm of Arrows, Tenacious Magic, Two-Weapon Rend, Uncanny Accuracy. Table: Epic Eldritch Knight Level Special

11th -

12th -

13th -

14th Bonus feat

15th -

16th -

17th -

18th Bonus feat

19th -

20th -


EPIC HORIZON WALKER Hit Die: d8 Skill Points at Each Additional Level: 4 + Int modifier Improved Terrain Mastery: The epic horizon walker may select one of the terrains already in her terrain mastery repertoire. The insight bonus on attack and damage rolls against creatures of that terrain increases by +1. The maximum insight bonus for any one terrain is equal to the epic horizon walker's class level divided by 10, rounded up. Bonus Feats: The epic horizon walker gains a bonus feat (selected from the list of epic horizon walker feats) every 4 levels after 10th. Epic Horizon Walker Bonus Feat List: Armor Skin, Blinding Speed, Energy Resistance, Epic Endurance, Epic Prowess, Epic Reputation, Epic Skill Focus, Epic Speed, Epic Toughness, Extended Life Span, Legendary Climber, Perfect Health, Polyglot. Table: Epic Horizon Walker Level Special

11th Improved Terrain Mastery

12th Improved Terrain Mastery

13th Improved Terrain Mastery

14th Bonus feat, improved Terrain Mastery

15th Improved Terrain Mastery

16th Improved Terrain Mastery

17th Improved Terrain Mastery

18th Bonus feat, improved Terrain Mastery

19th Improved Terrain Mastery

20th Improved Terrain Mastery


EPIC LOREMASTER Hit Die: d4. Skill Points at Each Additional Level: 4 + Int modifier. Spells: The epic loremaster's caster level increases by 1 per level gained above 10th. The epic loremaster continues to gain new spells per day (and spells known, if applicable) at each new level, up to the maximum spells per day and spells known of the spellcasting class to which the loremaster belonged before adding the prestige class. Secret: The loremaster doesn't gain additional secrets after 10th level, because there is a limit to the number of secrets that can be gained, but the character can choose a lore-master secret instead of a bonus feat. Remember that a character can't select the same secret twice. Lore: Add the loremaster's class level + Intelligence modifier to all lore checks, as normal. Bonus Feats: The epic loremaster gains a bonus feat (selected from the list of epic loremaster feats) every three levels after 10th. Epic Loremaster Bonus Feat List: Augmented Alchemy, Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Craft Epic Magic Arms and Armor, Craft Epic Rod, Craft Epic Staff, Craft Epic Wondrous Item, Efficient Item Creation, Enhance Spell, Epic Spell Focus, Epic Spell Penetration, Epic Spellcasting, Forge Epic Ring, Ignore Material Components, Improved Combat Casting, Improved Heighten Spell, Improved Metamagic, Improved Spell Capacity, Intensify Spell, Master Staff, Master Wand, Multispell, Permanent Emanation, Polyglot, Scribe Epic Scroll, Spell Knowledge, Spell Stowaway, Spell Opportunity, Spontaneous Spell, Tenacious Magic. In addition to the feats on this list, the loremaster can select a loremaster secret instead of a bonus feat. Table: The Epic Loremaster Level Special

11th -

12th -

13th Bonus feat

14th -

15th -

16th Bonus feat

17th -

18th -

19th Bonus feat

20th -


EPIC MYSTIC THEURGE Hit Die: d4 Skill Points at Each Additional Level: 2 + Int modifier Spells: When an odd-numbered mystic theurge level above 10th is gained she gains new spells per day (and spells known, if applicable), as if she had gained a level in an arcane spellcasting class she belonged to previously, up to the maximum spells per day and spells known by that class. Her caster level in that class also increases by +1. When an even-numbered mystic theurge level above 10th is gained she gains new spells per day (and spells known, if applicable), as if she had gained a level in a divine spellcasting class she belonged to previously, up to the maximum spells per day and spells known by that class. Her caster level in that class also increases by +1. Bonus Feats: The epic mystic theurge gains a bonus feat (selected from the list of epic mystic theurge feats) every 6 levels after 10th. Epic Mystic Theurge Bonus Feat List: Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Bonus Domain, Enhance Spell, Epic Spell Focus, Epic Spell Penetration, Epic Spellcasting, Ignore Material Components, Improved Alignment-Based Casting, Improved Combat Casting, Improved Heighten Spell, Improved Metamagic, Improved Spell Capacity, Intensify Spell, Multispell, Permanent Emanation, Spell Knowledge, Spell Opportunity, Spell Stowaway, Spontaneous Domain Access, Spontaneous Spell, Tenacious Magic. Table: Epic Mystic Theurge Level Special

11th -

12th -

13th -

14th -

15th -

16th Bonus feat

17th -

18th -

19th -

20th -


EPIC SHADOWDANCER Hit Die: d8. Skill Points at Each Additional Level: 6 + Int modifier. Summon Shadow: Every third level gained after 9th adds +2 HD (and the requisite base attace and base save bonus increases) to the shadowdancer's shadow companion. Shadow Jump: The total distance of a shadowdancer's shadow jump doubles every two levels after 10th. Bonus Feats: The epic shadowdancer gains a bonus feat (selected from the list of epic shadowdancer feats) every three levels after 20th. Epic Shadowdancer Bonus Feat List: Blinding Speed, Dexterous Fortitude, Dexterous Will, Epic Dodge, Epic Skill Focus, Epic Speed, Exceptional Deflection, Improved Combat Reflexes, Improved Darkvision, Improved Whirlwind Attack, Infinite Deflection, Legendary Leaper, Reflect Arrows, Self-Concealment, Spellcasting Harrier, Superior Initiative. Table: The Epic Shadowdancer Level Special

11th -

12th Summon shadow (four of 8 HD each), shadow jump (320 ft.)

13th Bonus feat

14th Shadow jump (640 ft.)

15th Summon shadow (five of 10 HD each)

16th Shadow jump (1,280 ft.), bonus feat

17th -

18th Summon shadow (six of 12 HD each), shadow jump (2,560 ft.)

19th Bonus feat

20th Shadow jump (5,120 ft.)


EPIC PRESTIGE CLASSES These are classes that characters cannot pursue until they have already become epic characters in some other fashion. Characters add levels of epic prestige classes using the same rules as when multiclassing into a new character class at epic levels. As with other epic classes, a character can take as many levels in an epic prestige class as he or she desires.

AGENT RETRIEVER Hit Die: d6. Requirements To qualify to become an agent retriever, a character must fulfill all the following criteria. Alignment: Any lawful. Skills: Gather Information 24 ranks, Knowledge (the planes) 15 ranks. Feats: Track. Class Skills The agent retriever's class skills (and the key ability for each skill) are Appraise (Int), Decipher Script (Int), Diplomacy (Cha), Forgery (Int), Gather Information (Cha), Knowledge (arcana) (Int), Knowledge (geography) (Int), Knowledge (history) (Int), Knowledge (local) (Int), Knowledge (the planes) (Int), Listen (Wis), Search (Int), and Spot (Wis), Survival (Wis). Skill Points at Each Level: 6 + Int modifier.

Table: The Agent Retriever Level Special Spells per Day

1st Uncanny location, tracking bonus +10 +1 level of existing class

2nd Plane shift 1/day +1 level of existing class

3rd Force sphere 1/day +1 level of existing class

4th Ethereal jaunt 1/day +1 level of existing class

5th Bonus feat +1 level of existing class

6th Tracking bonus +20 +1 level of existing class

7th Plane shift 2/day +1 level of existing class

8th Force sphere 2/day +1 level of existing class

9th Ethereal jaunt 2/day +1 level of existing class

10th Bonus feat +1 level of existing class


Class Features The following are class features of the agent retriever prestige class. Weapon and Armor Proficiency: An agent retriever gains no proficiency with any weapons, armor, or shields. Spells per Day/Spells Known: At each agent retriever level, the character gains new spells per day (and spells known, if applicable) as if he or she had also gained a level in a spellcasting class to which he or she belonged before adding the prestige class level. If already an epic spellcaster, the character gains only the benefit noted under the Spells entry for that epic class. He or she does not, however, gain any other benefit a character of that class would have gained. If the character had more than one spellcasting class before becoming an agent retriever, the player must decide to which class to add the new level for the purpose of determining spells per day. Uncanny Location (Sp): When a agent retriever spends one day attuning him or herself to a person or object he or she is seeking, he or she automatically determines that person's or item's location as the discern location spell. Once he or she has established a sense of the location, the agent retriever can maintain this uncanny link even if the target moves, but only so long as he or she hunts down this person or item to the exclusion of all other pursuits. If he or she ever turns aside to undertake a second pursuit, the uncanny location ends, and the agent retriever must spend another day to reattune him or herself to the target. Tracking Bonus (Ex): The agent retriever gains a +10 insight bonus on Wilderness Lore checks to track the quarry. This bonus increases by +10 every five levels thereafter. Plane Shift (Sp): The agent retriever can use plane shift as a 14th-level caster once per day starting at 2nd level, plus one additional time per day every five levels thereafter. Force Sphere (Sp): The agent retriever gains the ability to call forth a force sphere. The agent retriever can attempt to enclose any creature or object he or she can see within 30 feet. The target is allowed a Reflex saving throw (DC 20 + 1/2 the class level of the agent retriever + the agent retriever's Dexterity modifier). Those who fail are then encapsulated in a sphere of force with a radius of up to 50 feet (the sphere is only as large as it needs to be, up to its maximum radius). Those trapped inside cannot escape except with methods that can bypass or destroy a wall of force. The sphere persists as long as the agent retriever desires, up to a maximum of seven days. A captured target does not count toward the capacity of the agent retriever's plane shift ability, and the agent retriever can plane shift with the target despite the presence of the force sphere. The agent retriever can use this power once per day at 3rd level, plus one additional time per day every five levels thereafter. Ethereal Jaunt (Sp): The agent retriever can use ethereal jaunt as a 14th-level caster once per day at 4th level, plus one additional time per day every five levels thereafter. Bonus Feats: The agent retriever gets a bonus feat at 5th level and an additional bonus feat every five levels thereafter. These bonus feats must be selected from the following list: Epic Endurance, Epic Prowess, Epic Speed, Epic Toughness, Epic Weapon Focus, Fast Healing, Improved Combat Casting, Improved Spell Capacity, Legendary Climber, Legendary Rider, Legendary Tracker, Perfect Health, Permanent Emanation, Spontaneous Spell, Storm of Throws, Swarm of Arrows, and Uncanny Accuracy.

COSMIC DESCRYER Hit Die: d4. Requirements To qualify to become a cosmic descryer, a character must fulfill all the following criteria. Skills: Knowledge (the planes) 24 ranks. Feats: Spell Focus (Conjuration). Epic Feats: Energy Resistance. Spells: Ability to cast gate plus any planar ally or planar binding spell. Special: Must have previously traveled to any other plane of existence. Class Skills The cosmic descryer's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Knowledge (arcana) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int). Skill Points at Each Level: 2 + Int modifier.

Table: The Cosmic Descryer Level Special Spells per Day

1st Superior planar summoning (+4 HD)

2nd Naturalization (1 plane) +1 level of existing class

3rd Enduring gate (1 day)

4th Naturalization (2 planes) +1 level of existing class

5th Bonus feat, superior planar summoning (+8 HD)

6th Naturalization (3 planes), enduring gate (2 days) +1 level of existing class

7th Cosmic connection 1/day

8th Naturalization (4 planes) +1 level of existing class

9th Superior planar summoning (+12 HD), enduring gate (3 days)


10th Naturalization (5 planes), bonus feat +1 level of existing class


Class Features The following are class features of the cosmic descryer prestige class. Weapon and Armor Proficiency: A cosmic descryer gains no proficiency with any weapons, armor, or shields. Spells per Day/Spells Known: At every other cosmic descryer level, the character gains new spells per day (and spells known, if applicable) as if he or she had also gained a level in a spellcasting class to which he or she belonged before adding the prestige class level. If already an epic spellcaster, the character gains only the benefit noted under the Spells entry for that epic class. He or she does not, however, gain any other benefit a character of that class would have gained. If the character had more than one spellcasting class before becoming a cosmic descryer, the player must decide to which class to add the new level for the purpose of determining spells per day. Superior Planar Summoning (Ex): Beginning at 1st level, the cosmic descryer can increase the power of any of the following spells-elemental swarm, gate, greater planar ally, greater planar binding, summon monster IX, or summon nature's ally IX-to affect or summon outsiders of 4 Hit Dice higher than the spell's normal limit or conjure creatures with 4 Hit Dice of advancement. Every four levels thereafter, the cosmic descryer can increase the number of extra Hit Dice by 4. Naturalization (Ex): Starting at 2nd level, the cosmic descryer develops a natural affinity for one plane that he or she has visited, becoming resistant to any spells and spell-like effects that would normally affect any creature not native to that plane. Every two levels thereafter, the cosmic descryer gains naturalization to one additional plane. Enduring Gate (Su): Starting at 3rd level, as a full-round action, the cosmic descryer can make any casting of the gate spell remain for a full day, rather than disappearing after 1 round per caster level. Every three levels thereafter, the cosmic descryer can increase the duration of gate by one additional day. Bonus Feat (Ex): The cosmic descryer gains a bonus feat at 5th level and an additional bonus feat every five levels thereafter. These bonus feats must be selected from the following list: Augmented Alchemy, Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Combat Casting, Craft Epic Magic Arms and Armor, Craft Epic Rod, Craft Epic Staff, Craft Epic Wondrous Item, Efficient Item Creation, Enhance Spell, Epic Spell Focus, Epic Spell Penetration, Epic Spellcasting, Familiar Spell, Forge Epic Ring, Ignore Material Components, Improved Combat Casting, Improved Heighten Spell, Improved Metamagic, Improved Spell Capacity, Intensify Spell, Multispell, Permanent Emanation, Scribe Epic Scroll, Spell Focus, Spell Knowledge, Spell Mastery, Spell Opportunity, Spell Penetration, Spell Stowaway, Spontaneous Spell, Tenacious Magic. Cosmic Connection (Su): At 7th level, the cosmic descryer may join with the massive energy of the multiverse once per day, plus one additional time per day every five levels thereafter. The cosmic descryer can remain connected for a number of minutes equal to his or her class level. While connected, the character is immune to critical hits, is a native on any plane he or she visits, and can use dimension door at will as a 20th-level caster. The cosmic descryer can draw off excess energy from the multiverse itself to increase his or her effective caster level or enhance any attack roll, saving throw, skill check, or ability check. Drawing off excess energy from the multiverse is dangerous, and it deals the cosmic descryer 5 points of damage for each +1 bonus applied to a single roll or +1 caster level on a single spell.

DIVINE EMISSARY Hit Die: d10. Requirements To become a divine emissary, the character must fulfill all the following criteria. Base Attack Bonus: +23. Feats: Weapon Focus (deity's favored weapon). Epic Feat: Great Smiting. Skills: Knowledge (religion) 10 ranks. Special: Must have a patron deity. Furthermore, the potential divine emissary must complete some quest that furthers his or her deity's goals so much that it impresses the deity. Class Skills The divine emissary's class skills (and the key ability for each) are: Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Gather Information (Cha), Heal (Wis), Intimidate (Cha), Knowledge (religion) (Int), Profession (Wis), Search (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), and Use Magic Device (Cha). Skill Points at Each Level: 4 + Int modifier. Table : The Divine Emissary Level Special

1st Divine inspiration 1/day, granted domain

2nd Extra smite 2/day

3rd Greater planar ally 1/day

4th Divine inspiration 2/day

5th Extra smite 3/day

6th Bonus feat

7th Divine inspiration 3/day

8th Extra smite 4/day

9th Divine hand 1/day

10th Divine inspiration 4/day


Class Features All the following are features of the divine emissary prestige class. Spells per Day/Spells Known: At each divine emissary level, the character gains new spells per day (and spells known, if applicable) as if he or she had also gained a level in a spellcasting class to which he or she belonged before adding the prestige class level. If already an epic spell-caster, the character gains only the benefit noted under the Spells entry for that epic class. He or she does not, however, gain any other benefit a character of that class would have gained. If the character had more than one spellcasting class before becoming a divine emissary, the player must decide to which class to add the new level for the purpose of determining spells per day. Special Mount: If he or she has one, the divine emissary's special mount continues to increase in power. Every five levels after 1st, the special mount gains +2 bonus Hit Dice, its natural armor increases by +2, its Strength adjustment increases by +1, and its Intelligence increases by +1. The mount's spell resistance equals the divine emissary's class level + the class level that provided the special mount + 5. Granted Domain (Ex): A divine emissary gains access to one of his or her deity's domains, as well as the granted power of that domain. The extra domain expands a paladin's selection of spells, but he or she does not gain the ability to cast higher-level spells than he or she otherwise could. Clerics gain an additional domain but otherwise use the rules for preparing spells from their domains normally. Divine Inspiration (Sp): A divine emissary gains a +2 luck bonus on his or her attack and damage rolls for 10 rounds, once per day at 1st level, plus one additional time per day every three levels thereafter. Extra Smite (Su): A divine emissary can use his or her smite ability two extra times per day, plus one additional time per day every three levels thereafter. To determine the damage with any smite attack, a divine emissary adds together his or her divine emissary levels and class levels that originally conferred the smite ability. Greater Planar Ally (Sp): The emissary can call a greater planar ally (as the spell) once per day at 3rd level, plus one additional time per day every ten levels thereafter. The ally does not request a return favor when a divine emissary uses this ability. Bonus Feats: The divine emissary gains a bonus feat at 6th level and an additional bonus feat every ten levels thereafter. These bonus feats must be selected from the following list: Armor Skin, Devastating Critical, Epic Leadership, Epic Prowess, Epic Reputation, Epic Toughness, Epic Weapon Focus, Great Smiting, Holy Strike, Improved Aura of Courage, Improved Combat Casting, Improved Spell Capacity, Legendary Commander, Legendary Rider, Overwhelming Critical, Perfect Health, Permanent Emanation, Planar Turning, Positive Energy Aura, Spectral Strike, Spontaneous Spell, Widen Aura of Courage. Divine Hand (Su): As a free action, the emissary gains a +20 sacred (or profane if appropriate) bonus on his next melee or ranged attack roll, as long as the attack is made with the deity's favored weapon. The emissary can use divine hand once per day at 9th level, plus one additional time per day every ten levels thereafter.

EPIC INFILTRATOR Hit Die: d6. Requirements To qualify to become an epic infiltrator, a character must fulfill all the following criteria. Alignment: Any nonchaotic. Skills: Bluff 24 ranks, Diplomacy 10 ranks, Disguise 24 ranks, Spot 10 ranks. Feats: Alertness. Epic Feat: Polyglot. Special: Must have successfully spent one month using the Disguise skill to pose as someone else. Class Skills The epic infiltrator's class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), and Spot (Wis). Skill Points at Each Level: 8 + Int modifier.

Table: The Epic Infiltrator Level Special

1st Improved cover identity (3), sneak attack +1d6

2nd Specialist training

3rd Read thoughts 1/day, mind blank 1/day

4th Far senses 1/day, sneak attack +2d6

5th Specialist training, improved cover identity (4)

6th Far senses 2/day

7th Read thoughts 2/day, sneak attack +3d6

8th Far senses 3/day, specialist training

9th Improved cover identity (5)

10th Far senses 4/day, sneak attack +4d6


Class Features The following are class features of the epic infiltrator prestige class. Weapon and Armor Proficiency: An epic infiltrator is proficient with all simple and martial weapons, all armor, and shields. Improved Cover Identity (Ex/Su): At 1st level, an epic infiltrator establishes three specific cover identities, plus one additional cover identity every four levels thereafter. While operating in a cover identity, the epic infiltra-tor gains a +4 circumstance bonus on Disguise checks and a +2 circumstance bonus on Bluff and Gather Information checks. When the epic infiltrator has the option of adding a new cover identity, he or she may instead work on further perfecting a cover identity already possessed. An improved cover identity grants a +6 circumstance bonus on Disguise checks and a +4 circumstance bonus on Bluff and Gather Information checks while operating in that identity. A specific cover identity may be improved multiple times, each time adding +2 to the bonuses. It is impossible to detect the epic infiltrator's alignment with any form of divination. This ability functions exactly like an undetectable alignment spell, except that it is always active as a supernatural ability. Only divinations are confounded; spells that function only against certain alignments affect the epic infiltrator normally. Should the epic infiltrator wish to “retire” a cover identity and develop a new one, he or she must spend one week practicing the new identity before he or she earns the bonuses. Cover identities do not in themselves provide the epic infiltrator with additional skills, proficiencies, or class features that others might expect of the pretended professions. The epic infiltrator can switch cover identities or don a disguise using the Disguise skill in 1d3 minutes. He or she can also put on or take off armor in one-half the normal time. Sneak Attack: If an epic infiltrator can catch an opponent when the opponent is unable to defend effectively from his or her attack, he or she can strike a vital spot for extra damage. Any time the epic infiltrator's target would be denied his or her Dexterity bonus to AC (whether he or she actually has a Dexterity bonus or not), the epic infiltrator's attack deals +1d6 points of damage. This extra damage increases by +1d6 points every three levels. Should the epic infiltrator score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can only count as sneak attacks if the target is 30 feet away or less. With a sap or an unarmed strike, the epic infiltrator can make a sneak attack that deals subdual damage instead of normal damage. He or she cannot use a weapon that deals normal damage to deal subdual damage in a sneak attack, not even with the usual -4 penalty. An epic infiltrator can only sneak attack living creatures with discernible anatomies-undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Additionally, any creature immune to critical hits is similarly immune to sneak attacks. Also, the epic infiltrator must also be able to see the target well enough to pick out a vital spot and must be able to reach a vital spot. The epic infiltrator cannot sneak attack while striking at a creature with concealment or by striking the limbs of a creature whose vitals are beyond reach. If an epic infiltrator gets a sneak attack bonus from another source, the bonuses to damage stack. Specialist Training (Ex): At 2nd level, the epic infiltrator gains the benefit of focusing his or her craft on a particular type of work, specializing in one of the following categories and receiving a +3 bonus on all checks with the listed skills. Every three levels thereafter, the epic infiltrator gains specialist training again. He or she may select the same category more than once. Concealment: Bluff, Disguise, and Forgery. Subterfuge: Hide, Move Silently, Open Lock, and Pick Pocket. Espionage: Listen, Search, and Spot. Interaction: Diplomacy, Gather Information, Intimidate, and Sense Motive. Read Thoughts (Su): Beginning at 3rd level, the epic infiltrator can detect thoughts as the spell cast by a 15th-level caster, except that it targets a single mind. Every four levels thereafter, the epic infiltrator can per-form this ability one additional time per day. Far Senses (Su): Starting at 4th level, the epic infiltrator can extend his or her vision or hearing into an area beyond his or her normal range, once per day, to a distance of 20 feet plus an additional 20 feet per epic infiltrator level. The epic infiltrator must have personally visited the physical location earlier to use far senses on it. Barriers do not impede far senses, and low-light vision or darkvision function normally if the epic infiltrator has one or both of those abilities. Far senses can also apply to the epic infiltrator's read thoughts ability. Every two levels beyond 4th the epic infiltrator can perform this ability one additional time per day. This ability functions as the clairaudience/clairvoyance spell cast by a 15th-level caster, except for the limit on range, the need to know the locale beforehand, and the ability to use the read thoughts ability. Mind Blank (Sp): At 3rd level, the epic infiltrator can become immune to all mind-affecting spells and divinations once per day, plus one additional time per day every eight levels thereafter. This ability works as the mind blank spell cast by a 15th-level caster.


GUARDIAN PARAMOUNT Hit Die: d10. Requirements To qualify to become a guardian paramount, a character must fulfill all the following criteria. Base Attack Bonus: +15. Skills: Spot 13 ranks. Feats: Alertness, Lightning Reflexes. Epic Feats: Blinding Speed, Superior Initiative. Special: Uncanny dodge, evasion. Class Skills The guardian paramount's class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Diplomacy (Cha), Intimidate (Cha), Jump (Str), Listen (Wis), Profession (Wis), and Spot (Wis). Skill Points at Each Level: 4 + Int modifier.

Table: The Guardian Paramount Level Special

1st Bonus feat, uncanny dodge enabler 3/day

2nd Evasive preceptor 1/day

3rd Protective aura 1/day

4th Bonus feat, uncanny dodge enabler 4/day

5th Adjust probability 2/day, evasive preceptor 2/day

6th Call back 1/day, protective aura 2/day

7th Bonus feat, uncanny dodge enabler 5/day

8th Evasive preceptor 3/day, adjust probability 3/day

9th Protective aura 3/day

10th Bonus feat, uncanny dodge enabler 6/day


Class Features The following are class features of the guardian paramount prestige class. Weapon and Armor Proficiency: A guardian paramount is proficient with all simple and martial weapons, all armor, and shields. Bonus Feats: The guardian paramount gets a bonus feat at 1st level and an additional bonus feat every three levels thereafter. These bonus feats must be selected from the following list: Bulwark of Defense, Combat Archery, Damage Reduction, Dexterous Fortitude, Dexterous Will, Epic Dodge, Epic Fortitude, Epic Reflexes, Epic Reputation, Epic Skill Focus, Epic Speed, Epic Toughness, Epic Trapfinding, Epic Will, Exceptional Deflection, Fast Healing, Great Dexterity, Improved Combat Reflexes, Improved Sneak Attack, Improved Spell Resistance, Infinite Deflection, Legendary Climber, Lingering Damage, Mobile Defense, Perfect Health, Reflect Arrows, Self-Concealment, Sneak Attack of Opportunity, Spellcasting Harrier, and Uncanny Accuracy. Uncanny Dodge Enabler (Ex): The guardian paramount must have the uncanny dodge class feature to qualify for the prestige class, so at a minimum the guardian paramount has the extraordinary ability to retain his or her Dexterity bonus to AC (if any) regardless of being caught flat-footed or struck by an invisible attacker. It is possible that the character has higher-level aspects of the uncanny dodge ability. Whatever the level of uncanny dodge attained by the character, the guardian paramount can extend the features of his or her uncanny dodge ability to include any one creature he or she designates within 5 feet of him or her (he or she can designate a creature or change designations as a free action once per round). The guardian paramount can extend his or her uncanny dodge ability three times per day at 1st level, plus one additional time per day every three levels thereafter. Evasive Preceptor (Ex): The guardian paramount must have the evasion class feature, which allows the character to take no damage from an area attack with a successful Reflex save. He or she may also have improved evasion, though this is not a prerequisite. The character can extend evasion or improved evasion to include any one creature he or she designates within 5 feet of him or her. The guardian paramount can extend his or her evasion ability once per day at 2nd level, plus one additional time per day every three levels thereafter. Protective Aura (Sp): Starting at 3rd level, the guardian paramount can use a special form of shield other once per day, plus one additional time per day every three levels thereafter. When a guardian paramount creates a protective aura, the transferred wounds are dealt to the guardian paramount as subdual damage, not normal damage, as with the shield other spell. Otherwise, the guardian paramount's protective aura functions like the shield other spell cast by an 8th-level cleric. Adjust Probability (Ex): On reaching 5th level, the guardian paramount gains the ability to affect probability twice per day, plus one additional time per day per three levels thereafter. The guardian paramount can force a reroll of one attack roll, check, or saving throw that another creature within 25 feet-friend or enemy-just made. The guardian paramount can find out whether the attack roll, check, or save would have succeeded before using this ability. The recipient must take the second roll, whether it's better or worse than the original roll. The use of this ability takes place outside the normal initiative order, but the paramount guardian can't use it if he or she is flat-footed or unable to see the situation resulting in the roll. The guardian paramount must decide whether to reroll as soon as the result of the attack roll, check, or save is known. Call Back (Sp): On reaching 6th level, the guardian paramount gains the ability to return a dead creature that he or she has previously used any of his or her other class abilities on back to life, as if he or she had cast true resurrection as a 20th-level cleric. The character can use this ability once per day, plus one additional time per day every six levels.

HIGH PROSELYTIZER Hit Die: d8. Requirements To qualify to become a high proselytizer, a character must fulfill all the following criteria. Skills: Diplomacy 12 ranks and either Knowledge (religion) 24 ranks or Knowledge (nature) 24 ranks. Feats: Leadership. Epic Feats: Epic Leadership. Spells: Ability to cast 5th-level divine spells. Special: Must have a patron deity. Class Skills The high proselytizer's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (religion) (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int). Skill Points at Each Level: 2 + Int modifier. Table: The High Proselytizer Level Special Spells per Day

1st Proselytize 1/day

2nd Heal 1/day +1 level of divine spellcasting class

3rd Proselytize (deific touch) 1/day

4th Bonus feat +1 level of divine spellcasting class

5th Proselytize (deific word) 1/day

6th Heal 2/day +1 level of divine spellcasting class

7th Proselytize (deific face) 1/day

8th Bonus feat +1 level of divine spellcasting class

9th Proselytize (deific aura) 1/day

10th Heal 3/day +1 level of divine spellcasting class


Class Features The following are class features of the high proselytizer prestige class. Weapon and Armor Proficiency: High proselytizers are proficient with all simple weapons, all armor, and all shields. Spells per Day: At every other high proselytizer level, the character gains new spells per day as if he or she had also gained a level in a divine spellcasting class to which he or she belonged before adding the prestige class level. If already an epic spellcaster, the character gains only the benefit noted under the Spells entry for that epic class. He or she does not, however, gain any other benefit a character of that class would have gained. If the character had more than one divine spellcasting class before becoming a high proselytizer, the player must decide to which class to add each high proselytizer level for the purpose of determining spells per day. Proselytize (Sp): At 1st level, the high proselytizer gains the ability to preach the word of his or her deity to large crowds with great effect. He or she may speak in such a manner once per day, plus one additional time per day per ten class levels thereafter. Proselytize has three effects. First, any time the high proselytizer is speaking in this manner, he or she is treated as though affected by a sanctuary spell. Second, his or her voice can be heard clearly by anyone within a radius of 100 feet plus 50 feet per class level, regardless of background noise, and his or her speech can be understood as though the audience were affected by a comprehend languages spell. Finally, everyone in the range of the high proselytizer's voice immediately has a chance of becoming enraptured: Type of Listener Effect Followers of the same deity Automatic if 10 or fewer HD, otherwise Will save (DC 20 + 1/2 high proselytizer's class level + Wis modifier) Others of the same alignment Automatic if 5 or fewer HD, otherwise Will save (as above) All others Will save (as above)

Enraptured audience members act as though affected by a symbol of persuasion, changing alignment as appropriate and otherwise functioning according to the charm person spell. The high proselytizer can inspire the crowd to take any of a number of actions, depending on his or her alignment. Any suicidal suggestion grants audience members a new saving throw to break the rapture (with the exception of low-level followers of the same deity, who never got a save in the first place). This rapture lasts for 10 minutes plus an additional 5 minutes per high proselytizer level. At 3rd level, the high proselytizer's proselytize ability includes deific touch once per day, plus one additional time per day per ten levels thereafter. During his or her speech, the high proselytizer can move among the enraptured, shaking hands, caressing brows, and otherwise making contact with audience members. Anyone so touched is healed of 1d4 points of damage and cured of any natural disease or poison. Up to six individuals per round can be so affected. An audience member can only benefit from deific touch once per proselytize session. The high proselytizer can use deific touch as long as his or her proselytize ability lasts. At 5th level, the proselytize ability includes deific word once per day, plus one additional time per day per ten levels thereafter. The words spoken by the high proselytizer can, if he or she chooses, function as a triple-strength sound burst spell (3d8 points of sonic damage and a Will save to avoid being stunned for 3 rounds) to all who are not enraptured, as the spell cast by a 20th-level cleric. The deific word can occur at any point during his or her proselytize speech. At 7th level, the proselytize ability includes deific face once per day, plus one additional time per day per ten levels thereafter. When the high proselytizer speaks, he or she can cause a blinding burst to shine from his or her face. Deific face functions against all in the audience who are not enraptured as the sunburst spell cast by a 20th-level cleric. The deific face can occur at any point during his or her speech. At 9th level, the proselytize ability includes deific aura once per day, plus one additional time per day per ten levels thereafter. When the high proselytizer speaks, he or she can cause a rolling wave of deific power to spring from his or her body that functions as either a blasphemy, dictum, holy word, or word of chaos spell (as appropriate for his or her alignment), affecting only those in the audience who have resisted becoming enraptured. Deific aura otherwise functions as the relevant spell cast by a 20th-level cleric. The deific aura can occur at any point during his or her speech. Heal (Sp): At 2nd level, the high proselytizer can use heal on his or herself or another creature once per day, plus one additional time per day per four levels thereafter. Bonus Feats: The high proselytizer gets a bonus feat at 4th level and an additional bonus feat every four levels thereafter. These bonus feats must be chosen from the following list: Armor Skin, Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Bonus Domain, Enhance Spell, Epic Reputation, Epic Spell Focus, Epic Spell Penetration, Epic Spellcasting, Epic Will, Extended Life Span, Great Charisma, Great Wisdom, Ignore Material Components, Improved Alignment-Based Casting, Improved Combat Casting, Improved Heighten Spell, Improved Metamagic, Improved Spell Capacity, Intensify Spell, Legendary Commander, Multispell, Negative Energy Burst, Per-manent Emanation, Planar Turning, Polyglot, Positive Energy Aura, Spectral Strike, Spell Stowaway, Spell Opportunity, Spontaneous Domain Access, Spontaneous Spell, Tenacious Magic, Undead Mastery, Zone of Animation.

LEGENDARY DREADNOUGHT Hit Die: d12. Requirements To qualify to become a legendary dreadnought, a character must fulfill all the following criteria. Base Attack Bonus: +23. Skills: Intimidate 15 ranks. Feats: Combat Reflexes, Great Cleave, Improved Bull Rush, Improved Critical. Class Skills The legendary dreadnought's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Intimidate (Cha), Jump (Str), and Swim (Str). Skill Points at Each Level: 2 + Int modifier.

Table: The Legendary Dreadnought Level Special

1st Unstoppable 1/day

2nd Unmovable 1/day

3rd Shrug off punishment

4th Thick skinned

5th Bonus feat

6th Unstoppable 2/day

7th Unmovable 2/day

8th Shrug off punishment

9th Thick skinned

10th Bonus feat


Class Features The following are class features of the legendary dreadnought prestige class. Weapon and Armor Proficiency: A legendary dreadnought is proficient with all simple and martial weapons, all armor, and all shields. Unstoppable (Ex): At 1st level, the legendary dreadnought can concentrate his or her power, gaining a +20 bonus on his or her Strength check to break or burst a door or item once per day, plus one additional time per day every five levels thereafter. As a special use of this ability, the legendary dreadnought can attempt to break a wall of force (Strength DC 32, and the character applies his or her unstoppable bonus to this check as well). Alternatively, the legendary dreadnought can apply the +20 bonus to a single attack roll. Unmovable (Ex): At 2nd level, the legendary dreadnought can concentrate his or her power, making him or herself unmovable once per day, plus one additional time per day every five levels thereafter. This power grants the character a +20 bonus on any one of the following: A grapple check made to avoid being grabbed with the improved grab ability. A Strength check to avoid the effects of a bull rush, trip attempt, or similar effect. A Strength check against any effect that would move the character either physically or magically. Any one saving throw. If an effect that would move the character either physically or magically does not normally allow a saving throw, the legendary dreadnought can use this ability to gain a Will saving throw. He or she still gains the +20 bonus on the saving throw in such a case. Shrug off Punishment (Ex): The legendary dreadnought gains 12 bonus hit points at 3rd level and 12 more every five levels thereafter. Thick Skinned (Ex): At 4th level, the legendary dreadnought gains damage reduction 3/-. This does not stack with damage reduction granted by magic items or nonpermanent magical effects, but it does stack with any damage reduction granted by permanent magical effects, class features, the Damage Reduction feat, and this ability itself. The damage reduction improves by 3 points every five levels thereafter Bonus Feats: The legendary dreadnought gets a bonus feat at 5th level and an additional bonus feat every five levels thereafter. These bonus feats must be selected from the following list: Armor Skin, Devastating Critical, Dire Charge, Epic Fortitude, Epic Prowess, Epic Toughness, Epic Weapon Focus, Epic Weapon Specialization, Fast Healing, Great Constitution, Great Strength, Improved Combat Reflexes, Overwhelming Critical, Penetrate Damage Reduction.

PERFECT WIGHT Hit Die: d6. Requirements To qualify to become a perfect wight, a character must fulfill all the following criteria. Skills: Hide 24 ranks, Move Silently 24 ranks. Epic Feats: Self-Concealment. Special: Sneak attack +10d6. Class Skills The perfect wight's class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Disable Device (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Innuendo (Wis), Jump (Str), Knowledge (any) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Spot (Wis), Survival (Wis), Tumble (Dex), and Use Rope (Dex). Skill Points at Each Level: 8 + Int modifier.

Table: The Perfect Wight Level Special

1st Greater invisibility 1/day

2nd Improved legerdemain 1/day

3rd Incorporeal 1/day

4th Shadow form 1/day

5th Bonus feat

6th Greater invisibility 2/day

7th Improved legerdemain 2/day

8th Incorporeal 2/day

9th Shadow form 2/day

10th Bonus feat


Class Features The following are class features of the perfect wight prestige class. Weapon and Armor Proficiency: A perfect wight gains no proficiency with any weapons, armor, or shields. Greater Invisibility (Su): Starting at 1st level, the perfect wight gains the benefit of greater invisibility once per day, plus one additional time per day every five levels thereafter. The greater invisibility is as the spell cast by a 20th-level caster. Improved Legerdemain (Su): A perfect wight can perform the following class skills at a range of 30 feet: Disable Device, Open Lock, Pick Pocket, and Search. If desired, the perfect wight can take 10 on the check. Any object manipulated during the skill check must weigh 100 pounds or less. Alternatively, the perfect wight can use improved legerdemain to make one melee sneak attack against any creature within 30 feet. The perfect wight executes the sneak attack (or death attack, if applicable) as if attacking from a flanking position. If the attack is successful, the victim is dealt the appropriate sneak attack damage despite the fact that the perfect wight and his or her weapon do not physically cross the intervening distance. A perfect wight can use improved legerdemain once per day at 2nd level, plus one additional time per day every five levels thereafter. Incorporeal (Su): At 3rd level, the perfect wight can become incorporeal once per day, plus one additional time per day every five levels thereafter. A perfect wight can remain incorporeal for a number of rounds equal to 20 + his or her perfect wight level. As an incorporeal creature, the perfect wight can be harmed only by other incorporeal creatures, +1 or better magic weapons, and spells, spell-like abilities, and supernatural abilities. He or she is immune to all nonmagical attack forms. Even when hit by spells or magic weapons, the perfect wight has a 50% chance to ignore any damage from a corporeal source (except for force effects or attacks made with ghost touch weapons). An incorporeal perfect wight has no natural armor but has a deflection bonus equal to his or her Charisma modifier (always at least +1, even if his or her Charisma score does not normally provide a bonus). An incorporeal perfect wight can pass through solid objects at will, but not force effects. His or her attack ignores natural armor, armor, and shields, although deflection bonuses and force effects work normally against it. An incorporeal perfect wight moves silently and cannot be heard with Listen checks if he or she doesn't wish to be. While incorporeal, the perfect wight has no Strength score, so his or her Dexterity modifier applies to both melee and ranged attacks. Shadow Form (Su): At 4th level, the perfect wight can take shadow form once per day, plus one additional time per day every five levels thereafter. The perfect wight's shadow form lasts 1 minute per level of the prestige class. While in shadow form the perfect wight is incorporeal (see above), is immune to critical hits, and can fly at a speed of 100 feet (good). The perfect wight can also use the substance of his or her own shadow to enhance his or her effective level on any attack roll, check, or saving throw. Drawing power from his or her own shadow form deals the perfect wight 7 points of damage for each +1 bonus on a single roll or +1 effective level for any other single use. Bonus Feats: The perfect wight gets a bonus feat at 5th level and an additional bonus feat every five levels thereafter. These bonus feats must be selected from the following list: Blinding Speed, Combat Archery, Dexterous Fortitude, Dexterous Will, Epic Dodge, Epic Reputation, Epic Skill Focus, Epic Speed, Epic Trapfinding, Improved Combat Reflexes, Improved Sneak Attack, Legendary Climber, Lingering Damage, Self-Concealment, Sneak Attack of Opportunity, Spellcasting Harrier, Superior Initiative, Uncanny Accuracy.

UNION SENTINEL Hit Die: d10. Requirements To qualify to become a Union Sentinel, a character must fulfill all the following criteria. Alignment: Any lawful. Base Attack Bonus: +21. Skills: Diplomacy 8 ranks, Knowledge (local) 8 ranks. Feats: Alertness, Improved Disarm. Epic Feats: Armor Skin. Special: Must reside in a demiplane-city. Class Skills The Union Sentinel's class skills (and the key ability for each skill) are Diplomacy (Cha), Gather Information (Cha), Intimidate (Cha), Knowledge (local) (Int), Listen (Wis), Profession (Wis), Search (Int), Sense Motive (Wis), and Spot (Wis). Skill Points at Each Level: 2 + Int modifier.

Table: The Union Sentinel Level Special

1st Sending 1/day, shield of law 1/day

2nd Freedom 1/day, knock 1/day

3rd Dimensional anchor 1/day

4th Portal guardian 1/day, shield of law 2/day

5th Forcecage 1/day

6th Dimensional anchor 2/day, knock 2/day

7th Imprisonment 1/day, shield of law 3/day

8th Freedom 2/day, sending 2/day

9th Dimensional anchor 3/day

10th Knock 3/day, forcecage 2/day, portal guardian 2/day, shield of law 4/day


Class Features The following are class features of the Union Sentinel prestige class. Weapon and Armor Proficiency: Union Sentinels are proficient with all simple and martial weapons, all armor, and all shields. Sending (Sp): At 1st level, the Union Sentinel gains the use of the sending spell as a spell-like ability once per day, plus one additional time per day every seven levels thereafter. This ability functions as the spell cast by a 15th-level caster. Shield of Law (Sp): At 1st level, the Union Sentinel gains the use of the shield of law spell as a spell-like ability once per day, plus one additional time per day every three levels thereafter. This ability functions as the spell cast by a 15th-level caster. Freedom (Sp): At 2nd level, the Union Sentinel gains the use of the freedom spell as a spell-like ability once per day, plus one additional time per day every six levels thereafter. This ability functions as the spell cast by an 18th-level caster. Knock (Sp): At 2nd level, the Union Sentinel gains the use of the knock spell as a spell-like ability once per day, plus one additional time per day every four levels thereafter. This ability functions as the spell cast by a 15th-level caster. Dimensional Anchor (Sp): At 3rd level, the Union Sentinel gains the use of the dimensional anchor spell as a spell-like ability once per day, plus one additional time per day every three levels thereafter. This ability functions as the spell cast by a 15th-level caster. Portal Guardian (Su): A 4th-level Union Sentinel can become a portal guardian once per day, plus one additional time per day every six levels thereafter. The Union Sentinel must position him or herself within 5 feet of a portal or gate, and while he or she remains, the portal cannot be activated from either side by any means. The Union Sentinel can defend him or herself and use any of his or her other abilities normally, as long as he or she remains adjacent to the blocked portal. This ability only functions against portals and the gate spell, not against creatures with other spell-like or supernatural interplanar traveling abilities. Forcecage (Sp): At 5th level, the Union Sentinel gains the use of the forcecage spell as a spell-like ability once per day, plus one additional time per day every five levels thereafter. This ability functions as the spell cast by a 20th-level caster. Imprisonment (Sp): At 7th level, the Union Sentinel gains the use of the imprisonment spell as a spell-like ability once per week, plus one additional time per week every five levels thereafter. This ability functions as the spell cast by a 20th-level caster.


EPIC FEATS

ACQUIRING EPIC FEATS Characters gain epic feats in the following ways: At 21st level, and every three levels thereafter, the character may select an epic feat in place of a nonepic feat. Each character class gains bonus epic feats according to the class description. These feats must be selected from the list of bonus epic feats for that class.

PREREQUISITES Most epic feats have prerequisites. A character must have the listed ability score, feat, skill, class feature, or base attack modifier in order to select or use that feat. A character can gain an epic feat at the same level at which he or she gains the prerequisite, just as with regular feats. A prerequisite expressed as a numerical value is a minimum; any value higher than the one given also meets the prerequisite. A character can't use an epic feat if he or she has lost a prerequisite.

TYPES OF EPIC FEATS Most epic feats are general, meaning that no special rules govern them as a group. Others may be item creation feats or metamagic feats, which follow all the normal rules for such feats, except as specified in the feat's description. In addition, some feats are defined as divine feats or as wild feats. Such feats are described below.

DIVINE FEATS The feats in this category share a few characteristics. First, they all have as a prerequisite the ability to turn (or, in most cases, rebuke) undead. Thus, they are open to clerics, paladins of 4th level or higher, and any prestige class that has that ability. (An ability to turn other creatures does not qualify a character to select one of these feats.) Second, the force that powers a divine feat is the ability to channel positive or negative energy to turn or rebuke undead. Each use of a divine feat costs the character one turn/rebuke attempt from his or her number of attempts each day. If a character doesn't have any turn/rebuke attempts left, he or she can't use the feat. Since turning or rebuking is a standard action, activating any of these feats is also a standard action.

WILD FEATS The feats in this category share the characteristic of relating to the ability to use wild shape as a druid. These feats require the character to have the ability to use wild shape before acquiring the feat.

EPIC PSIONIC FEATS Psionic characters can acquire epic “psionically flavored” feats. Some feats require so much translation that converted feats are provided. Whenever a feat concerns conferring or altering a spell in some fashion, some translation must be done to use it with psionics. Sometimes this translation is as straightforward as changing a few names. Translating epic metamagic feats to epic metapsionic feats requires that Spellcraft prerequisites be replaced with Psicraft. It also requires a little math-instead of casting a spell at a higher level, a psionic character pays more power points. For every spell slot one level higher than the spell's actual level the metamagic feat requires, the metapsionic feat requires a character to pay a power point cost equal to its standard cost +2. Likewise, when a feat allows a spellcaster to “pay” one less level to use a metamagic feat, the psionic version allows a character to pay 2 power points less for a given metapsionic feat.

FEATS

ADDITIONAL MAGIC ITEM SPACE [EPIC] Benefit: Choose one type of magic item that has a limit on the number a character can simultaneously wear and gain its benefit. The character can now wear one more magic item of this type and also gain its benefit. Normal: Without this feat, a character is limited to one headband, hat, or helmet; one pair of eye lenses or goggles; one cloak, cape, or mantle; one amulet, brooch, medallion, necklace, periapt, or scarab; one suit of armor; one robe; one vest, vestment, or shirt; one pair of bracers or bracelets; one pair of gloves or gauntlets; two rings; one belt; and one pair of boots. Special: A character can gain this feat multiple times. Each time the character takes the feat, it applies to a new type of wearable magic item.

ARMOR SKIN [EPIC] Benefit: The character gains a +1 natural armor bonus to Armor Class, or his or her existing natural armor bonus increases by 1. Special: A character can gain this feat multiple times. Its effects stack.

AUGMENTED ALCHEMY [EPIC] Prerequisites: Int 21, Craft(alchemy) 24 ranks. Benefit: Whenever creating an alchemical item or substance, the character can choose to make it more powerful than normal by adding +20 to the DC required to create it and multiplying its price by 5. If the item or substance deals damage, double the damage dealt. If the item or substance doesn't deal damage, double the duration of its effect. If the item or substance doesn't deal damage and doesn't have a specific listed duration (or has an instantaneous duration), double all dimensions of its area. If the item or substance doesn't fit any of these categories, then it cannot be affected by this feat. See the Craft (alchemy) skill description.

AUTOMATIC QUICKEN SPELL [EPIC] Prerequisites: Quicken Spell, Spellcraft 30 ranks, ability to cast 9th-level arcane or divine spells. Benefit: The character may cast all 0-, 1st-, 2nd-, and 3rd-level spells as quickened spells without using higher-level spell slots. The normal limit to the number of quickened spells a character may cast per round applies. Spells with a casting time of more than 1 full round can't be quickened. Special: A character can gain this feat multiple times. Each time a character takes the feat, the spells of his or her next three lowest spell levels can now be quickened with no adjustment to their spell slots. This feat doesn't increase the casting time for those spells that normally become full-round actions when cast in metamagic form.

AUTOMATIC SILENT SPELL [EPIC] Prerequisites: Silent Spell, Spellcraft 24 ranks, ability to cast 9th-level arcane or divine spells. Benefit: The character may cast all 0-, 1st-, 2nd-, and 3rd-level spells as silent spells without using higher-level spell slots. Special: A character can gain this feat multiple times. Each time a character takes the feat, the spells of his or her next three lowest spell levels can now be silenced with no adjustment to their spell slots. This feat doesn't increase the casting time for those spells that normally become full-round actions when cast in metamagic form. However, since bard spells can't be enhanced with the Silent Spell feat, they can't be affected by this feat either.

AUTOMATIC STILL SPELL [EPIC] Prerequisites: Still Spell, Spellcraft 27 ranks, ability to cast 9th-level arcane or divine spells. Benefit: The character may cast all 0-, 1st-, 2nd-, and 3rd-level spells as stilled spells without using higher-level spell slots. Special: A character can gain this feat multiple times. Each time a character takes the feat, the spells of his or her next three lowest spell levels can now be stilled with no adjustment to their spell slots. This feat doesn't increase the casting time for those spells that normally become full-round actions when cast in metamagic form.

BANE OF ENEMIES [EPIC] Prerequisites: Survival 24 ranks, five or more favored enemies. Benefit: Any weapon the character wields against one of his or her favored enemies is treated as a bane weapon for that creature type (thus, its enhancement bonus is increased by +2 and it deals +2d6 points of damage). This ability doesn't stack with similar abilities.

BLINDING SPEED [EPIC] Prerequisite: Dex 25. Benefit: The character can act as if hasted for 5 rounds each day. The duration of the effect need not be consecutive rounds. Activating this power is a free action. Special: A character can gain this feat multiple times. Each time he or she takes the feat, it grants an additional 5 rounds of haste per day.

BONUS DOMAIN [EPIC] Prerequisites: Wis 21, ability to cast 9th-level divine spells. Benefit: Choose an additional domain from the character's deity's domain list. The character now has access to that domain's spells as normal for his or her domain spells and the domain's granted powers. Special: A character can gain this feat multiple times. Each time he or she takes the feat, it applies to a different domain.

BULWARK OF DEFENSE [EPIC] Prerequisites: Con 25, defensive stance 3/day. Benefit: The character's defensive stance bonuses increase to +4 Strength, +6 Constitution, +4 resistance bonus on all saves, and +6 dodge bonus to AC.

CHAOTIC RAGE [EPIC] Prerequisites: Rage 5/day, chaotic alignment. Benefit: Any weapon the character wields while in a rage is treated as an anarchic weapon (it is chaos-aligned and deals an extra 2d6 points of damage against creatures of lawful alignment). This ability does not stack with similar abilities.

COLOSSAL WILD SHAPE [WILD][EPIC] Prerequisite: The ability to wild shape into a Gargantuan creature. Benefit: The character can use his or her wild shape to take the shape of a Colossal animal. Normal: Without this feat, a character cannot wild shape into an animal of greater than Huge size.

COMBAT ARCHERY [EPIC] Prerequisites: Dodge, Mobility, Point Blank Shot. Benefit: The character does not incur any attacks of opportunity for firing a bow when threatened. Normal: Without this feat, a character incurs an attack of opportunity from all opponents who threaten him or her whenever he or she uses a bow.

CRAFT EPIC MAGIC ARMS AND ARMOR [ITEM CREATION] [EPIC] Prerequisites: Craft Magic Arms and Armor, Knowledge (arcana) 28 ranks, Spellcraft 28 ranks. Benefit: The character can craft magic arms and armor which exceed the normal limits for such items

CRAFT EPIC ROD [ITEM CREATION][EPIC] Prerequisites: Craft Rod, Knowledge (arcana) 32 ranks, Spellcraft 32 ranks. Benefit: The character can craft rods that exceed the normal limits for such items.

CRAFT EPIC STAFF [ITEM CREATION][EPIC] Prerequisites: Craft Staff, Knowledge (arcana) 35 ranks, Spellcraft 35 ranks. Benefit: The character can craft staffs that exceed the normal limits for such items.

CRAFT EPIC WONDROUS ITEM [ITEM CREATION][EPIC] Prerequisites: Craft Wondrous Item, Knowledge (arcana) 26 ranks, Spellcraft 26 ranks. Benefit: The character can craft wondrous items that exceed the normal limits for such items.

DAMAGE REDUCTION [EPIC] Prerequisite: Con 21. Benefit: The character gains damage reduction 3/-. This does not stack with damage reduction granted by magic items or nonpermanent magical effects, but it does stack with any damage reduction granted by permanent magical effects, class features, or this feat itself. Special: A character can gain this feat multiple times. Each time he or she gains the feat, his or her damage reduction increases by 3.

DEAFENING SONG [EPIC] Prerequisites: Perform 24 ranks, bardic music class feature. Benefit: The character can use song or poetics to temporarily deafen all enemies within a 30-foot spread from him or her. A successful Fortitude save (DC 10 + 1/2 the character's class level + the character's Charisma modifier) negates the effect. The deafening effect lasts for as long as the character continues the deafening song. The character can choose to exclude any characters from this effect. The character may sing, play, or recite a deafening song while taking other mundane actions, but not magical ones (see the bard's inspire courage ability for more details). The character may keep up the deafening song for a maximum of 10 rounds. Using the deafening song counts as one of the character's uses of song or poetics for the day.

DEATH OF ENEMIES [EPIC] Prerequisites: Bane of Enemies, Survival 30 ranks, five or more favored enemies. Benefit: Any time the character scores a critical hit against one of his or her favored enemies, it must make a Fortitude save (DC 10 + 1/2 character's ranger class level + character's Wisdom modifier) or die instantly. Special: Creatures immune to critical hits can't be affected by this feat.

DEVASTATING CRITICAL [EPIC] Prerequisites: Str 25, Cleave, Great Cleave, Improved Critical (chosen weapon), Overwhelming Critical (chosen weapon), Power Attack, Weapon Focus (chosen weapon). Benefit: Whenever the character scores a critical hit with the chosen weapon, the target must make a Fortitude save (DC 10 + 1/2 character level + character's Strength modifier) or die instantly. (Creatures immune to critical hits can't be affected by this feat.) Special: A character can gain this feat multiple times. Its effects do not stack. Each time a character takes the feat, it applies to a different type of weapon.

DEXTEROUS FORTITUDE [EPIC] Prerequisites: Dex 25, slippery mind class feature. Benefit: Once per round, when targeted by an effect that requires a Fortitude saving throw, the character may make a Reflex save instead to avoid the effect (evasion is not applicable).

DEXTEROUS WILL [EPIC] Prerequisites: Dex 25, slippery mind class feature. Benefit: Once per round, when targeted by an effect that requires a Will saving throw, the character may make a Reflex save instead to avoid the effect (evasion is not applicable).

DIMINUTIVE WILD SHAPE [WILD][EPIC] Prerequisite: Ability to wild shape into a Huge animal. Benefit: The character can use wild shape to take the shape of a Diminutive animal. Normal: Without this feat, a character cannot wild shape into an animal of smaller than Tiny size.

DIRE CHARGE [EPIC] Prerequisite: Improved Initiative. Benefit: If the character charges a foe during the first round of combat (or the surprise round, if the character is allowed to act in it), he or she can make a full attack against the opponent charged. Normal: Without this feat, a character may only make a single attack as part of a charge.

DISTANT SHOT [EPIC] Prerequisites: Dex 25, Far Shot, Point Blank Shot, Spot 20 ranks. Benefit: The character may throw or fire a ranged weapon at any target within line of sight, with no penalty for range.

DRAGON WILD SHAPE [WILD][EPIC] Prerequisites: Wis 30, Knowledge (nature) 30 ranks, wild shape 6/day. Benefit: The character may use wild shape to change into a dragon (black, blue, green, red, white, brass, bronze, copper, gold, or silver). The size limitation is the same as the character's limitation on animal size. The character gains all extraordinary and supernatural abilities of the dragon whose form he or she takes.

EFFICIENT ITEM CREATION [EPIC] Prerequisites: Item creation feat to be selected, Knowledge (arcana) 24 ranks, Spellcraft 24 ranks. Benefit: Select an item creation feat. Creating a magic item using that feat requires one day per 10,000 gp of the item's market price, with a minimum of one day. Normal: Without this feat, creating a magic item requires one day for each 1,000 gp of the item's market price. Special: A character can gain this feat multiple times. Its effects do not stack. Each time a character takes the feat, it applies to a different item creation feat.

ENERGY RESISTANCE [EPIC] Benefit: Choose a type of energy (acid, cold, electricity, fire, or sonic). The character gains resistance 10 to that type of energy, or the character's existing resistance to that type of energy increases by 10. This feat does not stack with energy resistance granted by magic items or nonpermanent magical effects. Special: A character can gain this feat multiple times. If the same type of energy is chosen, the effects stack.

ENHANCE SPELL [METAMAGIC][EPIC] Prerequisite: Maximize Spell. Benefit: The damage cap for the character's spells increases by 10 dice (for spells that deal a number of dice of damage equal to caster level) or by 5 dice (for spells that deal a number of dice of damage equal to half caster level). An enhanced spell uses up a spell slot four levels higher than the spell's actual level. This feat has no effect on spells that don't specifically deal a number of dice of damage equal to the caster's level or half level, even if the spell's effect is largely dictated by the caster's level. Normal: Without this feat, use the damage dice caps indicated in the spell's description. Special: A character may gain this feat multiple times. Each time he or she selects this feat, the damage cap increases by 10 dice or 5 dice, as appropriate to the spell, and the enhanced spell takes up a spell slot an additional four levels higher.

EPIC DODGE [EPIC] Prerequisites: Dex 25, Dodge, Tumble 30 ranks, improved evasion, defensive roll class feature. Benefit: Once per round, when struck by an attack from an opponent the character has designated as the object of his or her dodge, the character may automatically avoid all damage from the attack.

EPIC ENDURANCE [EPIC] Prerequisites: Con 25, Endurance. Benefit: Whenever the character makes a check for performing a physical action that extends over a period of time, he or she gets a +10 bonus on the check.

EPIC EXPANDED KNOWLEDGE [EPIC, PSIONIC] You learn another power. Prerequisites: Character level 21st, ability to manifest powers of the normal maximum power level in at least one psionic class. Benefit: You learn one additional power at any level up to the highest level of power you can manifest. You can choose any power, even one that is part of another discipline's list or another class's list. Special: You can gain this feat multiple times. Each time, you learn one new power at any level up to the highest level of power you can manifest.

EPIC FORTITUDE [EPIC] Benefit: The character gains a +4 bonus on all Fortitude saving throws.

EPIC INSPIRATION [EPIC] Prerequisites: Cha 25, Perform 30 ranks, bardic music class feature. Benefit: All competence bonuses, dodge bonuses, and morale bonuses granted by the character's bardic music ability increase by +1. If you have the inspire greatness bardic music ability, it grants one additional bonus HD. Special: A character can gain this feat multiple times. Its effects stack.

EPIC LEADERSHIP [EPIC] Prerequisites: Cha 25, Leadership, Leadership score 25. Benefit: The character attracts a cohort and followers as shown below on Table: Epic Leadership. In all other ways Epic Leadership functions as the Leadership feat. Normal: The Leadership feat provides no benefit for leadership scores beyond 25.

Table: Epic Leadership Leadership Score Cohort Level ----------Number of Followers by Level ---------

 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 

25 17th 135 13 7 4 2 2 1 - - -

26 18th 160 16 8 4 2 2 1 - - -

27 18th 190 19 10 5 3 2 1 - - -

28 19th 220 22 11 6 3 2 1 - - -

29 19th 260 26 13 7 4 2 1 - - -

30 20th 300 30 15 8 4 2 1 - - -

31 20th 350 35 18 9 5 3 2 1 - -

32 21st 400 40 20 10 5 3 2 1 - -

33 21st 460 46 23 12 6 3 2 1 - -

34 22nd 520 52 26 13 6 3 2 1 - -

35 22nd 590 59 30 15 8 4 2 1 - -

36 23rd 660 66 33 17 9 5 3 2 1 -

37 23rd 740 74 37 19 10 5 3 2 1 -

38 24th 820 82 41 21 11 6 3 2 1 -

39 24th 910 91 46 23 12 6 3 2 1 -

40 25th 1000 100 50 25 13 7 4 2 1 -

per +1 +1/2* +100** † † † † † † † † †


Leadership Score: A character's Leadership score equals his or her level plus any Charisma modifier. Outside factors can affect a character's Leadership score, as detailed in the Leadership feat. Cohort Level: The character can attract a cohort of up to this level. Regardless of the character's Leadership score, he or she can't recruit a cohort of his or her level or higher. Number of Followers by Level: The character can lead up to the indicated number of characters of each level.

  • The maximum cohort level increases by 1 for every 2 points of Leadership above 40. **The number of 1st-level followers increases by 100 for every point of Leadership above 40.

†A character can command one-tenth as many 2nd-level followers as 1st-level followers. A character can command one-half as many 3rd-level followers as 2nd-level followers, one-half as many 4th-level followers as 3rd-level followers, and so on (round fractions up, except any fraction less than 1 rounds to 0). A character can't have a follower of higher than 20th level. Table: Example Special Epic Cohorts presents some creatures that make good cohorts for epic characters.

Table: Example Special Epic Cohorts

Creature Alignment Level Equivalent

Angel, astral deva Any good 20nd

Dragon, ancient silver Lawful good 42nd

Couatl Lawful good 16th

Giant, cloud Neutral good 24th

Ghaele Chaotic good 21st

Giant, storm Chaotic good 28th

Dragon, wyrm brass Chaotic good 42th

Dragon turtle Neutral 21st

Hydra, 12-headed Neutral 19th

Roc Neutral 23rd

Dragon, ancient green Lawful evil 40th

Devil, ice (gelugon) Lawful evil 21st

Giant, cloud Neutral evil 24th

Demon, glabrezu Chaotic evil 23rd

Demon, succubus Chaotic evil 12th

Dragon, wyrm white Chaotic evil 41th


EPIC PROWESS [EPIC] Benefit: Gain a +1 bonus on all attacks. Special: A character can gain this feat multiple times. Its effects stack.

EPIC PSIONIC FOCUS [EPIC, PSIONIC] You can expend your psionic focus to greater effect. Prerequisites: Character level 21st, ability to manifest powers of the normal maximum power level in at least one psionic class. Benefit: When you expend your psionic focus, you can simultaneously use two feats that require a psionic focus to be expended, instead of just one. The feats must be stackable. You must still spend the requisite power points required to use each metapsionic feat, and you cannot exceed the power point limit set by your manifester level. Special: You can take this feat multiple times. Each time you do so, you can simultaneously use one additional feat that requires a psionic focus to be expended.

EPIC REFLEXES [EPIC] Benefit: The character gains a +4 bonus on all Reflex saving throws.

EPIC REPUTATION [EPIC] Benefit: The character gains a +4 bonus on Bluff, Diplomacy, Gather Information, Intimidate, and Perform checks.

EPIC SKILL FOCUS [EPIC] Prerequisite: 20 ranks in the skill selected. Benefit: The character gains a +10 bonus on all skill checks with that skill. Special: A character can gain this feat multiple times. Its effects do not stack. Each time a character takes the feat, it applies to a different skill.

EPIC SPEED [EPIC] Prerequisites: Dex 21, Run. Benefit: The character's speed increases by 30 feet. This benefit does not stack with increased speed granted by magic items or nonpermanent magical effects. Special: This feat only functions when the character is wearing medium armor, light armor, or no armor.

EPIC SPELL FOCUS [EPIC] Prerequisites: Greater Spell Focus and Spell Focus in the school selected, ability to cast at least one 9th-level spell of the school to be chosen. Benefit: Add +1 to the Difficulty Class for all saving throws against spells from the school of magic the character selects to focus on. This stacks with the bonuses from Spell Focus and Greater Spell Focus. Special: A character can gain this feat multiple times. Its effects do not stack. Each time the character takes the feat, it applies to a different school of magic.

EPIC SPELL PENETRATION [EPIC] Prerequisites: Greater Spell Penetration, Spell Penetration. Benefit: The character gets a +2 bonus on caster level checks to beat a creature's spell resistance. This stacks with the bonuses from Spell Penetration and Greater Spell Penetration.

EPIC SPELLCASTING [EPIC] Prerequisite: Spellcraft 24 ranks, Knowledge (arcana) 24 ranks, ability to cast 9th-level arcane spells. OR Spellcraft 24 ranks, Knowledge (religion) 24 ranks, ability to cast 9th-level divine spells. OR Spellcraft 24 ranks, Knowledge (nature) 24 ranks, ability to cast 9th-level divine spells. Benefit: The character may develop and cast epic spells. If the character is an arcane spellcaster, he or she may cast a number of epic spells per day equal to his or her ranks in Knowledge (arcana) divided by 10. If the character is a divine spellcaster, he or she may cast a number of epic spells per day equal to his or her ranks in Knowledge (religion) or Knowledge (nature) divided by 10. Special: If the character meets more than one set of prerequisites, the limit on the number of spells he or she may cast per day is cumulative.

EPIC TOUGHNESS [EPIC] Benefit: The character gains +30 hit points. Special: A character can gain this feat multiple times. Its effects stack.

EPIC WEAPON FOCUS [EPIC] Prerequisite: Weapon Focus in the chosen weapon. Benefit: Add a +2 bonus to all attack rolls the character makes using the selected weapon. Special: A character can gain this feat multiple times. Its effects do not stack. Each time the character takes the feat it applies to a different type of weapon.

EPIC WEAPON SPECIALIZATION [EPIC] Prerequisites: Epic Weapon Focus, Weapon Focus, Weapon Specialization (all in the chosen weapon). Benefit: Add +4 to all damage the character deals using the selected weapon. If the weapon is a ranged weapon, the damage bonus only applies if the target is within 30 feet. Special: A character can gain this feat multiple times. Its effects do not stack. Each time the character takes the feat, it applies to a different type of weapon.

EPIC WILL [EPIC] Benefit: The character gains a +4 bonus on all Will saving throws.

EXCEPTIONAL DEFLECTION [EPIC] Prerequisites: Dex 21, Wis 19, Deflect Arrows, Improved Unarmed Strike. Benefit: The character can deflect any ranged attacks (including spells that require ranged touch attacks) as if they were arrows.

EXTENDED LIFE SPAN [EPIC] Benefit: Add one-half the maximum result of the character's race's maximum age modifier to the character's normal middle age, old, and venerable age categories. Calculate the character's maximum age using the new venerable number. This feat can't lower the character's current age category. Special: A character can gain this feat multiple times. Its effects stack.

FAMILIAR SPELL [EPIC] Prerequisite: Int 25 (if the character's spellcasting is controlled by Intelligence) or Cha 25 (if the character's spellcasting is controlled by Charisma). Benefit: Choose one arcane spell the character knows of 8th level or lower. The character's familiar can now use this spell once per day as a spell-like ability, at a caster level equal to the character's caster level. A character cannot bestow a spell to his or her familiar if the spell normally has a material component cost of more than 1 gp or an XP cost. Special: A character can gain this feat multiple times. Each time the character takes the feat, he or she can give his or her familiar a different spell-like ability or another daily use of the same spell-like ability.

FAST HEALING [EPIC] Prerequisite: Con 25. Benefit: The character gains fast healing 3, or the character's existing fast healing increases by 3. This feat does not stack with fast healing granted by magic items or nonpermanent magical effects. Special: This feat may be taken multiple times. Its effects stack.

FINE WILD SHAPE [WILD][EPIC] Prerequisite: Ability to wild shape into a Diminutive creature. Benefit: The character can use his or her wild shape to take the shape of a Fine animal. Normal: Without this feat, a character cannot wild shape into an animal smaller than Tiny size.

FORGE EPIC RING [ITEM CREATION][EPIC] Prerequisites: Forge Ring, Knowledge (arcana) 35 ranks, Spellcraft 35 ranks. Benefit: The character can forge magic rings that exceed the normal limits for such items.

GARGANTUAN WILD SHAPE [WILD][EPIC] Prerequisite: Ability to wild shape into a Huge animal. Benefit: The character can use your wild shape to take the shape of a Gargantuan animal. Normal: Without this feat, a character cannot wild shape into an animal greater than Huge size.

GREAT CHARISMA [EPIC] Benefit: The character's Charisma increases by 1 point. Special: A character can gain this feat multiple times. Its effects stack.

GREAT CONSTITUTION [EPIC] Benefit: The character's Constitution increases by 1 point. Special: A character can gain this feat multiple times. Its effects stack.

GREAT DEXTERITY [EPIC] Benefit: The character's Dexterity increases by 1 point. Special: A character can gain this feat multiple times. Its effects stack.

GREAT INTELLIGENCE [EPIC] Benefit: The character's Intelligence increases by 1 point. Special: A character can gain this feat multiple times. Its effects stack.

GREAT SMITING [EPIC] Prerequisites: Cha 25, smite ability (from class feature or domain granted power). Benefit: Whenever the character makes a successful smite attack, add twice the appropriate level to damage (rather than just the character's level). Special: A character may select this feat multiple times. Its effects stack. Remember that two doublings equals a tripling, and so forth.

GREAT STRENGTH [EPIC] Benefit: The character's Strength increases by 1 point. Special: A character can gain this feat multiple times. Its effects stack.

GREAT WISDOM [EPIC] Benefit: The character's Wisdom increases by 1 point. Special: A character can gain this feat multiple times. Its effects stack.

GROUP INSPIRATION [EPIC] Prerequisite: Perform 30 ranks, bardic music class feature. Benefit: The number of allies the character can affect with his or her inspire competence or inspire greatness bardic music ability doubles. When inspiring competence in multiple allies, the character can choose different skills to inspire for different allies. Special: A character can gain this feat multiple times. Its effects stack. Remember that two doublings equals a tripling, and so forth.

HINDERING SONG [EPIC] Prerequisite: Deafening Song, Perform 27 ranks, bardic music class feature. Benefit: The character can use song or poetics to hinder enemy spellcasters within a 30-foot spread from the character. To successfully cast a spell within this area, a spellcaster must make a Concentration check as if he or she were casting defensively, and all such checks have a penalty equal to half the character's level. The character can choose to exclude any characters from this effect. The character may sing, play, or recite a hindering song while taking other mundane actions, but not magical ones (see the bard's inspire courage ability for more details). The character may keep up the hindering song for a maximum of 10 rounds. Using the hindering song counts as one of the character's uses of song or poetics for the day.

HOLY STRIKE [EPIC] Prerequisites: Smite evil class feature, any good alignment. Benefit: Any weapon the character wields is treated as a holy weapon (is good-aligned and deals an extra 2d6 points of damage against creatures of evil alignment).If the weapon already has an alignment, this feat has no effect on the weapon.

IGNORE MATERIAL COMPONENTS [EPIC] Prerequisites: Eschew Materials, Spellcraft 25 ranks, ability to cast 9th-level arcane or divine spells. Benefit: The character may cast spells without any material components. This feat does not affect the need for a focus or divine focus.

IMPROVED ALIGNMENT-BASED CASTING [EPIC] Prerequisites: Access to domain of Chaos, Evil, Good, or Law, alignment must match domain chosen, ability to cast 9th-level divine spells. Benefit: Select an alignment-based domain (Chaos, Evil, Good, or Law) to which the character has access. The character casts spells with that alignment descriptor at +3 caster level. Special: This benefit overrides (does not stack with) the granted powers of the Chaos, Evil, Good, and Law domains. A character may select this feat multiple times. Its effects do not stack. Each time a character takes the feat, it applies to a different alignment-based domain to which the character has access.

IMPROVED ARROW OF DEATH [EPIC] Prerequisites: Dex 19, Wis 19, Point Blank Shot, Precise Shot, arrow of death class feature. Benefit: Add +2 to the DC of the character's arrows of death. This feat may be taken multiple times. Its effects stack.

IMPROVED AURA OF COURAGE [EPIC] Prerequisite: Cha 25, aura of courage class ability. Benefit: The character's aura of courage grants a +8 morale bonus on saving throws against fear effects.

IMPROVED AURA OF DESPAIR [EPIC] Prerequisite: Cha 25, aura of despair class ability. Benefit: The character's aura of despair causes a -4 morale penalty on all saving throws.

IMPROVED COMBAT CASTING [EPIC] Prerequisites: Combat Casting, Concentration 25 ranks. Benefit: The character doesn't incur attacks of opportunity for casting spells when threatened.

IMPROVED COMBAT REFLEXES [EPIC] Prerequisites: Dex 21, Combat Reflexes. Benefit: There is no limit to the number of attacks of opportunity the character can make in one round. (the character still can't make more than one attack of opportunity for a given oppertunity.)

IMPROVED DARKVISION [EPIC] Prerequisite: Darkvision. Benefit: The range of the character's darkvision doubles. This feat does not stack with darkvision granted by magic items or nonpermanent magical effects. Special: This feat may be taken multiple times. Its effects stack. Remember that two doublings equals a tripling, and so on.

IMPROVED DEATH ATTACK [EPIC] Prerequisites: Death attack class feature, sneak attack +5d6. Benefit: Add +2 to the DC of the character's death attack. Special: This feat may be taken multiple times. Its effects stack.

IMPROVED ELEMENTAL WILD SHAPE [WILD][EPIC] Prerequisites: Wis 25, ability to wild shape into an elemental. Benefit: The character's ability to wild shape into an elemental is expanded to include all elemental creatures (not just air, earth, fire, and water elementals) of any size that the character can take when using wild shape to become an animal. The character gains all extraordinary and supernatural abilities of the elemental whose form he or she takes. Normal: Without this feat, a character may only wild shape into a Small, Medium-size, or Large air, earth, fire, or water elemental.

IMPROVED FAVORED ENEMY [EPIC] Prerequisite: Five or more favored enemies. Benefit: Add +1 to the bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks and damage rolls against all the character's favored enemies. Special: This feat may be taken multiple times. Its effects stack.

IMPROVED HEIGHTEN SPELL [EPIC] Prerequisites: Heighten Spell, Spellcraft 20 ranks. Benefit: As Heighten Spell, but there is no limit to the level to which the character can heighten the spell. Normal: Without this feat, a spell can only be heightened to a maximum of 9th level.

IMPROVED KI STRIKE [EPIC] Prerequisites: Wis 21, Ki strike (adamantine). Benefit: The character's unarmed strikes are treated as epic magic weapons for the purposes of damage reduction.

IMPROVED LOW-LIGHT VISION [EPIC] Prerequisite: Low-light vision. Benefit: The range of the character's low-light vision doubles. This feat does not stack with low-light vision granted by magic items or nonpermanent magical effects. Special: This feat may be taken multiple times. Its effects stack. Remember that two doublings equals a tripling, and so on.

IMPROVED MANIFESTATION [EPIC, PSIONIC] You increase your power point reserve. Prerequisites: Character level 21st, ability to manifest powers of the normal maximum power level in at least one psionic class. Benefit: When you select this feat, you gain 19 power points. Special: You can gain this feat multiple times. Each time you do so, you gain an additional number of power points equal to your previous benefit +2.

IMPROVED MANYSHOT [EPIC] Prerequisites: Dex 19, base attack bonus +21, Many-shot, Point Blank Shot, Rapid Shot Benefits: As Manyshot, but the number of arrows the character can fire is limited only by his or her base attack bonus (two arrows, plus one arrow for every 5 points of base attack bonus above +6). Special: Regardless of the number of arrows the character fires, he or she only applies precision-based damage (such as sneak attack damage or the ranger's favored enemy bonus) once. If the character scores a critical hit, only one of the arrows deals critical damage (character's choice); all others deal normal damage. Normal: With the Manyshot feat, the character is limited to a maximum of four arrows fired (when the character's base attack bonus is +16 or higher).

IMPROVED METAMAGIC [EPIC] Prerequisites: Four metamagic feats, Spellcraft 30 ranks. Benefit: The spell slot modifier of all the character's metamagic feats is reduced by one level, to a minimum of +1. This feat has no effect on metamagic feats whose spell slot modifier is +1 or less. Special: A character can gain this feat multiple times. The effects stack, though a character can't reduce any metamagic feat's spell slot modifier to less than +1.

IMPROVED METAPSIONICS [EPIC, PSIONIC] You can manifest powers using metapsionic feats more easily than normal. Prerequisites: Character level 21st, four metapsionic feats, Psicraft 30 ranks. Benefit: Metapsionic powers you manifest cost 2 power points less than normal (to a minimum of 1 power point). This feat has no effect on metapsionic powers that inflate the cost by only 2 power points. Special: You can gain this feat multiple times. The effects stack, though you can't lower the cost of any metapsionic power to less than 1 power point.

IMPROVED SNEAK ATTACK [EPIC] Prerequisite: Sneak attack +8d6. Benefit: Add +1d6 to the character's sneak attack damage. Special: This feat may be taken multiple times. Its effects stack.

IMPROVED SPELL CAPACITY [EPIC] Prerequisite: Ability to cast spells of the normal maximum spell level in at least one spellcasting class. Benefit: When the character selects this feat, he or she gains one spell slot per day of any level up to one level higher than the highest-level spell the character can already cast in a particular class. The character must still have the requisite ability score (10 + spell level) in order to cast any spell stored in this slot. If the character has a high enough ability modifier to gain one or more bonus spells for this spell level, he or she also gains the bonus spells for this spell level. The character must use the spell slot as a member of the class in which he or she can already cast spells of the normal maximum spell level. Special: A character can gain this feat multiple times.

Spell Slots Above 9th Level The Improved Spell Capacity feat allows characters to gain spell slots above 9th level (which can be used to hold lower-level spells or spells whose level has been increased beyond 9th by the use of metamagic feats). A character with a very high score in the ability associated with his or her spellcasting (Intelligence for wizards; Wisdom for clerics, druids, paladins, and rangers; or Charisma for bards and sorcerers) may receive bonus spells of those levels, as shown on Table: Expanded Ability Modifiers and Bonus Spells, but only if they already have at least one spell slot of that level (such as from the Improved Spell Capacity feat). A character without any spell slots of a level can't receive any bonus spells of that level, even if the appropriate ability score is high enough to award them. Even though the table only includes ability scores up to 61 and spell slots up to 25th level, the progression continues infinitely in both directions. For ability scores beyond 61, or for spell slots above 25th level, expand the table to follow the same patterns as shown.

Table: Expanded Ability Modifiers and Bonus Spells

 --------------- Spells per Day ------------------- 

Score Modifier Ab. Mod 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25

10-11 +00 - - - - - - - - - - - - - - - -

12-13 +01 - - - - - - - - - - - - - - - -

14-15 +02 - - - - - - - - - - - - - - - -

16-17 +03 - - - - - - - - - - - - - - - -

18-19 +04 - - - - - - - - - - - - - - - -

20-21 +05 - - - - - - - - - - - - - - - -

22-23 +06 - - - - - - - - - - - - - - - -

24-25 +07 - - - - - - - - - - - - - - - -

26-27 +08 - - - - - - - - - - - - - - - -

28-29 +09 - - - - - - - - - - - - - - - -

30-31 +10 1 - - - - - - - - - - - - - - -

32-33 +11 1 1 - - - - - - - - - - - - - -

34-35 +12 1 1 1 - - - - - - - - - - - - -

36-37 +13 1 1 1 1 - - - - - - - - - - - -

38-39 +14 2 1 1 1 1 - - - - - - - - - - -

40-41 +15 2 2 1 1 1 1 - - - - - - - - - -

42-43 +16 2 2 2 1 1 1 1 - - - - - - - - -

44-45 +17 2 2 2 2 1 1 1 1 - - - - - - - -

46-47 +18 3 2 2 2 2 1 1 1 1 - - - - - - -

48-49 +19 3 3 2 2 2 2 1 1 1 1 - - - - - -

50-51 +20 3 3 3 2 2 2 2 1 1 1 1 - - - - -

52-53 +21 3 3 3 3 2 2 2 2 1 1 1 1 - - - -

54-55 +22 4 3 3 3 3 2 2 2 2 1 1 1 1 - - -

56-57 +23 4 4 3 3 3 3 2 2 2 2 1 1 1 1 - -

58-59 +24 4 4 4 3 3 3 3 2 2 2 2 1 1 1 1 -

60-61 +25 4 4 4 4 3 3 3 3 2 2 2 2 1 1 1 1 etc. . .


IMPROVED SPELL RESISTANCE [EPIC] Prerequisite: Must have spell resistance from a feat, class feature, or other permanent effect. Benefit: The character's spell resistance increases by +2. Special: A character can gain this feat multiple times. Its effects stack.

IMPROVED STUNNING FIST [EPIC] Prerequisite: Dex 19, Wis 19, Improved Unarmed Strike, Stunning Fist. Benefit: Add +2 to the DC of the character's stunning attack. Special: This feat may be taken multiple times. Its effects stack.

IMPROVED WHIRLWIND ATTACK [EPIC] Prerequisites: Int 13, Dex 23, Combat Expertise, Dodge, Mobility, Spring Attack, Whirlwind Attack. Benefit: As a standard action, the character can make one melee attack for every five points of his or her base attack bonus (including epic attack bonus, round fractions down). The character cannot attack any one opponent more than once as part of this action. These attacks (as well as all other attacks made until the start of the character's next turn) suffer a -4 penalty. When using the Improved Whirlwind feat, the character also forfeits any bonus or extra attacks granted by other spells or abilities (such as Cleave or the haste spell). Since these attacks are made as part of a standard action the character can't make a 5-foot step between any two of the attacks. Normal: Without this feat, using the Whirlwind Attack feat requires a full attack action, and the character can take a 5-foot step between any two of the attacks.

INCITE RAGE [EPIC] Prerequisites: Cha 25, greater rage class feature. Benefit: When the character enters a rage, he or she can incite a barbarian rage in any or all allies within 60 feet. (Any ally who doesn't wish to become enraged is unaffected.) The ally gains +4 to Strength, +4 to Constitution, and a +2 morale bonus on Will saves, but takes a -2 penalty to AC, for as long as the character remains raging. The rage of affected allies lasts a number of rounds equal to 3 + their Constitution modifier, regardless of whether they remain within 60 feet of the character. This is otherwise identical with normal barbarian rage (including the fatigue at its end). Special: This is a mind-affecting effect.

INFINITE DEFLECTION [EPIC] Prerequisites: Dex 25, Combat Reflexes, Deflect Arrows, Improved Unarmed Strike. Benefit: The character may perform any number of deflections each round, as the Deflect Arrows feat.

INSPIRE EXCELLENCE [EPIC] Prerequisite: Perform 30 ranks, bardic music class feature. Benefit: The character can use song or poetics to grant a bonus to one ability score to his or her allies. To be affected, an ally must hear the bard sing for 1 full round. The effect lasts as long as the bard sings and for 5 rounds after the bard stops singing (or 5 rounds after the ally can no longer hear the bard). While singing, the bard can fight but cannot cast spells, activate magic items by spell completion (such as scrolls), or activate magic items by command word (such as wands). Each ally to be inspired gains a +4 competence bonus to the same ability score, which the character must choose before he or she begins inspiring. Inspire excellence is a supernatural, mind-affecting ability. Use of this feat counts as one of the character's bardic music uses for the day. Special: This feat is treated as a bardic music inspiration ability for purposes of feats that affect such abilities.

INSTANT RELOAD [EPIC] Prerequisite: Quick Draw, Rapid Reload, Weapon Focus (crossbow type to be selected). Benefit: The character may fire the selected type of crossbow at his or her full normal attack rate. Reloading the crossbow does not provoke attacks of opportunity. Special: A character can gain this feat multiple times. Its effects do not stack. Each time a character takes the feat, it applies to a different type of crossbow.

INTENSIFY SPELL [METAMAGIC][EPIC] Prerequisites: Empower Spell, Maximize Spell, Spellcraft 30 ranks, ability to cast 9th-level arcane or divine spells. Benefit: All variable, numeric effects of an intensified spell are maximized, then doubled. An intensified spell deals twice maximum damage, cures twice the maximum number of hit points, affects twice the maximum number of targets, and so forth, as appropriate. Saving throws and opposed rolls are not affected. An intensified spell uses up a spell slot seven levels higher than the spell's actual level. A character can't combine the effects of this feat with any other feat that affects the variable, numeric effects of a spell.

KEEN STRIKE [EPIC] Prerequisites: Str 23, Wis 23, Improved Critical (unarmed strike), Improved Unarmed Strike, Stunning fist, ki strike (adamantine). Benefit: The character's unarmed strike has a critical threat range of 18-20 and deals slashing damage (at the character's option any attack can deal bludgeoning damage, but cannot then take advantage of the enhanced threat range). This ability doesn't stack with other abilities that expand that character's unarmed strike's threat range.

LASTING INSPIRATION [EPIC] Prerequisite: Perform 25 ranks, bardic music class feature. Benefit: The effects of the character's bardic music inspiration abilities last for ten times as long as normal after he or she stops singing. This feat has no effect on inspiration abilities that have no duration after the character stops singing.

LEGENDARY CLIMBER [EPIC] Prerequisites: Dex 21, Balance 12 ranks, Climb 24 ranks. Benefit: The character can ignore any check penalties applied for accelerated climbing or rapid climbing. Normal: Without this feat, a character takes a -5 penalty on Climb checks when attempting to cover his or her full speed in climbing distance in a round, or a -20 penalty when attempting to cover twice his or her speed in climbing distance in a round.

LEGENDARY COMMANDER [EPIC] Prerequisites: Cha 25, Epic Leadership, Leadership, Diplomacy 30 ranks, must rule own kingdom and have a stronghold. Benefit: Multiply the number of followers of each level that the character can lead by 10. This has no effect on cohorts.

LEGENDARY LEAPER [EPIC] Prerequisite: Jump 24 ranks. Benefit: The character need only move 5 feet in a straight line to make a running jump. Normal: Without this feat, a character must move at least 20 feet in a straight line before attempting a running jump.

LEGENDARY RIDER [EPIC] Prerequisite: Ride 24 ranks. Benefit: The character doesn't take a penalty on Ride checks when riding a mount without a saddle (bareback). The character never needs to make a Ride check to control a mount in combat (and even controlling a mount not trained for combat doesn't require an action). Normal: Without this feat, a character takes a -5 penalty on Ride checks without a saddle, and must make a Ride check to control a mount in combat (and controlling a mount not trained for combat requires a move action).

LEGENDARY TRACKER [EPIC] Prerequisites: Wis 25, Track, Knowledge (nature) 30 ranks, Survival 30 ranks. Benefit: The character can track creatures across water, under-water, or through the air. This adds the surfaces of water, underwater, and air to the list of surfaces found under the Track feat: Surface DC

Water 60

Underwater 80

Air 120


LEGENDARY WRESTLER [EPIC] Prerequisite: Str 21, Dex 21, Improved Unarmed Strike, Escape Artist 15 ranks. Benefit: The character gains a +10 bonus on all grapple checks.

LINGERING DAMAGE [EPIC] Prerequisite: Sneak attack +8d6, crippling strike class feature. Benefit: Any time the character deals damage with a sneak attack, that target takes damage equal to the character's sneak attack bonus damage on the character's next turn as well.

MAGICAL BEAST COMPANION [WILD][EPIC] Prerequisites: Knowledge (nature) 24 ranks, wild shape 6/day. Benefit: The following magical beasts are added to the lists of animal companions from which you can select. 1st Level (no adjustment)

Stirge

Darkmantle

4th Level (-3)

Hippogriff

Shocker lizard

7th Level (-6)

Cockatrice

Ankheg

Griffon

Owlbear

Sea cat*

10th Level (-9)

Basilisk

Digester

Girallon

Spider eater

13th Level (-12)

Bulette

Chimera

Remorhaz

16th Level (-15)

Gorgon

Gray render

Special: Creatures marked with an asterisk are available only in an aquatic environment.

MAGICAL BEAST WILD SHAPE [WILD][EPIC] Prerequisites: Wis 25, Knowledge (nature) 27 ranks, wild shape 6/day. Benefit: The character can use his or her normal wild shape ability to take the form of a magical beast. The size limitation is the same as the character's limitation on animal size. The character gains all supernatural abilities of the magical beast whose form he or she takes.

MASTER STAFF [EPIC] Prerequisite: Craft Staff, Spellcraft 15 ranks. Benefit: When the character activates a staff, he or she can substitute a spell slot instead of using a charge. The spell slot must be one the character ahs not used for the day, though the character may lose a prepared spell to emulate a wand charge (the character may not lose prepared spells from his or her school of specialty, if any). The spell slot lost must be equal to or higher in level than the specific spell stored in the staff, including any level-increasing metamagic enhancements. A character cannot emulate a charge for a staff function that does not match a specific spell.

MASTER WAND [EPIC] Prerequisite: Craft Wand, Spellcraft 15 ranks. Benefit: When the character activates a wand, he or she can substitute a spell slot instead of using a charge. The spell slot must be one the character has not used for the day, though he or she may lose a prepared spell to emulate a wand charge (the character may not lose prepared spells from his or her school of specialty, if any). The spell slot lost must be equal to or higher in level than the spell stored in the wand, including any level-increasing metamagic enhancements.

MIGHTY RAGE [EPIC] Prerequisites: Str 21, Con 21, greater rage class feature, rage 5/day. Benefit: When the character rages, he or she gains a +8 bonus to Strength and Constitution and a +4 morale bonus on Will saves. (These bonuses replace the normal rage bonuses.)

MOBILE DEFENSE [EPIC] Prerequisites: Dex 15, Dodge, Mobility, Spring Attack, defensive stance 3/day class feature. Benefit: While in a defensive stance, the character may take one 5-foot adjustment each round without losing the benefits of the stance. Normal: Without this feat, a character can't move while in a defensive stance.

MULTISPELL [EPIC] Prerequisites: Quicken Spell, ability to cast 9th-level arcane or divine spells. Benefit: The character may cast one additional quickened spell in a round. Special: A character can gain this feat multiple times. Its effects stack.

MULTIWEAPON REND [EPIC] Prerequisites: Dex 15, base attack bonus +9, three or more hands, Multiweapon Fighting. Benefit: If the character hits an opponent with two or more weapons (wielded in different hands) in the same round, he or she may automatically rend the opponent. This rending deals additional damage equal to the base damage of the smallest weapon that hit plus 1 1/2 times the character's Strength modifier. The character can only rend once per round, regardless of how many successful attacks he or she makes. Special: This feat replaces the Two-Weapon Rend feat for creatures with more than two arms.

MUSIC OF THE GODS [EPIC] Prerequisites: Cha 25, Perform 30 ranks, bardic music class feature. Benefit: The character's bardic music can affect even those normally immune to mind-affecting effects. However, such creatures gain a +10 bonus on their Will saves to resist such effects.

NEGATIVE ENERGY BURST [DIVINE][EPIC] Prerequisites: Cha 25, ability to rebuke or command undead, ability to cast inflict critical wounds, any evil alignment. Benefit: The character can use one rebuke or command undead attempt to unleash a wave of negative energy in a 60-foot-burst. Roll a normal rebuke (or command) check, except that the negative energy burst affects living creatures rather than undead. Any creature that would be rebuked by this result gains one negative level. Any creature that would be commanded by this check gains two negative levels. The Fortitude save DC to remove these levels one day later is equal to 10 + 1/2 the character's effective turning level + the character's Charisma modifier.

OVERWHELMING CRITICAL [EPIC] Prerequisites: Str 23, Cleave, Great Cleave, Improved Critical (chosen weapon), Power Attack, Weapon Focus (chosen weapon). Benefit: When using the weapon the character has selected, he or she deals an extra 1d6 points of bonus damage on a successful critical hit. If the weapon's critical multiplier is x3, add +2d6 points of bonus damage instead, and if the multiplier is x4, add +3d6 points of bonus damage instead. Creatures immune to critical hits can't be affected by this feat. Special: A character can gain this feat multiple times. Its effects do not stack. Each time a character takes the feat, it applies to a different type of weapon.

PENETRATE DAMAGE REDUCTION [EPIC] Select a special material, such as adamantine. Benefit: The character melee weapons (including natural weapons) are treated as being crafted from the chosen special material for the purposes of bypassing the damage reduction of any creature the character strikes. None of the other special properties of special materials are gained by the character's melee weapons. Special: A character can gain this feat multiple times. Each time the feat is selected the character selects a different special material. The character's melee attacks are treated as being crafted of all chosen materials for the purposes of bypassing damage reduction.

PERFECT HEALTH [EPIC] Prerequisite: Con 25, Great Fortitude. Benefit: The character is immune to all nonmagical diseases, as well as to all poisons whose Fortitude save DC is 25 or less.

PERFECT MULTIWEAPON FIGHTING [EPIC] Prerequisite: Dex 25, three or more hands, Greater Multiweapon Fighting, Multiweapon Fighting. Benefit: The character can make as many attacks with each extra weapon as with his or her primary weapon, using the same base attack bonus. The character still takes the normal penalties for fighting with two weapons. Normal: A creature without this feat can make only one attack per round with each extra weapon (or two attacks per round with each weapon if it has Multiweapon Fighting, or three attacks per round with each extra weapon if it has Greater Multiweapon Fighting). Each attack after the first extra attack has a cumulative -5 penalty. Special: This feat replaces the Perfect Two-Weapon Fighting feat for creatures with more than two arms.

PERFECT TWO-WEAPON FIGHTING [EPIC] Prerequisites: Dex 25, Greater Two-Weapon Fighting, Improved Two-Weapon Fighting, Two-Weapon Fighting. Benefit: The character can make as many attacks with his or her off-hand weapon as with his or her primary weapon, using the same base attack bonus. The character still takes the normal penalties for fighting with two weapons. Normal: Without this feat, a character can only get a single attack with an off-hand weapon (or two attacks with an off-hand weapon if he or she has Improved Two-Weapon Fighting, or three attacks with an off-hand weapon if he or she has Greater Two-Weapon Fighting).

PERMANENT EMANATION [EPIC] Prerequisites: Spellcraft 25 ranks, ability to cast the spell to be made permanent. Benefit: Designate any one of the character's spells whose area is an emanation from the character. This spell's effect is permanent (though the character can dismiss or restart it as a free action). Effects that would normally dispel this spell instead suppress it for 2d4 rounds. Special: This feat may be taken multiple times. Each time, select a different spell to become permanent.

PLANAR TURNING [EPIC] Prerequisites: Wis 25, Cha 25, ability to turn or rebuke undead. Benefit: The character can turn or rebuke outsiders as if they were undead. An outsider has effective turn resistance equal to half its spell resistance (round down). If the character can turn undead, he or she turns (or destroys) all evil outsiders and rebukes (or commands) all nonevil outsiders. If the character can rebuke undead, he or she rebukes (or commands) all evil outsiders and turns (or destroys) all nonevil outsiders.

PLANT WILD SHAPE [WILD][EPIC] Prerequisites: Knowledge (nature) 24 ranks, wild shape 4/day. Benefit: The character can use his or her normal wild shape ability to take the form of a plant. The size limitation is the same as the character's limitation on animal size.

POLYGLOT [EPIC] Prerequisites: Int 25, Speak Language (five languages). Benefit: The character can speak all languages. If the character is literate, he or she can also read and write all languages (not including magical script).

POSITIVE ENERGY AURA [EPIC] Prerequisites: Cha 25, ability to turn undead, ability to cast dispel evil. Benefit: Every undead creature that comes within 15 feet of the character is automatically affected as if the character had turned it. This doesn't cost a turning attempt, and the character doesn't have to roll turning damage (it automatically affects all undead in a 15-foot burst), but it only turns undead with Hit Dice equal to or less than the character's effective cleric level minus 10 (and automatically destroys undead with Hit Dice equal to or less than the character's effective cleric level minus 20). Just as with normal turning, the character can't affect undead that have total cover relative to him or her.

POWER KNOWLEDGE [EPIC, PSIONIC] You add two additional powers to your list of powers known. Prerequisites: Character level 21st, ability to manifest powers of the normal maximum power level in at least one psionic class. Benefit: You learn two new powers of any level up to the highest level of power you can manifest. The powers you select must be on your class list or the list for your discipline. Special: You can gain this feat multiple times. Each time, you learn two new powers at any level up to the highest level of power you can manifest.

PSICRYSTAL POWER [EPIC, PSIONIC] Your psicrystal can manifest a power. Prerequisites: Character level 21st, Intelligence 25 or Charisma 25 (depending on which is your key ability score for manifesting). Benefit: Choose one power you know of 8th level or lower. Your psicrystal can now manifest this power once per day at your manifester level (the psicrystal gains sufficient power points to manifest the power once). You cannot bestow a power upon your psicrystal if the power normally has any experience point cost. Special: You can gain this feat multiple times. Each time you take the feat, you can give your psicrystal knowledge of a new power (and it gains sufficient power points to manifest that power once). All power points gained by a psicrystal from multiple applications of this feat go into its reserve and can be used to manifest the powers it knows as you desire.

RANGED INSPIRATION [EPIC] Prerequisite: Bardic music class feature, Perform 25 ranks Benefit: Double the range of any bardic music ability that has a range. (If the creature must hear the bard to be affected by the ability, that requirement doesn't change regardless of any extended range the bard's ability may have.) Special: A character can gain this feat multiple times. Its effects stack. Remember that two doublings equals a tripling, and so forth.

RAPID INSPIRATION [EPIC] Prerequisite: Perform 25 ranks, bardic music class feature. Benefit: The character can use any of his or her bardic music inspiration abilities as a standard action. The inspiration takes effect immediately after the character concludes the action.

REACTIVE COUNTERSONG [EPIC] Prerequisite: Combat Reflexes, Perform 30 ranks, bardic music class feature. Benefit: The character can begin a countersong at any time, even when it isn't his or her turn (much like a wizard who has readied a counterspell action), though the character doesn't have to ready an action to do so. The character can't use Reactive Countersong at the same time he or she isusing another bardic music ability (though the character could stop the other bardic music ability to begin Reactive Countersong if so desired). Normal: Without this feat, a character can only use counter-song on his or her turn.

REFLECT ARROWS [EPIC] Prerequisites: Dex 25, Deflect Arrows, Improved Unarmed Strike. Benefit: When the character deflects an arrow or other ranged attack, the attack is reflected back upon the attacker at the character's base ranged attack bonus.

RIGHTEOUS STRIKE [EPIC] Prerequisites: Wis 19, Improved Unarmed Strike, Stunning Fist, any lawful alignment. Benefit: The character's unarmed strike is treated as an axiomatic weapon (it is lawfully aligned and deals an extra 2d6 points of damage against creatures of chaotic alignment). This ability doesn't stack with similar abilities.

RUINOUS RAGE [EPIC] Prerequisites: Str 25, Improved Sunder, Power Attack, rage 5/day. Benefit: While in a rage, the character ignores the hardness of any object he or she strikes. Also, double the character's Strength bonus for the purposes of any Strength check made to break an object with sudden force rather than by dealing normal damage (including bursting bindings, such as ropes or manacles).

SCRIBE EPIC SCROLL [ITEM CREATION][EPIC] Prerequisites: Scribe Scroll, Knowledge (arcana) 24 ranks, Spellcraft 24 ranks. Benefit: The character can scribe scrolls that exceed the normal limits for such items. Even this feat does not allow the character to scribe a scroll with an epic spell.

SELF-CONCEALMENT [EPIC] Prerequisites: Dex 30, Hide 30 ranks, Tumble 30 ranks, improved evasion. Benefit: Attacks against the character have a 10% miss chance, similar to the effect of concealment. The character loses this benefit whenever he or she would lose his or her Dexterity bonus to AC. Special: This feat may be taken multiple times. Each time it is taken, the miss chance increases by 10% to a maximum of 50% after it has been taken five times.

SHATTERING STRIKE [EPIC] Prerequisites: Epic Weapon Focus (unarmed strike), Weapon Focus (unarmed strike), Concentration 25 ranks, ki strike (adamantine). Benefit: When using an unarmed strike to attempt to break an object with sudden force (rather than by dealing normal damage), make a Concentration check rather than a Strength check. The break DC remains the same. Using Shattering Strike is a full-round action that incurs attacks of opportunity. The character can't use Shattering Strike to escape bonds (unless he or she is so bound as to allow the character to make an unarmed strike against his or her bindings).

SNEAK ATTACK OF OPPORTUNITY [EPIC] Prerequisites: Sneak attack +8d6, opportunist class feature. Benefit: Any attack of opportunity the character makes is considered a sneak attack.

SPECTRAL STRIKE [EPIC] Prerequisites: Wis 19, ability to turn or rebuke undead. Benefit: The character's attacks deal damage normally against incorporeal creatures. Normal: Without this feat, even attacks that can damage an incorporeal creature have a 50% chance to deal no damage.

SPELL KNOWLEDGE [EPIC] Prerequisite: Ability to cast spells of the maximum normal spell level of an arcane spellcasting class. Benefit: The character learns two new arcane spells of any level up to the maximum level he or she can cast. This feat does not grant any additional spell slots. Special: A character can gain this feat multiple times.

SPELL OPPORTUNITY [EPIC] Prerequisites: Combat Casting, Combat Reflexes, Quicken Spell, Spellcraft 25 ranks. Benefit: Whenever the character is allowed an attack of opportunity, he or she may cast (and attack with) a touch spell as the character's attack of opportunity. This incurs attacks of opportunity just as if the character had cast the spell normally. Normal: Without this feat, a character can only make a melee attack as an attack of opportunity.

SPELL STOWAWAY [EPIC] Prerequisites: Spellcraft 24 ranks, caster level 12th. Benefit: Choose a spell-like ability the character knows, or a spell the character cam cast. The character is attuned to the magic he or she chooses. If another spellcaster within 300 feet of the character uses this magic, the character also immediately gains the magic's effect as if it had been used on the character by the same caster. The character must have direct line of effect to the spellcaster in order to gain the benefit of the attuned magic (though the character does not have to know the spellcaster is present, and he or she can be flat-footed). The magic's duration, effect, and other specifics are determined by its original caster's level. Special: A character can gain this feat multiple times. Its effects do not stack. Each time a character takes the feat, it applies to a different spell or spell-like ability.

SPELLCASTING HARRIER [EPIC] Prerequisite: Combat Reflexes. Benefit: Any spellcaster the character threatens in melee provokes an attack of opportunity if he or she tries to cast defensively. The character gets a +4 bonus on this attack roll.

SPONTANEOUS DOMAIN ACCESS [EPIC] Prerequisites: Wis 25, Spellcraft 30 ranks, ability to cast 9th-level divine spells. Benefit: Select a domain the character has access to. The character may spontaneously convert any prepared cleric spell (except a domain spell) into a domain spell of the same level in the selected domain, just as a cleric channels energy to convert spells into cure spells. Special: A character can gain this feat multiple times. Each time a character takes the feat, it applies to a different domain.

SPONTANEOUS SPELL [EPIC] Prerequisite: Spellcraft 25 ranks, ability to cast the maximum normal spell level of at least one spell-casting class. Benefit: Select a spell the character can cast. The character may spontaneously convert any prepared spell of the selected spell's level into the selected spell, just as a cleric channels energy to convert spells into cure spells. Special: A character can gain this feat multiple times. Each time he or she takes the feat, it applies to a different spell.

STORM OF THROWS [EPIC] Prerequisite: Dex 23, Point Blank Shot, Quick Draw, Rapid Shot. Benefit: As a full-round action, the character may throw a light weapon at his or her full base attack bonus at each opponent within 30 feet. All light weapons thrown need not be the same type.

SUPERIOR INITIATIVE [EPIC] Prerequisite: Improved Initiative. Benefit: The character gets a +8 bonus on initiative checks. This bonus overlaps (does not stack with) the bonus from Improved Initiative.

SWARM OF ARROWS [EPIC] Prerequisites: Dex 23, Point Blank Shot, Rapid Shot, Weapon Focus (type of bow used). Benefit: As a full-round action, the character may fire an arrow at his or her full base attack bonus at each opponent within 30 feet.

TERRIFYING RAGE [EPIC] Prerequisites: Intimidate 25 ranks, rage 5/day Benefit: While you are raging, any enemy that views you must make a Will save opposed by your Intimidate check of become panicked (if it have HD less than your character level) or shaken (if it has HD equal to or up to twice your character level) for 4d6 rounds. An enemy with Hit Dice greater than twice your character level is not affected by this feat.

TENACIOUS MAGIC [EPIC] Prerequisites: Spellcraft 15 ranks. Benefit: Choose one spell the character knows or spell-like ability the character possesses. Whenever the chosen form of magic would otherwise end due to a dispel effect, the magic is instead only suppressed for 1d4 rounds. The magic still ends when its duration expires, but the suppressed rounds do not count against its duration. The character can dismiss his or her own spell or spell-like ability (if dismissible) or dispel his or her own tenacious magic normally. Special: A character can gain this feat multiple times. Each time he or she takes the feat, it applies to a different spell or spell-like ability.

THUNDERING RAGE [EPIC] Prerequisites: Str 25, rage 5/day. Benefit: Any weapon the character wields while in a rage is treated as a thundering weapon. The DC of the Fortitude save to resist deafness is equal to 10 + 1/2 the character's level. This ability does not stack with similar abilities.

TRAP SENSE [EPIC] Prerequisites: Search 25 ranks, Spot 25 ranks, trapfinding class ability. Benefit: If the character passes within 5 feet of a trap, he or she is entitled to a Search check to notice it as if the character was actively looking for it.

TWO-WEAPON REND [EPIC] Prerequisites: Dex 15, base attack bonus +9, Improved Two-Weapon Fighting, Two-Weapon Fighting. Benefit: If the character hits an opponent with a weapon in each hand in the same round, he or she may automatically rend the opponent. This deals additional damage equal to the base damage of the smaller weapon plus 1 1/2 times the character's Strength modifier. Base weapon damage includes an enhancement bonus on damage, if any. The character can only rend once per round, regardless of how many successful attacks he or she makes.

UNCANNY ACCURACY [EPIC] Prerequisites: Dex 21, base attack bonus +11, Point Blank Shot, Precise Shot, Improved Precise Shot, Spot 20 ranks. Benefit: The character's ranged attacks ignore the miss chance granted to targets by total concealment. The character must aim his or her attacks at the correct square to gain advantage of this feat. Normal: Without this feat, characters suffer a 50% miss chance when making a ranged attack against a target with total concealment. Special: A character with at least 11 levels of ranger can qualify for this feat even if he or she does not have the prerequisites for it, but can only use it when wearing light or no armor.

UNDEAD MASTERY [DIVINE][EPIC] Prerequisites: Cha 21, ability to rebuke or command undead. Benefit: The character may command up to ten times his or her level in HD of undead.

UNHOLY STRIKE [EPIC] Prerequisites: Smite good class feature, any evil alignment. Benefit: Any weapon the character wields is treated as an unholy weapon (it is evil-aligned and deals an extra 2d6 points of damage against creatures of good alignment). This ability doesn't stack with similar abilities. If the weapon already has an alignment, this feat has no effect on the weapon.

VERMIN WILD SHAPE [WILD][EPIC] Prerequisites: Knowledge (nature) 24 ranks, wild shape 6/day. Benefit: The character can use his or her normal wild shape ability to take the form of a vermin. The size limitation is the same as the character's limitation on animal size.

VORPAL STRIKE [EPIC] Prerequisites: Str 25, Wis 25, Improved Critical (unarmed strike), Improved Unarmed Strike, Keen Strike, Stunning Fist, ki strike (adamantine). Benefit: The character's unarmed strike is considered to be a slashing vorpal weapon. (At the character's option, any unarmed strike can do bludgeoning damage instead, but it loses the vorpal quality.) This ability doesn't stack with similar abilities

WIDEN AURA OF COURAGE [EPIC] Prerequisite: Cha 25, aura of courage class ability. Benefit: The character's aura of courage extends to all allies within 100 feet of the character.

WIDEN AURA OF DESPAIR [EPIC] Prerequisite: Cha 25, aura of despair class ability. Benefit: The character's aura of despair extends to all allies within 100 feet of the character.

ZONE OF ANIMATION [DIVINE][EPIC] Prerequisite: Cha 25, Undead Mastery, ability to rebuke or command undead. Benefit: The character can use a rebuke or command undead attempt to animate corpses within range of his or her rebuke or command attempt. The character animates a total number of HD of undead equal to the number of undead that would be commanded by the character's result (though the character can't animate more undead than there are available corpses within range). The character can't animate more undead with any single attempt than the maximum number he or she can command (including any undead already under his or her command). These undead are automatically under the character's command, though his or her normal limit of commanded undead still applies. If the corpses are relatively fresh, the animated undead are zombies. Otherwise, they are skeletons.


These feats are not epic feats, so they may be selected by character any time he or she could select a new feat.

GREATER MULTIWEAPON FIGHTING [GENERAL] Prerequisites: Dex 19, three or more arms, Improved Multiweapon Fighting, Multiweapon Fighting, base attack bonus +15. Benefit: The creature may make up to three extra attacks with each extra offhand weapon it wields, albeit at a -10 penalty on the third attack with each weapon. Special: This feat replaces the Greater Two-Weapon Fighting feat for creatures with more than two arms.

IMPROVED FLYBY ATTACK [GENERAL] Prerequisite: Fly speed, Dodge, Flyby Attack, Mobility. Benefit: If the standard action taken by a creature during a round in which it uses Flyby Attack is a melee attack, the creature provokes no attacks of opportunity from moving out of squares threatened by its target. Normal: Without this feat, a creature making an attack as part of a Flyby Attack maneuver provokes attacks of opportunity as normal from moving out of squares threatened by its target.

IMPROVED MULTIATTACK [GENERAL] Prerequisite: Three or more natural weapons, Multiattack Benefit: The creature's secondary attacks with natural weapons have no penalty. They still add only one-half the creature's Strength bonus, if any, to damage dealt. Normal: Without this feat, the creature's secondary natural attacks have a -5 penalty (or a -2 penalty if it has the Multiattack feat).

IMPROVED MULTIWEAPON FIGHTING [GENERAL] Prerequisites: Dex 15, three or more arms, Multiweapon Fighting, base attack bonus +9. Benefit: In addition to the single extra attack a creature gets with each extra weapon from Multiweapon Fighting, it gets a second attack with each extra weapon, albeit at a -5 penalty. Normal: With only Multiweapon Fighting, a creater can only get a single attack with each extra weapon. Special: This feat replaces the Improved Two-Weapon Fighting feat for creatures with more than two arms.

EPIC SPELLS

WHAT ARE EPIC SPELLS? Epic spells are spells developed from the ground up using a list of magical ingredients called seeds. Despite their power, epic spells still follow the basic rules for casting spells, except as specifically noted otherwise. Epic casters can manipulate the seeds of true magic, but knowing the seeds and how to manipulate them does not instantly grant ultimate power. Each epic spell must be laboriously developed before it can be used.

ACQUIRING EPIC SPELLS A character with the Epic Spellcasting feat may start acquiring epic spells immediately. Using epic spells is a two-step procedure: development and spellcasting.

EPIC SPELL DEVELOPMENT Before it can be cast, an epic spell must be developed. The process of development can be a time-consuming and expensive process. It is during development that a caster determines whether a given epic spell lies within his or her abilities or beyond them. The basis of that determination lies in an epic spell's Spellcraft DC. The easiest way to develop an epic spell is to use one already given. The description of each of these unique spells gives the amount of gold, time, and experience points required to develop the spell. If a character pays a spell's development cost, he or she develops (and thus knows) that spell. For information on developing an epic spell completely from scratch, see Developing Unique Epic Spells, below.

EPIC SPELLCASTING Once an epic spell is developed, the caster knows the spell. A developed epic spell becomes an indelible part of the caster and may be prepared without a spellbook (if a wizard is the caster). Characters who cast spells spontaneously, such as sorcerers, can cast a developed epic spell by using any open epic spell slot. Druids, clerics, and similar spellcasters can likewise prepare epic spells using epic spell slots. A spellcaster can prepare or cast any epic spell he or she knows as many times per day as he or she has available epic spell slots. A spellcaster who can cast epic spells has a number of open epic spell slots per day equal to one-tenth his or her ranks in the Knowledge skill appropriate to the spell and the caster's class. Knowledge (arcana) is appropriate for arcane casters, and Knowledge (religion) or Knowledge (nature) is appropriate for divine casters. The rules for rest between casting a day's allotment of epic spells are the same as for rest required to prepare standard spells. If the caster doesn't use up a day's allotment of epic spell slots, the unused slots remain available whether or not the spellcaster receives appropriate rest. Even if the epic spell has been developed and an epic spell slot is available, successfully casting an epic spell isn't assured. The caster's Spellcraft skill modifier is vital for casting an epic spell. To cast an epic spell, a spellcaster makes a Spellcraft check against the epic spell's Spellcraft DC. If the check succeeds, the spell is cast. If the caster fails the check, the epic spell fizzles and the epic spell slot is used for the day. Because epic spells require Spellcraft checks, a spell is beyond the caster's ability if the final Spellcraft DC is greater than 20 + the spellcaster's Spellcraft modifier. Epic spells with DCs higher than 10 + the spellcaster's Spellcraft modifier are risky; a caster can take 10 when casting an epic spell, but he or she can't take 20. When routinely casting epic spells, most spellcasters take 10 on their Spellcraft checks. Epic Spell Levels: Epic spells have no fixed level. However, for purposes of Concentration checks, spell resistance, and other possible situations where spell level is important, epic spells are all treated as if they were 10th-level spells. Metamagic, Items, and Epic Spells: Metamagic feats and other epic feats that manipulate normal spells cannot be used with epic spells. A character can't craft a magic item that casts an epic spell, regardless of whether the item is activated with spell completion, a spell trigger, a command word, or simple use. Only major artifacts, which are beyond the means of even epic characters to create, can possibly contain magic of this power. The saving throw against a character's epic spell has a DC of 20 + the character's relevant ability score modifier. It's possible to develop epic spells that have even higher DCs, however, by applying the appropriate factor.

EPIC SPELL TERMS Epic Spell: Spells that are different from common spells. Epic spells are usually custom-made. Epic spells do not take up normal spell slots, but instead are gained and used under a completely separate progression. Epic Spell Slots: A character must have an available epic spell slot to prepare or cast an epic spell, just as he or she needs a normal spell slot for a nonepic spell. A character doesn't gain epic spell slots by virtue of his or her level and class, however. A character gets one epic spell slot for every 10 ranks he or she has in the relevant Knowledge skill. Factor: When creating an epic spell, a character can modify the basic use of a seed. Each modification is called a factor, and most factors increase the difficulty of casting the spell. Mitigating Factor: The opposite of a normal factor, a mitigating factor modifies the spell but makes it easier to cast. Seed: Every custom epic spell created by spellcasters begins with a base effect called a seed. Seeds are the fundamental building blocks of epic spells. Spellcraft DC: For epic spells, the Spellcraft DC is a measure of how difficult the spell is for a spellcaster to cast. It also measures how powerful an epic spell is.

EPIC SPELL FORMULAS AND CALCULATIONS The following formulas are important to epic spellcasters. Epic Spells Per Day: Knowledge (arcana), Knowledge (religion), or Knowledge (nature) ranks ÷ 10 (round down). To Cast an Epic Spell: Spellcraft check (DC = epic spell's Spellcraft DC). Level of an Epic Spell: Epic spells are considered 10th level for the purpose of Concentration checks, spell resistance, and other determinations. Saving Throw for an Epic Spell: DC = 20 + key ability modifier.

DISPELLING,EPIC SPELLS,AND ANTIMAGIC FIELD A lucky nonepic spellcaster casting greater dispel magic might be able to dispel an epic spell. The game mechanics do not change, and epic spells do not occupy any privileged position allowing them to resist being dispelled other than their presumably high caster level. Likewise, epic spells using the dispel seed can dispel nonepic spells. Such epic spells use the same game mechanic: The check to dispel is 1d20 + a specified number (usually dispeller's level), and the DC is 11 + the spellcaster's level. Antimagic field does not automatically suppress epic spells as it does standard spells. Instead, each time an epic spell is subject to an antimagic field, make a dispel check as a 20th-level caster (1d20 + 20). The epic spell has a DC of 11 + the epic spell's spellcaster level. If the suppression check is successful, the epic spell is suppressed like any other spell. If the dispel check is unsuccessful, the epic spell functions normally.

EPIC SPELL DESCRIPTIONS Each epic spell description follows the same format used for 0- to 9th-level spells. There are two additional entries for epic spells: Spellcraft DC and To Develop. Spellcraft DC: This is the DC of the Spellcraft check required to cast the epic spell. When casting an epic spell, the character gains a +5 bonus on his or her Spellcraft check if the base seed of the epic spell is from the character's arcane school specialty or primary psionic discipline. The character takes a -15 penalty if the epic spell seed is from his or her prohibited arcane school. To Develop: The first part of this entry shows the resources in gold, time, and experience points a character must expend to develop the spell shown. If the character expends the resources, he or she develops the spell if he or she has access to all the seeds. Spells containing the life or heal seed are typically only available to those with 24 or more ranks in Knowledge (religion) or Knowledge (nature). The rest of the development entry details the seeds and factors used to create the epic spell. This information is provided as an example for characters when they attempt to create and develop their own unique epic spells.

Animus Blast Evocation [Cold] Spellcraft DC: 50 Components: V, S Casting Time: 1 standard action Range: 300 ft. Area: 20-ft.-radius hemisphere burst Duration: Instantaneous Saving Throw: Reflex half Spell Resistance: Yes To Develop: 450,000 gp; 9 days; 18,000 XP. Seeds: energy (DC 19), animate dead (DC 23). Factors: set undead type to skeleton (-12 DC), 1-action casting time (+20 DC). When this spell is cast, enemies within range are dealt 10d6 points of cold damage. However, up to twenty of those victims that perish as a result of this blast are then instantly animated as Medium skeletons. These skeletons serve the character indefinitely. The character cannot exceed the normal limit for controlling undead through use of this spell, but other means that allow the character to exceed the normal limit for controlled undead work just as well with undead created with animus blast.

Animus Blizzard Evocation [Cold] Spellcraft DC: 78 Components: V, S Casting Time: 1 minute Range: 300 ft. Area: 20-ft.-radius hemisphere burst Duration: Instantaneous Saving Throw: Reflex half Spell Resistance: Yes To Develop: 702,000 gp; 15 days; 28,080 XP. Seeds: energy (DC 19), animate dead (DC 23). Factors: increase damage to 30d6 (+40 DC), set undead type to wight (-4 DC). When this spell is cast, enemies within range are dealt 30d6 points of cold damage. However, up to five victims that perish as a result of this blast are then instantly animated as wights. These five wights serve the character indefinitely. The character cannot exceed the normal limit for controlling undead through use of this spell, but other means that allow the character to exceed the normal limit for controlled undead work just as well with undead created with animus blizzard.

Contingent Resurrection Conjuration (Healing) Spellcraft DC: 52 Components: V, S , D F Casting Time: 1 minute Range: Touch Target: You or creature touched Duration: Contingent until expended, then instantaneous Saving Throw: None (see text) Spell Resistance: Yes (harmless) To Develop: 468,000 gp; 10 days; 18,720 XP. Seed: life (DC 27). Factor: activates when subject is slain (+25 DC). Contingent resurrection returns the subject to life if he or she is slain. Once cast, the spell remains quiescent and does not activate until the trigger conditions have been met (but each day it remains untriggered, it uses up an epic spell slot, even if the character cast it on another creature). Once triggered, the spell is expended. If the subject is killed (the trigger), he or she is restored to life and complete health 1 minute later, so long as even a tiny bit of dust remains for contingent resurrection to act upon. A shaft of light shines down from the heavens, illuminating the subject and everything within 20 feet. The creature is restored to full hit points, vigor, and health, with no loss of prepared spells. However, the subject loses one level (or 1 point of Constitution if the subject was 1st level). Contingent resurrection does not work on a creature that has died of old age.

Create Living Vault (Ritual) Conjuration (Creation) Spellcraft DC: 58 Components: V, S, XP Casting Time: 100 days, 11 minutes Range: 0 ft. Effect: One living vault, 50 ft. by 50 ft. by 10 ft. Duration: Instantaneous Saving Throw: None Spell Resistance: None To Develop: 540,000 gp; 11 days; 21,600 XP. Seeds: animate (DC 25) large chunk of stone, fortify (DC 27). Factors: allow vault to “grow” to proper size after created in 4d4 days (ad hoc +20 DC), increase HD of object by 92 (+184 DC), grant magical immunity (ad hoc +105 DC), increase damage reduction to 15 (+28 DC) and to /epic (+15 DC), make permanent (x5 DC). Mitigating factors: increase casting time by 10 minutes (-20 DC), increase casting time by 100 days (-200 DC), 9d6 backlash (-9 DC), seven additional casters contributing one epic spell slot (_133 DC), burn 20,000 XP per epic caster (_1,600 DC). The character creates a construct known as a living vault to protect and hide his or her treasures. Upon completion, the vault initially measures only 5 feet on a side, but it gradually increases to its proper size over the following 4d4 days. The vault is attuned to the character, allowing him or her alone entrance and egress in a manner similar to a dimension door spell. When the character desires the vault to hide itself, he or she gives it a simple command. To summon the vault, the character may cast a sending spell or arrange some other manner to contact it. XP Cost: 20,000 XP.

Crown of Vermin Conjuration (Summoning) Spellcraft DC: 56 Components: V, S Casting Time: 1 minute Range: Personal Effect: Aura of one thousand insects that surrounds you in a 10-ft.-radius spread Duration: 20 rounds (D) Saving Throw: None (see text) Spell Resistance: No To Develop: 504,000 gp; 11 days; 20,160 XP. Seeds: summon (DC 14), fortify (DC 17). Factors: summon vermin mass instead of one creature (ad hoc +8 DC), grant damage reduction 1/epic (+15 DC), allow mass to move at your speed (ad hoc +2 DC), perfect control of vermin (ad hoc +2 DC). Mitigating factor: change range to personal (-2 DC). After casting crown of vermin, one thousand venomous, biting and stinging spiders, scorpions, beetles, and centipedes erupt from the very air around the character. This swarm forms a living aura around the character to a radius of 10 feet. The character is immune to his or her own crown of vermin. The swarm goes where the character goes at his or her speed, even if the character takes to the air or water (though water drowns the vermin after 1 full round of immersion, unless the spell is cast underwater, in which case aquatic or marine vermin answer the call and cannot leave the water). Each vermin in the crown of vermin bites a creature who enters the area occupied by the effect (or the character forces the effect into an area occupied by another creature) for 1 point of damage, and then dies. Each victim takes enough points of damage to kill it, destroying that number of vermin in the process. Victims get a Reflex saving throw each round to avoid the full press, and if successful, take only 10d10 bites (and 10d10 points of damage). A total of 1,000 points of damage can be dealt to those who fall prey to the crown of vermin. The vermin have damage reduction 1/epic, so the vermin's natural weapons are treated as epic for the purpose of overcoming damage reduction. If there aren't enough vermin to kill all the creatures in the spell's effect, the creature with the fewest hit points is affected first, then the creature with the second fewest hit points, and so on. After all creatures that can be killed have been killed, any remaining damage is distributed among the survivors equally. The character has utter control over the vermin in his or her aura, and can force them into areas that would normally deter common vermin. The character can completely suppress his or her vermin aura as a free action so that no vermin are visible at all. The time that vermin are suppressed does not count toward the spell's duration. Alternatively, the character can roughly shape and move the vermin in any fashion he or she desires within the limits of the 10-foot-radius spread as a move-equivalent action. The vermin cannot be wrested from the character's control through any means. The vermin make all saving throws to avoid damaging effects using the character's base saving throw bonuses. They gain the character's spell resistance, if any, and they get saving throws against spells that would otherwise automatically slay vermin. A character can see through his or her crown of vermin without difficulty, but gains one-half concealment against enemy attacks launched both outside and within the character's crown of vermin.

Damnation Enchantment (Compulsion) [Teleportation] [Mind-Affecting] Spellcraft DC: 97 Components: V, S, XP Casting Time: 1 standard action Target: Creature touched Duration: Instantaneous (20 hours for compulsion) Saving Throw: Will negates (see text) Spell Resistance: Yes To Develop: 873,000 gp; 18 days; 34,920 XP. Seeds: foresee (to preview likely hellscape) (DC 17), transport (DC 27), compel (to keep target in hell) (DC 19). Factors: interplanar travel (+4 DC), unwilling target (+4 DC), 1-action casting time (+20 DC), +15 to DC of subject's save (+30 DC). Mitigating factor: burn 2,400 XP (-24 DC). The character sends his or her foe to hell. If the character succeeds at a melee touch attack, the target must succeed at a Will saving throw (DC = the standard epic spell DC + 15). If he or she fails this saving throw, he or she is sent straight to a layer of a lawful evil plane (or a chaotic evil plane, at the character's option) swarming with fiends. The subject will not willingly leave the plane for 20 hours, believing that his or her predicament is a just reward for an ill-spent life. Even after the compulsion fades, he or she must devise his or her own escape from the plane. Unless the GM devises a specific location and scenario in the Nine Hells, the subject encounters a group of 1d4 pit fiends (or balors, if in a chaotic evil plane) every hour he or she spends in hell. XP Cost: 2,000 XP.

Demise Unseen Necromancy (Death, Evil), Illusion (Figment) Spellcraft DC: 80 Components: V, S Casting Time: 1 standard action Range: 300 ft. Target: One creature of up to 80 HD Duration: Instantaneous Saving Throw: Fort negates Spell Resistance: Yes To Develop: 738,000 gp; 15 days; 29,520 XP. Seeds: slay (DC 25), animate dead (DC 23), delude (DC 14). Factors: change undead type to ghoul (-10 DC), apply to all five senses (+8 DC), 1-action casting time (+20 DC). The character instantly slays a single target and at the same moment animate the body so that it appears that nothing has happened to the creature. The target's companions (if any) do not immediately realize what has transpired. The target receives a Fortitude saving throw to survive the attack. If the save fails, the target remains in its exact position with no apparent ill effects. In reality, it is now a ghoul under the character's control. The target's companions notice nothing unusual about the state of the target until they interact with it, at which time each companion receives a Will saving throw to notice discrepancies. The ghoul serves the character indefinitely. The character cannot exceed the normal limit for controlling undead through use of this spell, but other means that allow the character to exceed the normal limit for controlled undead work just as well with undead created with demise unseen.

Dire Winter Evocation [Cold] Spellcraft DC: 319 Components: V, S , X P Casting Time: 1 minute Range: 1,000 ft. Area: 1,000-ft.-radius emanation Duration: 20 hours Saving Throw: None Spell Resistance: None To Develop: 2,871,000 gp; 58 days; 114,840 XP. Seed: energy (emanate 2d6 cold in 10-ft. radius) (DC 19). Factor: 100 times increase in base area (+400 DC). Mitigating factor: burn 10,000 XP (-100 DC). The creature or object targeted emanates bitter cold to a radius of 1,000 feet for 20 hours. The emanated cold deals 2d6 points of damage per round against unprotected creatures (the target is susceptible if not magically protected or otherwise resistant to the energy). The intense cold freezes water out of the air, causing constant snowfall and wind. The snow and wind produce a blizzard effect within the area. XP Cost: 10,000 XP.

Dragon Knight (Ritual) Conjuration (Summoning) [Fire] Spellcraft DC: 38 Components: V, S, Ritual Casting Time: 1 standard action Range: 75 ft. Effect: One summoned adult red dragon Duration: 20 rounds (D) Saving Throw: None (see text) Spell Resistance: No To Develop: 342,000 gp; 7 days; 13,680 XP. Seed: summon (DC 14). Factors: summon creature other than outsider (+10 DC), summon CR 14 creature (+24 DC), 1-action casting time (+20 DC). Mitigating factor: two additional casters contributing 8th-level spell slots (-30 DC). This spell summons an adult red dragon. It appears where the character designates and acts immediately. It attacks the character's opponents to the best of its abilities (on the first round, it prefers to breathe fire on an enemy, if possible). The character can direct the dragon not to attack, to attack particular enemies, or to perform other actions. This is a ritual spell requiring two other spellcasters, each of which must contribute an unused 8th-level spell slot to the casting.

Dragon Strike (Ritual) Conjuration (Summoning) [Fire] Spellcraft DC: 50 Components: V, S, Ritual, XP Casting Time: 1 standard action Range: 75 ft. Effect: Ten summoned adult red dragons Duration: 20 rounds (D) Saving Throw: None (see text) Spell Resistance: No To Develop: 450,000 gp; 9 days; 18,000 XP. Seed: summon (DC 14). Factors: summon creature other than outsider (+10 DC), summon CR 14 creature (+24 DC), summon ten creatures (x10 DC), 1-action casting time (+20 DC). Mitigating factors: eleven additional casters contributing 9th-level spell slots (-187 DC), burn 2,000 XP per caster (-240 DC), 3d6 backlash (_3 DC). This spell summons ten adult red dragons. They appear where the character designates and act immediately. They attack the character's opponents to the best of their abilities (on the first round, they all prefer to simultaneously breathe fire on an enemy, if possible). The character can direct the dragons not to attack, to attack particular enemies, or to perform other actions. XP Cost: 2,000 XP (per caster).

Dreamscape Conjuration [Teleportation] Spellcraft DC: 29 Components: V, S Casting Time: 1 minute Range: Touch Target: You and other touched willing creatures weighing up to 1,000 lb. Duration: Instantaneous (D) Saving Throw: Yes (harmless) (see text) S pell Resistance: Yes (harmless) To Develop: 261,000 gp; 6 days; 10,400 XP. Seed: transport (DC 27). Factor: transport to region of dreams (+2 DC). The character and any creatures he or she touches are drawn into the region of dreams. The character can take more than one creature along (subject to the character's weight limit), but all must be touching each other. The character physically enters the land of dreams, leaving nothing behind. For every minute the character moves through the dream landscape, he or she can “wake” to find him or her self five miles displaced in the waking world. The character does not know precisely where he or she will come out in the waking world, nor the conditions of the waking world through which the character travels. The character knows approximately where he or she will end up based on time spent traveling in dream. Dreamscape can also be used to travel to other planes that contain creatures that dream, but doing this requires crossing into the dreams of outsiders, where the character is subject to the dangers of alien dream realities. This is a potentially perilous proposition. Transferring to another plane of existence requires 1d4 hours of uninterrupted journey. Any creatures touched by the character when dreamscape is cast also make the transition to the borders of unconscious thought. They may opt to follow the character, wander off into the dreams of others, or stumble back into the waking world (50% chance for either of the latter results if they are lost or abandoned by the character). Creatures unwilling to accompany the character into the region of dreams receive a Will save, negating the effect if successful.

Eclipse Conjuration (Creation) [Transportation] Spellcraft DC: 42 Components: V, S , X P Casting Time: 10 minutes Range: 200 miles Area: 5-mile radius, centered on you Duration: Up to 8 hours (D) Saving Throw: None Spell Resistance: No To Develop: 378,000 gp; 8 days; 15,1200 XP. Seeds: conjure (DC 21), transport (to move disk into position 100 miles up) (DC 27). Factors: increase mass by 1,000% (+40 DC), spread mass into paper-thin disk (ad hoc +2 DC), keep disk in place for 8 hours (ad hoc +10 DC). Mitigating factors: increase casting time by 9 minutes (-18 DC), burn 4,000 XP (-40 DC). With this spell, the character can create a limited eclipse, as though a heavenly body moves between the sun and the earth. The landscape within a five-mile radius of the character's location experiences the dimming of the sun as a disk the character creates passes in front of it, culminating in a complete blackout and accompanying coronal ring. The eclipse follows the character across the landscape for up to 8 hours, or until the sun goes down, or until the character dismisses the eclipse. The character does not need to concentrate on the eclipse while it lasts. XP Cost: 4,000 XP.

Eidolon Conjuration (Creation) [Transportation] Spellcraft DC: 79 Components: V, S , X P Casting Time: 1 minute Range: 5 ft. Effect: One duplicate of caster Duration: 8 hours Saving Throw: None Spell Resistance: No To Develop: 711,000 gp; 15 days; 28,440 XP. Seed: conjure (to make base substance) (DC 21), transform (DC 21), transport (to move part of caster's soul into duplicate) (DC 27). Factors: nonliving substance to humanoid (+10 DC), transform into specific individual (+25 DC). Mitigating factor: burn 2,500 XP (-25 DC). Upon casting eidolon, the character creates a duplicate version of him or her self as the character was when he or she was a 21st-level character, and the character gains one negative level while the duplicate persists. For each additional negative level the character bestow upon him or her self at the time of casting, the eidolon has one additional character level. No matter how many negative levels the character bestows on him or her self, the eidolon can never have more character levels than the character has (taking the negative levels into account). Treat the duplicate as the character with a number of negative levels conferred that would lower him or her to the character level of the eidolon. The eidolon is considered fresh and rested when created. It may cast any spell the character has access to, including an epic spell. Use the eidolon's Spellcraft modifier as the basis for the number of epic spells it can cast in a day, and its effective character level as a basis for its skills, feats, and other abilities. The eidolon is effectively lower level than the character and probably can't cast all the spells he or she knows. A powerful enough eidolon might conceivably cast the eidolon spell itself. The eidolon appears in whatever mundane clothing the character desires when initially conjured, but it has no other possessions. It shares part of the character's soul, so it is the character for all intents and purposes. The character and his or her eidolon communicate with each other normally. Usually, the eidolon does not begrudge its brief existence, because it is still part of the character. If the eidolon is killed prior to the expiration of the spell's duration, the character immediately regains the lost levels. Normally, the eidolon does not last long enough to threaten the character with permanent level drain. XP Cost: 2,500 XP.

Enslave (Ritual) Enchantment (Compulsion) [Mind-Affecting] Spellcraft DC: 80 Components: V, S, XP Casting Time: 1 standard action Range: 75 ft. Target: One living creature Duration: Permanent Saving Throw: Will negates Spell Resistance: Yes To Develop: 720,000 gp; 15 days; 28,800 XP. Seed: compel (DC 19). Factors: stricter compulsion of any creature (ad hoc +11 DC), 1-action casting time (+20 DC), permanent (x5 DC). Mitigating factors: 2d6 backlash (-2 DC), four additional casters contributing one 9th-level spell slot (-68 DC), burn 2,000 XP per caster (-100 DC). The character makes a permanent thrall of any living creature. The character establishes a telepathic link with the subject's mind. If the creature has a language, the character can generally force the subject to perform as he or she desires, within the limits of its abilities. If the creature has no language, the character can communicate only basic commands. The character knows what the subject is experiencing, but does not receive direct sensory input from it. A subject forced to take an action against its nature receives a saving throw with a penalty of -10 to resist taking that particular action, but if it succeeds, it still remains the character's thrall despite its minor mutiny. Once a subject makes a successful saving throw to resist a specific order, it makes all future saving throws to resist taking that specific action without a penalty. Protection from evil or a similar spell can prevent the character from exercising control or using the telepathic link while the subject is so protected, but it does not prevent the establishment of enslave or dispel it. XP Cost: 2,000 XP.

Epic Counterspell Abjuration Spellcraft DC: 69 Components: V, S Casting Time: 1 standard action Range: 300 ft. Target: One creature or object Duration: Instantaneous Saving Throw: None Spell Resistance: No To Develop: 621,000 gp; 13 days; 24,840 XP. Seed: dispel (DC 19). Factors: +30 to dispel check (+30 DC), 1-action casting time (+20 DC). To use epic counterspell, select an opponent as the target. The character does this by readying an action, electing to wait to complete his or her action until the opponent tries to cast a spell (the character may still move his or her speed, because readying a counterspell is a standard action). If the target tries to cast a spell, make a dispel check: Roll d20+40 against a DC of 11 + the foe's caster level. If the check is successful, the character's spell negates the foe's spell.

Epic Mage Armor Conjuration (Creation) [Force] Spellcraft DC: 46 Components: V, S Casting Time: 1 minute Range: Touch Target: Creature touched Duration: 24 hours (D) Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) To Develop: 414,000 gp; 9 days; 16,560 XP. Seed: armor (DC 14). Factor: +16 additional armor bonus (+32 DC). An invisible but tangible field of force surrounds the subject of epic mage armor, providing a +20 armor bonus to Armor Class. Unlike mundane armor, epic mage armor entails no armor check penalty, arcane spell failure chance, or speed reduction. Because epic mage armor is made of force, incorporeal creatures can't bypass it the way they do normal armor.

Epic Repulsion Abjuration Spellcraft DC: 52 Components: V, S Casting Time: 10 minutes Range: Touch Target: Object or creature touched Duration: Permanent Saving Throw: None Spell Resistance: Yes To Develop: 468,000 gp; 10 days; 18,720 XP. Seed: ward (DC 14). Factor: permanent (5 DC). Mitigating factor: increase casting time by 9 minutes (-18 DC). The character can create a permanent ward against a specific creature type. Any creature of the specified type cannot attack or touch the warded creature or object. The protection ends if the warded creature makes an attack against or intentionally moves to within 5 feet of a specified creature. Spell resistance can allow a creature to overcome this protection and touch the warded creature.

Epic Spell Reflection Abjuration Spellcraft DC: 68 Components: V, S , X P Casting Time: 41 days, 11 minutes Range: Touch Target: Object or creature touched Duration: Permanent Saving Throw: None Spell Resistance: Yes To Develop: 630,000 gp; 13 days; 25,200 XP. Seed: reflect (DC 27). Factors: reflect up to 9th-level spells (+160 DC), change range to touch (+2 DC), permanent (x5 DC). Mitigating factors: increase casting time by 10 minutes (-20 DC), increase casting time by 41 days (-82 DC), 20d6 backlash (-20 DC), six additional casters contributing one 8th-level spell slot (-90 DC), burn 9,500 XP per caster (-665 DC). The character can create a permanent ward against all spells of 1st through 9th level that target the subject. These spells are reflected back on the caster. Spells that affect an area are not affected by this spell. XP Cost: 9,500 XP.

Eternal Freedom Abjuration Spellcraft DC: 150 Components: V, S, Ritual, XP Casting Time: 1 minute Range: Touch Target: Touched creature or object of 2,000 lb. or less Duration: Permanent Saving Throw: Will negates Spell Resistance: Yes To Develop: 1,350,000 gp; 27 days; 54,000 XP. Seed: ward (DC 14). Factors: specific protections entangle (+0 DC), hold monster (+8 DC), hold person (+4 DC), imprisonment (+16 DC), paralysis (ad hoc +6 DC), petrification (ad hoc +6 DC), sleep (+0 DC), slow (+4 DC), stunning (ad hoc +6 DC), temporal stasis (+16 DC), and web (+4 DC); permanent (5 DC). Mitigating factors: ten additional casters contributing 9th-level spell slots (-170 DC), burn 10,000 XP (-100 DC). The subject becomes permanently immune to the following specific spells, effects, and spell-like abilities: entangle, hold, imprisonment, paralysis, petrification, sleep, slow, stunning, temporal stasis, and web. This is a ritual spell requiring ten other spellcasters, each of whom must contribute an unused 9th-level spell slot to the casting. XP Cost: 10,000 XP.

Greater Spell Resistance Transmutation Spellcraft DC: 45 Components: V, S, Ritual Casting Time: 1 minute Range: Touch Target: Creature touched Duration: 20 hours Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) To Develop: 405,000 gp; 9 days; 16,200 XP. Seed: fortify (DC 27). Factor: +10 additional SR (+40 DC). Mitigating factor: two additional casters contributing 6th-level spell slots (-22 DC). The character grants the subject touched spell resistance 35 until the duration expires. The spell resistance granted does not stack, but overlaps with, any previous spell resistance. This is a ritual spell, requiring two other spellcasters, each of whom must contribute an unused 6th-level spell slot to the casting.

Greater Ruin Transmutation Spellcraft DC: 59 Components: V, S , X P Casting Time: 1 standard action Range: 12,000 ft. Target: One creature, or up to a 10-foot cube of nonliving matter Duration: Instantaneous Saving Throw: Fortitude half Spell Resistance: Yes To Develop: 531,000 gp; 11 days; 21,240 XP. Seed: destroy (DC 29). Factors: increase damage to 35d6 (+30 DC), 1-action casting time (+20 DC).Mitigating factor: burn 2,000 XP (-20 DC). The character deals 35d6 points of damage to a single target within range and line of sight. If the target is reduced to -10 hit points or less (or a construct, object, or undead is reduced to 0 hit points), it is utterly destroyed as if disintegrated. Only a trace of fine dust remains. XP Cost: 2,000 XP.

Hellball Evocation [Acid, Fire, Electricity, Sonic] Spellcraft DC: 90 Components: V, S , X P Casting Time: 1 standard action Range: 300 ft. Area: 40-ft.-radius spread Duration: Instantaneous Saving Throw: Reflex half Spell Resistance: Yes To Develop: 810,000 gp; 17 days; 32,400 XP. Seed: energy (deals 10d6 each of acid, fire, electricity, sonic) (DC 76). Factors: double base area (+6 DC), 1-action casting time (+20 DC). Mitigating factors: 10d6 backlash (-10 DC), burn 200 XP (-2 DC). A hellball deals 10d6 points of acid damage, 10d6 points of fire damage, 10d6 points of electricity damage, and 10d6 points of sonic damage to all creatures within the area. Unattended objects also take this damage. The character takes 10d6 points of damage upon casting (in addition to burning 200 XP). The character points his or her finger and determine the range (distance and height) at which the hellball is to detonate. A sun-bright, fist-sized globe of energy streaks forth and, unless it impacts a material body or solid barrier prior to attaining the indicated range, expands into its full area. XP Cost: 200 XP.

Kinetic Control Abjuration Spellcraft DC: 100 Components: V, S Casting Time: 1 minute Range: Personal; touch Target: You; creature or object touched Duration: 12 hours or until discharged To Develop: 927,000 gp; 19 days; 37,080 XP. Seeds: ward (5 points against bludgeoning and piercing) (DC 14), reflect (DC 27). Factors: also against slashing (+4 DC), additional 15 points of protection (+30 DC), contingent reflection of damage on creature touched (+25 DC). Once a character has cast this spell, he or she can absorb, store, and redirect the energy contained in any physical (melee or ranged) attack. The character absorbs 20 points of each separate slashing, bludgeoning, and piercing attack made against him or her, saving it for later. A character can absorb up to 150 points of damage in this fashion; however, if the stored damage is not discharged prior to reaching the 150-point limit, the spell automatically discharges, dealing the 150 points of damage to the character. The character keeps track of the number of points of damage he or she has absorbed (the character doesn't have to keep track of the type of damage). At any time during the spell's duration, the character can make a touch attack against another creature or object. If successful, the character deals the target some or all (character's choice) of the points of damage he or she has stored. The damage delivered is considered bludgeoning damage. A character can absorb and discharge damage any number of times during the spell's duration, so long as the character doesn't absorb more than 150 points at a time. When the spell expires, any stored damage the character has not redirected is discharged into the character.

Let Go of Me Transmutation Spellcraft DC: 43 Components: None Casting Time: 1 free action Range: Touch (see text) Target: One creature or force grappling you Duration: Instantaneous Saving Throw: Fortitude half Spell Resistance: Yes To Develop: 387,000 gp; 8 days; 15,480 XP. Seed: destroy (DC 29). Factors: quickened (+28 DC), no verbal or somatic components (+4 DC). Mitigating factors: limited circumstance (ad hoc -8 DC), 10d6 backlash (-10 DC). The character deals 20d6 points of damage to any creature grappling him or her. The damage dealt is of no particular type or energy-it is a purely destructive impulse. If grappled by a magical force the force is automatically destroyed.

Living Lightning Evocation [Electricity] Spellcraft DC: 140 Components: None Casting Time: 1 standard action Range: 300 ft. or 150 ft. Area: A bolt 5 ft. wide by 300 ft. long, or 10 ft. wide by 150 ft. long Duration: Instantaneous Saving Throw: Reflex half Spell Resistance: Yes To Develop: 1,260,000 gp; 26 days; 50,400 XP. Seeds: life (DC 27), energy (DC 19). Factors: 1-action casting time (+20 DC), no verbal or somatic components (+4 DC), giving life to a spell (ad hoc x2 DC). The character develops a spell that he or she can cast; thereafter, the spell can effectively “cast itself.” When the character casts the spell, a stroke of energy deals 10d6 points of electricity damage to each creature within the spell's area. Living lightning follows all the standard rules for epic spell casting when the character casts it. Living lightning is sentient and generally friendly toward the character. It has the character's mental ability scores, but it has no physical ability scores. It senses the world through the character's senses and communicates with him or her by thought. As a self-triggering spell, it isn't truly alive but is a fragment of the character's personality. It cares little for the world around it, but at the character's urging (and sometimes at its own discretion) it casts itself at his or her foes. Casters who prepare spells before casting must prepare living lightning normally in order for it to cast itself. When the spell casts itself, it acts on the character's initiative but does not count against his or her own actions in the round. The character cannot simultaneously cast living lightning while it is casting its own effect, even if it has been prepared more than once. Living lightning uses up one of the character's epic spell slots for the day whenever it casts itself. When the character has used up all his or her epic spell slots for the day (or has cast all his or her prepared living lightning spells, if a caster who must prepare spells), living lightning becomes quiescent. It remains so until the character has rested to regain his or her epic spell slots for the next day.

Lord of Nightmares Conjuration (Summoning) Spellcraft DC: 50 Components: V, S, X P Casting Time: 1 standard action Range: 75 ft. Effect: One summoned creature Duration: 20 rounds Saving Throw: None Spell Resistance: No To Develop: 450,000 gp; 9 days; 18,000 XP. Seed: summon (DC 14). Factors: summon CR 31 creature (+58 DC), allow creature to possess body and act at its own discretion (ad hoc -20 DC), 1-action casting time (+20 DC). Mitigating factors: 12d6 backlash (-12 DC), burn 1,000 XP (-10 DC). The character is possessed by a dream larva. For 20 rounds, the dream larva's body physically replaces the character's, though the dream larva has the character's equipment. The dream larva is free to call on all its own powers and abilities, or use the character's equipment. The character's consciousness and physical form are suppressed for the duration of the possession. The character has no way to dismiss the spell, communicate, or otherwise maintain awareness once possession has commenced. The dream larva, temporarily freed from its imprisonment in some distant nightmare, will attempt to slay and incapacitate any creature it can see or find, whether it is a friend or foe of the caster. Casting lord of nightmares entails some risk for the caster, since it's unknown what a dream larva might do over the course of 20 rounds. The larva will dispatch all enemies it can find before turning to its own concerns. Sometimes a dream larva will attempt to place itself in a dangerous or precarious situation prior to the end of the spell, leaving the caster to extricate him or herself. If the dream larva is slain during the duration of the spell, the character's consciousness is instantly restored to aware-ness within his or her own body. The character's condition remains what it was when he or she completed casting lord of nightmares, regardless of what damage the dream larva received. However, magic item charges used, potions consumed, and other physical resources used up by the dream larva are permanent. XP Cost: 1,000 XP.

Mass Frog Transmutation Spellcraft DC: 55 Components: V, S Casting Time: 1 standard action Range: 300 ft. Area: 40-ft.-radius hemisphere Duration: Permanent Saving Throw: Fortitude negates Spell Resistance: Yes To Develop: 495,000 gp; 10 days; 19,800 XP. Seed: transform (DC 21). Factors: change target to area of 20-ft. hemisphere (+10 DC), increase area by 100% (+4 DC), 1 action casting time (+20 DC). This epic spell turns all Medium or smaller creatures in the area into frogs. The transformed creatures retain their mental faculties, including personality, Intelligence, Wisdom, and Charisma scores, level and class, hit points (despite any change in Consitution score), alignment, base attack bonus, base save bonuses, extraordinary abilities, spells, and spell-like abilities, but not supernatural abilities. They assume the physical characteristics of frogs, including natural size and Strength, Dexterity, and Constitution scores. (Use the statistics for the toad.) All the creatures' equipment drops to the ground upon transformation.

Momento Mori Necromancy [Death] Spellcraft DC: 86 Components: None Casting Time: 1 quickened action Range: 300 ft. Target: One living creature Duration: Instantaneous Saving Throw: Fortitude partial (see text) Spell Resistance: Yes To Develop: 774,000 gp; 16 days; 30,960 XP. Seed: slay (DC 25). Factor: increase to 160 HD (+8 DC), quickened (+28 DC), no verbal or somatic components (+4 DC), +10 to DC of subject's save (+20 DC). As a free action that counts as a quickened spell, the character wills the target dead without a word or gesture. The character's thought snuffs out the life force of a living creature of 160 or fewer HD, 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 damage.

Mummy Dust Necromancy [Evil] Spellcraft DC: 35 Components: V, S ,M, XP Casting Time: 1 standard action Range: Touch Effect: Two 18-HD mummies Duration: Instantaneous Saving Throw: None Spell Resistance: No To Develop: 315,000 gp; 7 days; 12,600 XP. Seed: animate dead (DC 23). Factors: 1-action casting time (+20 DC). Mitigating factors: burn 400 XP (-4 DC), expensive material component (ad hoc -4 DC). When the character sprinkles the dust of ground mummies in conjunction with casting mummy dust, two Large 18-HD mummies (see below) spring up from the dust in an area adjacent to the character. The mummies follow the character's every command according to their abilities, until they are destroyed or the character loses control of them by attempting to control more Hit Dice of undead than he or she has caster levels. Material Component: Specially prepared mummy dust (10,000 gp). XP Cost: 2,000 XP. Mummy, Advanced: CR 8; Large undead; HD 18d12+3; hp 120; Init -1; Spd 20 ft.; AC 20, touch 8, flat-footed 20; Base Atk +9; Grp +24; Atk +20 melee (1d8+16 plus mummy rot); Full Atk +20 melee (1d8+16 plus mummy rot); Space/Reach 10 ft./10 ft.; SA Despair, mummy rot; SQ Damage reduction 5/-, darkvision 60 ft., undead traits, vulnerability to fire; AL LE; SV Fort +8, Ref +7, Will +13; Str 32, Dex 8, Con --, Int 6, Wis 14, Cha 15. Skills and Feats: Hide -5, Listen +9, Move Silently +10, Spot +9; Alertness, Blind-Fight, Great Fortitude, Lightning Reflexes, Power Attack, Toughness, Weapon Focus (slam). Despair (Su): At the sight of a mummy, the viewer must succeed at a Will save (DC 21), or be paralyzed with fear for 1d4 rounds. Whether or not the save is successful, that creature cannot be affected again by that mummy's despair ability for one day. Mummy Rot (Su): Supernatural disease-slam, Fortitude save (DC 21), incubation period 1 minute; damage 1d6 Con and 1d6 Cha. The save DC is Charisma-based. Unlike normal diseases, mummy rot continues until the victim reaches Constitution 0 (and dies) or is cured as described below. Mummy rot is a powerful curse, not a natural disease. A character attempting to cast any conjuration (healing) spell on a creature afflicted with mummy rot must succeed on a DC 20 caster level check, or the spell has no effect on the afflicted character. To eliminate mummy rot, the curse must first be broken with break enchantment or remove curse (requiring a DC 20 caster level check for either spell), after which a caster level check is no longer necessary to cast healing spells on the victim, and the mummy rot can be magically cured as any normal disease. An afflicted creature who dies of mummy rot shrivels away into sand and dust that blow away into nothing at the first wind.

Nailed to the Sky Conjuration [Teleportation] Spellcraft DC: 62 Components: V, S ,XP Casting Time: 1 standard action Range: 300 ft. Target: Creature or object weighing up to 1,000 lb. Duration: Instantaneous Saving Throw: Will negates Spell Resistance: Yes To Develop: 558,000 gp; 12 days; 22,320 XP. Seeds: foresee (to preview endpoint of teleportation) (DC 17), transport (DC 27). Factors: unwilling target (+4 DC), increase range from touch (+4 DC), 1-action casting time (+20 DC). Mitigating factor: burn 1,000 XP (-10 DC). Nailed to the sky actually places the target so far from the surface of the world and at such a speed that it keeps missing the surface as it falls back, so it enters an eternal orbit. Unless the target can magically fly or has some other form of non-physical propulsion available, the target is stuck until someone else rescues it. Even if the target can fly, the surface is 2 to 4 hours away, assuming a fly spell, which allows a maximum speed of 720 feet per round while descending. The target may not survive that long. Depending on the world where nailed to the sky is cast, conditions so far from its surface may be deadly. Deleterious effects include scorching heat, cold, and vacuum. Targets subject to these conditions take 2d6 points of damage each from heat or cold and 1d4 points of damage from the vacuum each round. The target immediately begins to suffocate. XP Cost: 1,000 XP.

Origin of Species: Achaierai Conjuration (Creation, Healing) Spellcraft DC: 38 Components: V, S, DF, XP Casting Time: 100 days, 11 minutes Range: 0 ft. Effect: One constructed creature up to Medium (20 cu. ft.) Duration: Permanent Saving Throw: None Spell Resistance: No To Develop: 360,000 gp; 8 days; 14,400 XP. Seeds: conjure (DC 21), life (DC 27), fortify (DC 17). Factors: +4 HD (5 hp per HD) (+20 DC), +6 to natural AC (+12 DC), add three more natural attacks (ad hoc +6 DC), add black cloud spell-like ability (+33 DC), add SR 19 (+15 DC), permanent (x5 DC). Mitigating factors: 50d6 backlash (-50 DC), increase casting time by 10 minutes (-20 DC), increase casting time by 100 days (-200 DC), burn 10,000 XP (-100 DC), eleven additional casters contributing 9th-level spell slots (-187 DC), ten additional casters contributing 8th-level spell slots (-150 DC), ten additional casters contributing 1st-level spell slots (-10 DC). This spell creates a new creature: an achaierai. When first created, the achaierai is Medium, but it grows to Large size in 1d4 days. A created achaierai does not possess the treasure, culture, or specific knowledge of a normal achaierai. If released to be among its own kind, it quickly picks up achaierai traits and alignment. XP Cost: 10,000 XP.

Peripety Abjuration Spellcraft DC: 27 Components: V, S Casting Time: 1 minute Range: Personal Target: You Duration: 12 hours To Develop: 243,000 gp; 5 days; 9,720 XP. Seed: reflect (DC 27). Ranged attacks targeted against the character rebound on the original attacker. Any time during the duration, five attacks are automatically reflected back on the original attacker; the character decides which attacks before damage is rolled. The reflected attack rebounds on the attacker using the same attack roll. Once five attacks are so reflected, the spell ends.

Pestilence Conjuration, Necromancy Spellcraft DC: 104 Components: V, S, Ritual, XP Casting Time: 10 minutes Range: 0 ft. Area: 1,000-ft.-radius hemisphere Duration: Instantaneous Saving Throw: Fortitude negates Spell Resistance: Yes To Develop: 936,000 gp; 19 days; 37,440 XP. Seed: afflict (DC 19). Factors: additional target type (plants) (+10 DC). change target to area (+10 DC), change 20-ft. radius to 1,000-ft. radius (+200 DC), disease effects (as per contagion spell) (ad hoc +21 DC). Mitigating factors: casting time increased by 9 minutes (-18 DC), two additional casters contributing epic spell slots (-38 DC), burn 10,000 XP (-100 DC). When pestilence is successfully cast, a wave of illness radites outward from the site of the ritual, instantly infecting every living thing in the area with the debilitating disease known as slimy doom. Within 24 hours, everything in the area begins to show signs of rot and decay. Each day that a victim fails a Fortitude save, it takes 1d4 points of temporary Constitution damage. If the victim then fails a second save, 1 point of that damage is permanent drain. If the victim succeeds at the first saving throw of the day on consecutive days, he or she has recovered from the disease. This magical form of the disease is not contagious and will not spread beyond those initially infected. Fruits and vegetables infected with slimy doom are unfit for consumption, as are disease-ridden livestock. This is a ritual spell requiring two other spellcasters, each of whom must expend an unused epic spell slot for the casting. The primary caster must also burn 10,000 XP. XP Cost: 10,000 XP.

Rain of Fire Evocation [Fire] Spellcraft DC: 50 Components: V, S Casting Time: 1 minute Range: 0 ft. Area: 2-mile-radius emanation Duration: 20 hours Saving Throw: Reflex negates (see text) Spell Resistance: Yes To Develop: 450,000 gp; 9 days; 18,000 XP. Seeds: energy (fire) (DC 19), energy (weather) (DC 19). Factor: change rain to wisps of flame (ad hoc +12 DC). This spell summons a swirling thunderstorm that rains fire rather than raindrops down on the character and everything within a two-mile radius of him or her. Everything caught unprotected or unsheltered in the flaming deluge takes 1 point of fire damage each round. A successful Reflex save results in no damage, but the save must be repeated each round. Unless the ground is exceedingly damp, all vegetation is eventually blackened and destroyed, leaving behind a barren wasteland similar to the aftermath of a grass or forest fire. The fiery storm is stationary and persists even if the caster leaves.

Raise Island Conjuration (Creation) Spellcraft DC: 38 Components: V, S, XP, Ritual Casting Time: 65 days, 11 minutes Range: 0 ft. Area: 100-ft.-radius hemispherical island Duration: Permanent Saving Throw: None Spell Resistance: No To Develop: 360,000 gp; 8 days; 14,400 XP. Seed: conjure (DC 21). Factors: change area to 10-ft. radius, 30-ft. high cylinder (+2 DC), change radius to 100 ft. (+40 DC), change height to 1,000 feet (+133 DC), permanent (x5 DC). Mitigating factors: increase casting time by 10 minutes (-20 DC), increase casting time by 65 days (-130 DC), nineteen additional casters contributing epic spell slots (-361 DC), one additional caster contributing one 6th-level spell slot (-11 DC), burn 2,000 XP per epic caster (-400 DC), spell only works on liquid (ad hoc -20 DC). The character can literally raise a new island from out of the sea, bringing to the surface a sandy or rocky but otherwise barren protrusion that is solid, stable, and permanently established. The island is roughly circular and about 200 feet in diameter. Raise island only works if the ocean is less than 1,000 feet deep where the spell is cast. XP Cost: 2,000 XP.

Ruin Transmutation Spellcraft DC: 27 Components: V, S, X P Casting Time: 1 full round Range: 12,000 ft. Target: One creature, or up to a 10-foot cube of nonliving matter Duration: Instantaneous Saving Throw: Fortitude half Spell Resistance: Yes To Develop: 243,000 gp; 5 days; 9,720 XP. Seed: destroy (DC 29). Factor: reduce casting time by 9 rounds (+18 DC). Mitigating factor: burn 2,000 XP (-20 DC). The character deals 20d6 points of damage to a single target within range and line of sight. If the target is reduced to -10 hit points or less (or a construct, object, or undead is reduced to 0 hit points), it is utterly destroyed as if disintegrated. Only a trace of fine dust remains. XP Cost: 2,000 XP.

Safe Time Conjuration [Teleportation] Spellcraft DC: 64 Components: V, S Casting Time: 1 minute Range: Touch Target: You or creature touched Duration: Contingent until expended, then 1 round of safe time Saving Throw: None Spell Resistance: No To Develop: 576,000 gp; 12 days; 23,040 XP. Seed: transport (DC 27). Factors: move to time stream (+8 DC), reduce static time to 1 round (ad hoc +4 DC), activates when you would otherwise take 50 or more points of damage (+25 DC). Safe time can move the character (or the target) out of harm's way by shunting him or her into a static time stream. Once cast, the spell remains quiescent and does not activate until the trigger conditions have been met. Each day it remains untriggered, it uses up an epic spell slot, even if you cast it on another creature. Once triggered, the spell is expended normally. When the character would otherwise be subject to any instantaneous effect that would deal him or her 50 or more points of damage, he or she is instead transported to a static time stream where time ceases to flow. The character's condition becomes fixed-no force or effect can harm him or her until 1 round of real time has passed. Thus, the character avoids the damage he or she would otherwise receive, but the character also misses out on one round of activity. To the character, no time passes at all, but to onlookers who are part of real time, the character stands frozen and fixed in space for 1 full round.

Soul Dominion Divination, Enchantment (Compulsion) [Mind-Affecting] Spellcraft DC: 72 Components: V, S Casting Time: 10 minutes Range: See text Target: One other living creature Duration: 20 minutes (D) Saving Throw: Will negates (see text) Spell Resistance: No To Develop: 648,000 gp; 13 days; 25,920 XP. Seeds: contact (DC 23), reveal (DC 19), compel (DC 19). Factors: apply to all five senses (+8 DC), total compulsory control (+10 DC), stricter compulsion of any creature (ad hoc +11 DC). Mitigating factor: increase casting time by 9 minutes (-18 DC). When a character casts this spell, he or she is temporarily able to take control of another sentient creature with whom the character is familiar (by meeting, observing, or successfully scrying the subject). The target receives a Will save, and if successful, prevents the character from making the telepathic connection. The target is aware of the attempted takeover as a strange, momentary tingling. If the Will save fails, the character is able to control the subject's body as if it were his or her own, hearing, seeing, feeling, smelling, and tasting everything the target senses. Once the character dismisses the spell or its duration ends, the target resumes control of its body, fully aware of all events that occurred, having been a helpless witness trapped inside its own body. The target knows the name and general nature of its possessor if it succeeds at an additional Will saving throw. A character cannot control undead or incorporeal creatures with soul dominion.

Soul Scry Divination Spellcraft DC: 55 Components: V, S Casting Time: 10 minutes Range: See text Target: One other living creature Duration: 20 minutes (D) Saving Throw: Will negates Spell Resistance: No To Develop: 495,000 gp; 10 days; 19,800 XP. Seeds: contact (DC 23), reveal (DC 19), conceal (DC 17). Factors: apply to all five senses (+8 DC), conceal detection (ad hoc +6 DC). Mitigating factor: increase casting time by 9 minutes (-18 DC). When a character casts this spell, he or she is temporarily able to tap the consciousness of another sentient creature with whom the character is familiar (by meeting, observing, or successfully scrying the subject), experiencing everything he or she does with all five senses. The target receives a Will save, and if successful, prevents the character from making the telepathic connection. Whether the saving throw is successful or not, the target is unaware of the attempted intrusion. Once the subject is tapped, the character is able to hear, see, feel, smell, and taste everything the subject senses. The character cannot control the subject, however. The character can only see what the subject chooses to look at, and the character tastes something only if the subject eats or drinks it during the spell's duration. During this time, the character's own body remains in a trance-like state. If the subject takes damage, the character senses the injuries, although his or her own body does not actually suffer any ill effects. If the subject is knocked unconscious or killed, the spell immediately ends.

Spell Worm Enchantment (Compulsion) [Mind-Affecting] Spellcraft DC: 45 Components: V, S Casting Time: 1 standard action Range: 75 ft. Target: One living creature Duration: 20 hours or until completed Saving Throw: Will negates Spell Resistance: Yes To Develop: 405,000 gp; 9 days; 16,200 XP. Seed: compel (DC 19). Factors: unobtrusive (ad hoc +6 DC), 1-action casting time (+20 DC). On a failed save, the subject must spend a standard action each round abandoning his or her highest-level spell (or losing his or her highest-level unused spell slot). Each round, the subject eliminates another spell or spell slot, moving to lower-level spells once all the higher-level spells are gone. In the case of prepared spells, the subject decides which spells to abandon at each level. If the subject has more than one standard action allowed in the round, he or she may spend those actions as he or she desires. The subject doesn't realize the spells or spell slots are gone until he or she tries to cast a spell and finds it unavailable. Abandoning a spell slot or losing a spell is standard action, but it does not draw an attack of opportunity. It is a purely mental exercise not obvious to observers.

Summon Behemoth Conjuration (Summoning) Spellcraft DC: 72 Components: V, S Casting Time: 1 standard action Range: 75 ft. Effect: Summoned creature Duration: 20 rounds (D) Saving Throw: None Spell Resistance: No To Develop: 648,000 gp; 13 days; 25,920 XP. Seed: summon (DC 14). Factors: summon CR 21 creature (DC +38), 1-action casting time (+20 DC). The character can summon a behemoth to attack his or her enemies. It appears where the character designates and acts immediately, on the character's turn. It attacks the character's opponents to the best of its ability. If the character can communicate with the creature, he or she can direct it not to attack, to attack particular enemies, or to perform other actions. Summoned creatures act normally on the last round of the spell and disappear at the end of their turn.

Superb Dispelling Abjuration Spellcraft DC: 59 Components: V, S Casting Time: 1 standard action Range: 300 ft. Target: One creature or object Duration: Instantaneous Saving Throw: None Spell Resistance: No To Develop: 531,000 gp; 11 days; 21,240 XP. Seed: dispel (DC 19). Factors: additional +30 to dispel check (+30 DC), 1-action casting time (+20 DC). Mitigating factor: 10d6 backlash (-10 DC). As greater dispel magic, except that the maximum bonus on the dispel check is +40, and the character takes 10d6 points of backlash damage.

Time Duplicate Conjuration [Teleportation] Spellcraft DC: 71 Components: V, S Casting Time: 1 free action Effect: You Duration: 1 round (see text) Saving Throw: None (harmless) Spell Resistance: None (harmless) To Develop: 639,000 gp; 13 days; 25,560 XP. Seed: transport (to move future you back in time 1 round) (DC 27). Factors: move to time stream (+8 DC), stretch the base temporal effect (ad hoc +8 DC), quickened (+28 DC). The character snatches him or her self from 1 round in the future, depositing this future self in an adjacent space as a free action that counts as a quickened spell. The character's future self is technically only a possible future self (the time stream is a maelstrom of multiple probabilities), but snatching that future self from 1 round in the future collapses probability, and the possible future becomes the definite future. The character and his or her future self are both free to act normally this round (the character has already used up the limit of one quickened spell per round, but his or her duplicate hasn't). The future self has all the resources the character has at the moment he or she finishes casting time duplicate. Because the future self was previously only a possibility, his or her resources are not depleted as a result of whatever might occur this round (even if the character dies this round). Likewise, he or she doesn't have any special knowledge of what might occur during this round. Because the future self is still part of the time stream, the round it spends with the character is a round it misses in its own future. Because the chracter's future duplicate is also the character, the character misses the next round as well. He or she simply isn't there. Tampering with the time stream is a tricky business. Here is a round-by-round summary. Round One: The character casts time duplicate, the future self from round two arrives, and both act normally. Round Two: The future self-the character-gets snatched back in time to help the past self. During this round, there are no versions of the character present. Round Three: The character rejoins the time stream. The character arrives in the same location and condition that the future self ended with at the end of the first round. Any resources (spells, damage, staff charges) the future self used up in round one are gone for real. Record them now. Using this spell to snatch a single future self stretches time and probability to its limit; more powerful versions of time duplicate are not possible. A character cannot bring more than a single future version of him or her self back at one time, nor can a character snatch a version of him or her from farther in the future.

Vengeful Gaze of God Transmutation Spellcraft DC: 419 Components: V, S Casting Time: 1 standard action Range: 12,000 ft. Target: One creature, or up to a 10-foot cube of nonliving matter in line of sight Duration: Instantaneous Saving Throw: Fortitude half Spell Resistance: Yes To Develop: 3,771,000 gp; 76 days; 150,840 XP. Seed: destroy (DC 29). Factor: increase damage to 305d6 (+570 DC), 1-action casting time (+20 DC). Mitigating factor: 200d6 backlash (-200 DC). The target of this spell is subject to 305d6 points of damage (or half of that if a Fortitude save succeeds). If the target is reduced to -10 hit points or less (or a construct, object, or undead is reduced to 0 hit points), it is utterly destroyed as if disintegrated, leaving behind only a trace of fine dust. The caster is likewise dealt 200d6 points of damage

Verdigris Conjuration (Creation) Spellcraft DC: 58 Components: V, S Casting Time: 1 minute Range: 300 ft. Area: 100-ft.-radius hemisphere Duration: 24 hours Saving Throw: Reflex half Spell Resistance: No To Develop: 522,000 gp; 11 days; 20,880 XP. Seed: conjure (DC 21). Factors: change area to 20-ft. radius hemisphere (+2 DC), increase radius to 100 ft. (+16 DC), deal 10d6 damage during growth (ad hoc +19 DC). 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 every-thing 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 must make a Reflex saving throw to avoid the fast-moving growth, which otherwise deals 10d6 points of damage from the crushing press. Buildings are engulfed and they likewise take 10d6 points of damage. Those destroyed by the damage have their foundations uprooted and walls crumbled. The plant growth remains for 24 hours, after which it vanishes.

Verdigris Tsunami Conjuration (Creation) Spellcraft DC: 170 Components: V, S, Ritual, XP Casting Time: 10 minutes Range: 1,500 ft. Area: 1,000-ft.-radius hemisphere Duration: Permanent Saving Throw: Reflex half Spell Resistance: No To Develop: 1,530,000 gp; 31 days; 61,200 XP. Seed: conjure (DC 21). Factor: change area to 20-ft.-radius hemisphere (+2 DC), increase radius to 1,000 ft. (+196 DC), increase range to 1,500 ft. (+8 DC), deal 10d6 damage during growth (ad hoc +19 DC), increase damage to 40d6 (+60 DC), permanent (x5 DC). Mitigating factors: increase casting time by 9 minutes (-18 DC), eleven additional casters contributing 6th-level spell slots (-121 DC), three additional casters contributing 4th-level spell slots (-21 DC), burn 10,000 XP per 6th-level spell contributor plus caster (-1,200 DC). 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 every-thing 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 must make a Reflex saving throw to avoid the fast-moving growth, which otherwise deals 40d6 points of damage from the crushing press. Buildings are engulfed and they likewise take 40d6 points of damage. Those destroyed by the damage have their foundations uprooted and walls crumbled. The plant growth is permanent. This is a ritual spell requiring fourteen other spellcasters, each of whom must contribute an unused 6th-level spell slot to the casting. XP Cost: 10,000 XP.

DEVELOPING EPIC SPELLS An epic spell is developed from smaller pieces called seeds and connecting pieces called factors. Every epic seed has a base Spellcraft DC, and every factor has a Spell-craft DC adjustment. When a desired spell is developed, the spellcaster spends resources and time to assemble the pieces that make up the epic spell. The base Spellcraft DCs of each seed are added together; then the DC adjustments of the factors are added to that total. The sum equals the final Spellcraft DC for the epic spell. The final Spellcraft DC is the most significant gauge of the epic spell's power. A spellcaster attempts to cast an epic spell by making a Spellcraft check against the epic spell's Spellcraft DC. Thus, a spellcaster knows immediately, based on his or her own Spellcraft bonus, what epic spells are within his or her capability to cast, which are risky, and which are beyond him or her. Epic casters don't commit time and money to develop epic spells until they are powerful enough to cast them. An epic spell developed by an arcane spellcaster is arcane, and an epic spell developed by a divine spellcaster is divine. A character who can cast both divine and arcane epic spells chooses whether a particular spell he or she develops will be arcane or divine. If that same caster uses the heal or life seed in an epic spell, that spell is always considered divine. All the epic spells described here can be developed independently by a character who spends the necessary time, money, and experience points. Alternatively, a character can use those spells as a starting point when creating customized versions of the spells.

Table: Epic Seeds Seed Base Spellcraft DC Seed Base Spellcraft DC Afflict 14 Energy 19 Animate 25 Foresee 17 Animate dead 23 Fortify 17 Armor 14 Heal* 25 Banish 27 Life* 27 Compel 19 Reflect 27 Conceal 17 Reveal 19 Conjure 21 Slay 25 Contact 23 Summon 14 Delude 14 Transform 21 Destroy 29 Transport 27 Dispel 19 Ward 14

  • Spellcasters without at least 24 ranks in Knowledge (religion) or Knowledge (nature) may not use heal or life spell seeds.

Resource Cost: The development of an epic spell uses up raw materials costing a number of gold pieces equal to 9,000 xthe final Spellcraft DC of the epic spell being developed. Development Time: Developing an epic spell takes one day for each 50,000 gp in resources required to develop the spell, rounded up to whole days. XP Cost: To develop an epic spell, a character must spend 1/25 of its resource price in experience points. Adding Seed DCs: When two or more epic seeds are combined in an epic spell, their base Spellcraft DCs are added together. Both contribute toward the spell's final Spellcraft DC. Determining School: When combining two or more seeds to develop an epic spell, the school of the finished spell is decided by the caster from among the seeds that make up the epic spell. Combining Descriptors: When two or more epic seeds are combined in an epic spell, all the descriptors from each seed apply to the finished spell. Combining Components and Casting Times: Almost every epic spell has verbal and somatic components and a 1-minute casting time, regardless of the number of epic seeds combined. The only exceptions are epic spells with the heal and life seeds, which have divine focus components. Combining Range, Targets, Area, and Effect: One seed might have a range of 12,000 feet, another seed might have a range of 400 feet, and a third seed might not have a range at all. Likewise, some seeds have targets, while others have an effect or an area. To determine which seed takes precedence in the finished epic spell, the character must decide which seed is the base seed. The seed most important to the spell's overall purpose is the base seed, and it determines the casting time, range, target, and so on. The other seeds apply only their specific effects to the finished spell. It is occasionally difficult to determine a base seed by examining the spell's effects. If no one seed is most important, simply pick one seed for the purposes of making this determination. Combining Durations: When combining two or more seeds to develop an epic spell, the seed with the shortest duration determines the duration of the finished epic spell. If any seed of an epic spell is dismissible by the caster, the epic spell is dismissible. Saving Throws: Even if more than one seed has an associated saving throw, the final spell will have only a single saving throw. If two or more seeds have the same kind of saving throw (Fortitude, Reflex, or Will), then obviously that will be used for the spell's saving throw. If the seeds have different kinds of saving throws, simply choose the saving throw that seems most appropriate for the final spell. Spell Resistance: When combining two or more seeds to develop an epic spell, if even one seed is subject to spell resistance, the finished epic spell is subject to it as well. Factors: Factors are not part of epic seeds, but they are the tools used to modify specific parameters of any given seed. Applying factors to the seeds of an epic spell can increase or decrease the final Spellcraft DC, increase the duration, change the area of a spell, and affect many other aspects of the spell. There are three kinds of factors: 1. Those that can affect a number of seeds. 2. Those that can only be used with specific seeds. 3. Those that reduce the Spellcraft DC rather than increasing it. These are referred to as mitigating factors. To calculate the final Spellcraft DC of an epic spell correctly, it's important to determine the mitigating factors last, after all the factors that increase the DC have been accounted for. Development Is an Art: Many times developing a completely new epic spell requires some guesswork and rule stretching. As with making and pricing magic items, a sort of balancing act is required. Often the description of a seed will need to be stretched for a particular spell. If necessary, assess an “ad hoc” Spellcraft DC adjustment for any effect that cannot be extrapolated from the seeds and factors presented here-the example spells use ad hoc factors frequently. In all cases, the GM determines the actual Spellcraft DC of the new spell Approval: This is the final step, and it's critically important. The epic spell development work and reasoning must be shown to the GM and receive his or her approval. If the GM doesn't approve, then the epic spell cannot be developed. However, the GM should explain why the epic spell wasn't approved and possibly offer suggestions on how to create an epic spell that will be acceptable.

Table: Epic Spell Factors

 Spellcraft DC Modifier 

Casting Time Reduce casting time by 1 round (minimum 1 round) +2 1-action casting time +20 Quickened spell (limit one quickened action/round) +28 Contingent on specific trigger1 +25 Components No verbal component +2 No somatic component +2 Duration2 Increase duration by 100% +2 Permanent duration (apply this factor after all other epic spell factors but before mitigating factors) x5 Dismissible by caster (if not already) +2 Range Increase range by 100% +2 Target3 Add extra target within 300 ft. +10 Change from target to area (pick area option below) +10 Change from personal to area (pick area option below) +15 Change from target to touch or ray (300-ft. range) +4 Change from touch or ranged touch attack to target +4 Area4 Change area to bolt (5 ft. x300 ft. or 10 ft. x150 ft.) +2 Change area to cylinder (10-ft. radius, 30 ft. high) +2 Change area to 40-ft. cone +2 Change area to four 10-ft. cubes +2 Change area to 20-ft. radius +2 Change area to target +4 Change area to touch or ray (close range) +4 Increase area by 100% +4 Saving Throw Increase spell's saving throw DC by +1 +2 Spell Resistance Gain +1 bonus on caster level check to overcome target's spell resistance +2 Gain +1 on caster level check to beat foe's dispel effect +2 Other Recorded onto stone tablet5 x2 Increase damage die by one step (d20 maximum) +10

Unless stated otherwise, the same factor can be applied more than once. 1 Each contingent spell in use counts as a slot used from the caster's daily epic spell slots. 2 Seeds that already have an instantaneous or permanent duration cannot be increased. 3 When changing a targeted or area seed to a touch or ranged attack, the seed no longer requires a save if it deals damage, instead requiring a successful attack roll. Seeds with a nondamaging effect still allow the target a save. Area spells changed to touch or ranged attacks now affect only the creature successfully attacked. 4 When changing a touch or ranged attack seed to a targeted seed, the seed no longer requires an attack roll if it deals damage, instead requiring a saving throw from the target. On a failed saving throw, the target takes half damage. Area seeds changed to targeted seeds now only affect the target. The GM determines the most appropriate kind of saving throw for the epic spell. 5 Epic spells may only be inscribed on stone tablets or other substances of equal or greater hardness. Once a spell is so inscribed, another epic spellcaster can learn it without going through the process of development. Once an inscribed epic spell is learned by another epic spellcaster in this fashion, the tablet upon which it is inscribed is destroyed and cannot be mended.

Table: Epic Spell Mitigating Factors

 Spellcraft DC Modifier 

Backlash 1d6 points of damage (max d6 = caster's HD x2)1 -1 Burn 100 XP during casting (max 20,000 XP) -1 Increase casting time by 1 minute (max 10 minutes)2 -2 Increase casting time by 1 day (max 100 days)2 -2 Change from target, touch, or area to personal -2 Additional participants (ritual) see Table: Additional Participants in Rituals Decrease damage die by one step (d4 minimum) -5

Note: Mitigating factors are always applied after all epic spell factors (see above) are accounted for in the development of an epic spell. 1 The caster cannot somehow avoid or make him or her self immune to backlash damage. For spells with durations longer than instantaneous, the backlash damage is per round. If backlash damage kills a caster, no spell or method exists that will return life to the caster's body without costing the caster a level-not even wish, true resurrection, miracle, or epic spells that return life to the deceased. Spells that normally penalize the recipient one level when they return him or her to life penalize a caster killed by backlash two levels. 2 When increasing the casting time of a spell in order to reduce the Spellcraft DC, a character must first “use up” the maximum of 10 minutes (for a total DC modifier of -20). After that, a character can continue to add days to the casting time, with a further modifier of -2 per day, up to the maximum of 100 days.

Additional Participants: Epic spells can be developed that specifically require additional participants. These spells are called rituals. An epic spell developed as a ritual requires a specific number of additional participants, who each must use up one spell slot of a specified level for the day. During an epic spell's development, the spell's creator determines the number of additional participants and the level of the spell slots to be contributed. If the exact number of spellcasters does not partake in the casting, or if the casters do not each contribute the proper spell slot, the epic spell automatically fails. To participate, each participant readies an action to contribute his or her raw spell energy when the primary caster begins the epic spell. Additional participants in a ritual spell reduce the Spellcraft DC, as shown on Table: Additional Participants in Rituals. Each additional participant may only contribute one spell slot. It doesn't matter whether the additional participants are arcane or divine spellcasters; only the level of the spell slot contributed matters. A contributed spell slot is treated as if normally cast. A wizard may contribute either a prepared, uncast spell slot, or an open, unprepared slot. The Spellcraft DC adjustments for each additional participant stack. Special: A ritual epic spell that takes longer than 1 standard action to cast requires all extra participants to stand as if casting for the same amount of time. If an extra participant is attacked while contributing a spell slot, the participant must make a Concentration check as if casting a spell of the same level as the slot contributed. If the attack disrupts the participant in the ritual, the epic spell is not necessarily ruined. However, the Spellcraft DC reduction that would have been provided by that additional participant cannot be applied to the final Spellcraft DC of the epic spell. Thus the ritual epic spell will be harder for the primary spellcaster to cast.

Table: Additional Participants in Rituals Spell Slot Level Contributed Spellcraft DC Reduction Spell Slot Level Contributed Spellcraft DC Reduction 1st -1 6th -11 2nd -3 7th -13 3rd -5 8th -15 4th -7 9th -17 5th -9 Epic slot -19


SEED DESCRIPTIONS Each seed description hereafter follows the same format used for 0- to 9th-level spells. An additional line, Spellcraft DC, indicates the base DC of the Spellcraft check required to cast an epic spell with this seed.

SEED:AFFLICT Enchantment (Compulsion) [Fear, Mind-Affecting] Spellcraft DC: 14 Components: V, S Casting Time: 1 standard action Range: 300 ft. Target: One living creature Duration: 20 minutes Saving Throw: Will negates Spell Resistance: Yes Afflicts the target with a -2 morale penalty on attack rolls, checks, and saving throws. For each additional -1 penalty assessed on either the target's attack rolls, checks, or saving throws, increase the Spellcraft DC by +2. A character may also develop a spell with this seed that afflicts the target with a -1 penalty on caster level checks, a -1 penalty to an ability score, a -1 penalty to spell resistance, or a -1 penalty to some other aspect of the target. For each additional -1 penalty assessed in one of the above categories, increase the Spell-craft DC by +4. This seed can afflict a character's ability scores to the point where they reach 0, except for Constitution where 1 is the minimum. If a factor is applied to increase the duration of this seed, ability score penalties instead become temporary ability damage. If a factor is applied to make the duration permanent, any ability score penalties become permanent ability drain. Finally, by increasing the Spellcraft DC by +2, one of the target's senses can be afflicted: sight, smell, hearing, taste, touch, or a special sense the target possesses. If the target fails its saving throw, the sense selected doesn't function for the spell's duration, with all attendant penalties that apply for losing the specified sense.

SEED:ANIMATE Transmutation Spellcraft DC: 25 Components: V, S Casting Time: 1 minute Range: 300 ft. Target: Object or 20 cu. ft. of matter Duration: 20 rounds Saving Throw: None Spell Resistance: No This seed can imbue inanimate objects with mobility and a semblance of life (not actual life). The animated object attacks whomever or whatever the caster initially designates. The animated object can be of any nonmagical material. The caster can also animate part of a larger mass of raw matter, such as a volume of water in the ocean, part of a stony wall, or the earth itself, as long as the volume of material does not exceed 20 cubic feet. For each additional 10 cubic feet of matter animated, increase the Spellcraft DC by +1, up to 1,000 cubic feet. For each additional 100 cubic feet of matter animated after the first 1,000 cubic feet, increase the spellcraft DC by +1. For each additional Hit Die granted to an animated object of a given size, increase the Spellcraft DC by +2. To animate attended objects (objects carried or worn by another creature), increase the Spellcraft DC by +10.

SEED:ANIMATE DEAD Necromancy [Evil] Spellcraft DC: 23 Components: V, S Casting Time: 1 minute Range: Touch Target: One or more corpses touched Duration: Instantaneous Saving Throw: None Spell Resistance: No The caster can turn the bones or bodies of dead creatures into undead that follow his or her spoken commands. The undead can follow the caster, or they can remain in an area and attack any creature (or a specific type of creature) entering the place. The undead remain animated until they are destroyed. (A destroyed undead can't be animated again.) Intelligent undead can follow more sophisticated commands. The animate dead seed allows a character to create 20 HD of undead. For each additional 1 HD of undead created, increase the Spellcraft DC by +1. The undead created remain under the caster's control indefinitely. A caster can naturally control 1 HD per caster level of undead creatures he or she has personally created, regardless of the method used. If the caster exceeds this number, newly created creatures fall under his or her control, and excess undead from previous castings become uncontrolled (the caster chooses which creatures are released). If the caster is a cleric, any undead he or she commands through his or her ability to command or rebuke undead do not count toward the limit. For each additional 2 HD of undead to be controlled, increase the Spellcraft DC by +1. Only undead in excess of 20 HD created with this seed can be controlled using this DC adjustment. To both create and control more than 20 HD of undead, increase the Spellcraft DC by +3 per additional 2 HD of undead. Type of Undead: All types of undead can be created with the animate dead seed, although creating more powerful undead increases the Spellcraft DC of the epic spell, according to the table below. The GM must set the Spellcraft DC for undead not included on the table, using similar undead as a basis for comparison. Undead Spellcraft DC Modifier Undead Spellcraft DC Modifier Skeleton -12 Wraith -2 Zombie -12 Mummy +0 Ghoul -10 Spectre +2 Shadow -8 Morhg +4 Ghast -6 Vampire +6 Wight -4 Ghost +8


SEED: ARMOR Conjuration (Creation) [Force] Spellcraft DC: 14 Components: V, S Casting Time: 1 minute Range: Touch Target: Creature touched Duration: 24 hours (D) Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) This seed grants a creature additional armor, providing a +4 bonus to Armor Class. The bonus is either an armor bonus or a natural armor bonus, whichever the caster selects. Unlike mundane armor, the armor seed provides an intangible protection that entails no armor check penalty, arcane spell failure chance, or speed reduction. Incorporeal creatures can't bypass the armor seed the way they can ignore normal armor. For each additional point of Armor Class bonus, increase the Spellcraft DC by +2. The caster can also grant a creature a +1 bonus to Armor Class using a different bonus type, such as deflection, divine, or insight. For each additional point of bonus to Armor Class of one of these types, increase the Spellcraft DC by +10.

SEED: BANISH Abjuration Spellcraft DC: 27 Components: V, S Casting Time: 1 minute Range: 75 ft. Target: One or more extraplanar creatures, no two of which can be more than 30 ft. apart Duration: Instantaneous Saving Throw: Will negates Spell Resistance: Yes This seed forces extraplanar creatures out of the caster's home plane. The caster can banish up to 14 HD of extraplanar creatures. For each additional 2 HD of extraplanar creatures banished, increase the Spellcraft DC by +1. To specify a type or sub-type of creature other than outsider to be banished, increase the Spellcraft DC by +20.

SEED: COMPEL Enchantment (Compulsion) [Mind-Affecting] Spellcraft DC: 19 Components: V, M Casting Time: 1 minute Range: 75 ft. Target: One living creature Duration: 20 hours or until completed Saving Throw: Will negates Spell Resistance: Yes This seed compels a target to follow a course of activity. At the basic level of effect, a spell using the compel seed must be worded in such a manner as to make the activity sound reasonable. Asking the creature to do an obviously harmful act automatically negates the effect (unless the Spellcraft DC has been increased to avoid this limitation; see below). To compel a creature to follow an outright unreasonable course of action, increase the Spellcraft DC by +10. 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 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.

SEED: CONCEAL Illusion (Glamer) Spellcraft DC: 17 Components: V, S Casting Time: 1 minute Range: Personal or touch Target: You or a creature or object of up to 2,000 lb. Duration: 200 minutes or until expended (D) Saving Throw: None or Will negates (harmless, object) Spell Resistance: No or Yes (harmless, object) This seed can conceal a creature or object touched from sight, even from darkvision. If the subject is a creature carrying gear, the gear vanishes too, rendering the creature invisible. A spell using the conceal seed ends if the subject attacks any creature. Actions directed at unattended objects do not break the spell, and causing harm indirectly is not an attack. To create invisibility that lasts regardless of the actions of the subject, increase the Spellcraft DC by +4. Alternatively, this seed can conceal the exact location of the subject so that it appears to be about 2 feet away from its true location; this increases the Spellcraft DC by +2. The subject benefits from a 50% miss chance as if it had total concealment. However, unlike actual total concealment, this displacement effect does not prevent enemies from targeting him or her normally. The conceal seed can also be used to block divination spells, spell-like effects, and epic spells developed using the reveal seed; this increases the Spellcraft DC by +6. In all cases where divination magic of any level, including epic level, is employed against the subject of a spell using the conceal seed for this purpose, an opposed caster level check determines which spell works.

SEED: CONJURE Conjuration (Creation) Spellcraft DC: 21 Components: V, S Casting Time: 1 minute Range: 0 ft. Effect: Unattended, nonmagical object of nonliving matter up to 20 cu. ft. Duration: 8 hours Saving Throw: None Spell Resistance: No This seed creates a nonmagical, unattended object of nonliving matter of up to 20 cubic feet in volume. The caster must succeed at an appropriate skill check to make a complex item. The seed can create matter ranging in hardness and rarity from vegetable matter all the way up to mithral and even adamantine. Simple objects have a natural duration of 24 hours. For each additional cubic foot of matter created, increase the Spellcraft DC by +2. Attempting to use any created object as a material component or a resource during epic spell development causes the spell to fail and the object to disappear. The conjure seed can be used in conjunction with the life and fortify seeds for an epic spell that creates an entirely new creature, if made permanent. To give a creature spell-like abilities, apply other epic seeds to the epic spell that replicate the desired ability. To give the creature a supernatural or extraordinary ability rather than a spell-like ability, double the cost of the relevant seed. Remember that two doublings equals a tripling, and so forth. To give a creature Hit Dice, use the fortify seed. Each 5 hit points granted to the creature gives it an additional 1 HD. Once successfully created, the new creature will breed true.

SEED: CONTACT Divination Spellcraft DC: 23 Components: V, S Casting Time: 1 minute Range: See text Target: One creature Duration: 200 minutes Saving Throw: None Spell Resistance: No This seed forges a telepathic bond with a particular creature with which the caster is familiar (or one that the caster can currently see directly or through magical means) and can converse back and forth. The subject recognizes the caster if it knows him or her. It can answer in like manner immediately, though it does not have to. The caster can forge a communal bond among more than two creatures. For each additional creature contacted, increase the Spellcraft DC by +1. The bond can be established only among willing subjects, which therefore receive no saving throw or spell resistance. For telepathic communication through the bond regardless of language, increase the Spellcraft DC by +4. No special influence is established as a result of the bond, only the power to communicate at a distance. At the base Spellcraft DC of 20, a caster can also use the contact seed to imbue an object (or creature) with a message he or she prepares that appears as written text for the spell's duration or is spoken aloud in a language the caster knows. The spoken message can be of any length, but the length of written text is limited to what can be contained (as text of a readable size) on the surface of the target. The message is delivered when specific conditions are fulfilled according to the caster's desire when the spell is cast.

SEED: DELUDE Illusion (Figment) Spellcraft DC: 14 Components: V, S Casting Time: 1 minute Range: 12,000 ft. Effect: Visual figment that can extend for up to twenty 30-ft. cubes (S) Duration: Concentration plus 20 hours Saving Throw: Will disbelief (if interacted with) Spell Resistance: No A spell developed with the delude seed creates the visual illusion of an object, creature, or force, as visualized by the caster. The caster can move the image within the limits of the size of the effect by concentrating (the image is otherwise stationary). The image disappears when struck by an opponent unless the caster causes the illusion to react appropriately. For an illusion that includes audible, olfactory, tactile, taste, and thermal aspects, increase the Spellcraft DC by +2 per extra aspect. Even realistic tactile and thermal illusions can't deal damage, however. For each additional image to be created, increase the Spellcraft DC by +1. For an illusion that follows a script determined by the caster, increase the Spellcraft DC by +9. The figment follows the script without the caster having to concentrate on it. The illusion can include intelligible speech if desired. For an illusion that makes any area appear to be something other than it is, increase the Spellcraft DC by +4. Additional components, such as sounds, can be added as noted above. Concealing creatures requires additional spell development using this or other seeds.

SEED: DESTROY Transmutation Spellcraft DC: 29 Components: V, S Casting Time: 1 minute Range: 12,000 ft. Target: One creature, or up to a 10-foot cube of nonliving matter Duration: Instantaneous Saving Throw: Fortitude half Spell Resistance: Yes This seed deals 20d6 points of damage to the target. The damage is of no particular type or energy. For each additional 1d6 points of damage dealt, increase the Spellcraft DC by +2. If the target is reduced to -10 hit points or less (or a construct, object, or undead is reduced to 0 hit points), it is utterly destroyed as if disintegrated, leaving behind only a trace of fine dust. Up to a 10-foot cube of nonliving matter is affected, so a spell using the destroy seed destroys only part of any very large object or structure targeted. The destroy seed affects even magical matter, energy fields, and force effects that are normally only affected by the disintegrate spell. Such effects are automatically destroyed. 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 a ward spell.

SEED: DISPEL Abjuration Spellcraft DC: 19 Components: V, S Casting Time: 1 minute Range: 300 ft. Target: One creature, object, or spell Duration: Instantaneous Saving Throw: None Spell Resistance: No This seed can end ongoing spells that have been cast on a creature or object, temporarily suppress the magical abilities of a magic item, or end ongoing spells (or at least their effects) within an area. A dispelled spell ends as if its duration had expired. The dispel seed can defeat all spells, even those not normally subject to dispel magic. The dispel seed can dispel (but not counter) the ongoing effects of supernatural abilities as well as spells, and it affects spell-like effects just as it affects spells. One creature, object, or spell is the target of the dispel seed. The caster makes a dispel check against the spell or against each ongoing spell currently in effect on the object or creature. A dispel check is 1d20 + 10 against a DC of 11 + the target spell's caster level. For each additional +1 on the dispel check, increase the Spellcraft DC by +1. If targeting an object or creature that is the effect of an ongoing spell, make a dispel check to end the spell that affects the object or creature. If the object targeted is a magic item, make a dispel check against the item's caster level. If succeessful, all the item's magical properties are suppressed for 1d4 rounds, after which the item recovers on its own. A suppressed item becomes nonmagical for the duration of the effect. An interdimensional interface is temporarily closed. A magic item's physical properties are unchanged. Any creature, object, or spell is potentially subject to the dispel seed, even the spells of gods and the abilities of artifacts. A character automatically succeeds on the dispel check against any spell that he or she cast him or her self.

SEED: ENERGY Evocation [Acid, Fire, Electricity, Cold, or Sonic] Spellcraft DC: 19 Components: V, S Casting Time: 1 minute Range: 300 ft. or touched creature or object of 2,000 lb. or less Area: A bolt 5 ft. wide to 300 ft. long; or a 10-ft.-radius emanation; or a wall whose area is up to one 200-ft. square; or a sphere or hemi-sphere with a radius of up to 20 ft. Duration: Instantaneous or 20 hours (see text) Saving Throw: Reflex half Spell Resistance: Yes This seed uses whichever one of five energy types the caster chooses: acid, cold, electricity, fire, or sonic. The caster can cast the energy forth as a bolt, imbue an object with the energy, or create a freestanding manifestation of the energy. If the spell developed using the energy seed releases a bolt, that bolt instantaneously deals 10d6 points of damage of the appropriate energy type, and all in the bolt's area must make a Reflex save for half damage. For each additional 1d6 points of damage dealt, increase the Spellcraft DC by +2. The bolt begins at the caster's fingertips. To imbue another creature with the ability to use an energy bolt as a spell-like ability at its option or when a particular condition is met, increase the Spellcraft DC by +25. The caster can also cause a creature or object to emanate the specific energy type out to a radius of 10 feet for 20 hours. The emanated energy deals 2d6 points of energy damage per round against unprotected creatures (the target creature is susceptible if not separately warded or otherwise resistant to the energy). For each additional 1d6 points of damage emanated, increase the Spellcraft DC by +2. The caster may also create a wall, half-circle, circle, dome, or sphere of the desired energy that emanates the energy for up to 20 hours. One side of the wall, selected by the caster, sends forth waves of energy, dealing 2d4 points of energy damage to creatures within 10 feet and 1d4 points of energy damage to those past 10 feet but within 20 feet. The wall deals this damage when it appears and in each round that a creature enters or remains in the area. In addition, the wall deals 2d6+20 points of energy damage to any creature passing through it. The wall deals double damage to undead creatures. For each additional 1d4 points of damage, increase the Spellcraft DC by +2. The caster can also use the energy seed to create a spell that carefully releases and balances the emanation of cold, electricity, and fire, creating specific weather effects for a period of 20 hours. Using the energy seed this way has a base Spellcraft DC of 25. The area extends to a two-mile-radius centered on the caster. Once the spell is cast, the weather takes 10 minutes to manifest. Ordinarily, a caster can't directly target a creature or object, though indirect effects are possible. This seed can create cold snaps, heat waves, thunderstorms, fogs, blizzards-even a tornado that moves randomly in the affected area. Creating targeted damaging effects requires an additional use of the energy seed.

SEED: FORESEE Divination Spellcraft DC: 17 Components: V, S Casting Time: 1 minute Range: Personal Target: You Duration: Instantaneous or concentration (see text) The caster can foretell the immediate future, or gain information about specific questions. He or she is 90% likely to receive a meaningful reading of the future of the next 30 minutes. If successful, the caster knows if a particular action will bring good results, bad results, or no result. For each additional 30 minutes into the future, multiply the Spellcraft DC by x2. For better results, the caster can pose up to ten specific questions (one per round while he or she concentrates) to unknown powers of other planes, but the base Spellcraft DC for such an attempt is 23. The answers return in a language the caster understands, but use only one-word replies: “yes,” “no,” “maybe,” “never,” “irrelevant,” or some other one-word answer. Unlike 0- to 9th-level spells of similar type, all questions answered are 90% likely to be answered truthfully. However, a specific spell using the foresee seed can only be cast once every five weeks. The foresee seed is also useful for epic spells requiring specific information before functioning, such as spells using the reveal and transport seeds. The foresee seed can also be used to gain one basic piece of information about a living target: level, class, alignment, or some special ability (or one of an object's magical abilities, if any). For each additional piece of information revealed, increase the Spellcraft DC by +2.

SEED: FORTIFY Transmutation Spellcraft DC: 17 (see text) Components: V, S Casting Time: 1 minute Range: Touch Target: Creature touched Duration: 20 hours; permanent for age adjustment Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) Spells using the fortify seed grant a +1 enhancement bonus to whichever one of the following the caster chooses: -Any one ability score. -Any one kind of saving throw. -Spell resistance. -Natural armor. The fortify seed can also grant energy resistance 1 for one energy type or 1 temporary hit point. For each additional +1 bonus, point of energy resistance, or hit point, increase the Spellcraft DC by +2. The fortify seed has a base Spellcraft DC of 23 if it grants a +1 bonus of a type other than enhancement. For each additional +1 bonus of a type other than enhancement, increase the Spellcraft DC by +6. If the caster applies a factor to make the duration permanent, the bonus must be an inherent bonus, and the maximum inherent bonus allowed is +5. The fortify seed has a base Spellcraft DC of 27 if it grants a creature a +1 bonus to an ability score or other statistic it does not possess. For each additional +1 bonus, increase the Spellcraft DC by +4. If a spell with the fortify seed grants an inanimate object an ability score it would not normally possess (such as Intelligence), the spell must also incorporate the life seed. Granting spell resistance to a creature that doesn't already have it is a special case; the base Spellcraft DC of 27 grants spell resistance 25, and each additional point of spell resistance increases the Spellcraft DC by +4 (each -1 to spell resistance reduces the Spellcraft DC by -2). The fortify seed can also grant damage reduction 1/magic. For each additional point of damage reduction, increase the Spellcraft DC by +2. To increase the damage reduction value to epic, increase the Spellcraft DC by +15. A special use of the fortify seed grants the target a permanent +1 year to its current age category. For each additional +1 year added to the creature's current age category, increase the Spellcraft DC by +2. Incremental adjustments to a creature's maximum age do not stack; they overlap. When a spell increases a creature's current age category, all higher age categories are also adjusted accordingly.

SEED: HEAL Conjuration (Healing) Spellcraft DC: 25 Components: V, S, DF Casting Time: 1 minute Range: Touch Target: Creature touched Duration: Instantaneous Saving Throw: Yes (harmless; see text) Spell Resistance: Yes (harmless) Spells developed with the heal seed channel positive energy into a creature to wipe away disease and injury. Such a spell completely cures all diseases, blindness, deafness, hit point damage, and temporary ability damage. To restore permanently drained ability score points, increase the Spellcraft DC by +6. The heal seed neutralizes poisons in the subject's system so that no additional damage or effects are suffered. It offsets feeblemindedness and cures mental disorders caused by spells or injury to the brain. It dispels all magical effects penalizing the character's abilities, including effects caused by spells, even epic spells developed with the afflict seed. Only a single application of the spell is needed to simultaneously achieve all these effects. This seed does not restore levels or Constitution points lost due to death. To dispel all negative levels afflicting the target, increase the Spellcraft DC by +2. This reverses level drains by a force or creature. The drained levels are restored only if the creature lost the levels within the last 20 weeks. For each additional week since the levels were drained, increase the Spellcraft DC by +2. Against undead, the influx of positive energy causes the loss of all but 1d4 hit points if the undead fails a Fortitude saving throw. An epic caster with 24 ranks in Knowledge (arcana), Knowledge (nature), or Knowledge (religion) can cast a spell developed with a special version of the heal seed that flushes negative energy into the subject, healing undead completely but causing the loss of all but 1d4 hit points in living creatures if they fail a Fortitude saving throw. Alternatively, a living target that fails its Fortitude saving throw could gain four negative levels for the next 8 hours. For each additional negative level bestowed, increase the Spellcraft DC by +4, and for each extra hour the negative levels persist, increase the Spellcraft DC by +2. If the subject has at least as many negative levels as Hit Dice, it dies. If the subject survives and the negative levels persist for 24 hours or longer, the subject must make another Fortitude saving throw, or the negative levels are converted to actual level loss.

SEED: LIFE Conjuration (Healing) Spellcraft DC: 27 Components: V, S, DF Casting Time: 1 minute Range: Touch Target: Dead creature touched Duration: Instantaneous Saving Throw: None (see text) Spell Resistance: Yes (harmless) A spell developed with the life seed will restore life and complete vigor to any deceased creature. The condition of the remains is not a factor. So long as some small portion of the creature's body still exists, it can be returned to life, but the portion receiving the spell must have been part of the creature's body at the time of death. (The remains of a creature hit by a disintegrate spell count as a small portion of its body.) The creature can have been dead for no longer than two hundred years. For each additional ten years, increase the Spellcraft DC by +1. The creature is immediately restored to full hit points, vigor, and health, with no loss of prepared spells. However, the subject loses one level (or 1 point of Constitution if the subject was 1st level). The life seed cannot revive someone who has died of old age. An epic caster with 24 ranks in Knowledge (arcana), Knowledge (nature), or Knowledge (religion) can cast a spell developed with a special version of the life seed that gives actual life to normally inanimate objects. The caster can give inanimate plants and animals a soul, personality, and humanlike sentience. To succeed, the caster must make a Will save (DC 10 + the target's Hit Dice, or the Hit Dice a plant will have once it comes to life). The newly living object, intelligent animal, or sentient plant is friendly toward the caster. An object or plant has characteristics as if it were an animated object, except that its Intelligence, Wisdom, and Charisma scores are all 3d6. Animated objects and plants gain the ability to move their limbs, projections, roots, carved legs and arms, or other appendages, and have senses similar to a human's. A newly intelligent animal gets 3d6 Intelligence, +1d3 Charisma, and +2 HD. Objects, animals, and plants speak one language that the caster knows, plus one additional language that he or she knows per point of Intelligence bonus (if any).

SEED: REFLECT Abjuration Spellcraft DC: 27 Components: V, S Casting Time: 1 minute Range: Personal Target: You Duration: Until expended or 12 hours Attacks targeted against the caster rebound on the original attacker. Each use of the reflect seed in an epic spell is effective against one type of attack only: spells (and spell-like effects), ranged attacks, or melee attacks. To reflect an area spell, where the caster is not the target but are caught in the vicinity, increase the Spellcraft DC by +20. A single successful use of reflect expends its protection. Spells developed with the reflect seed against spells and spell-like effects return all spell effects of up to 1st level. For each additional level of spells to be reflected, increase the Spellcraft DC by +20. Epic spells are treated as 10th-level spells for this purpose. The desired effect is automatically reflected if the spell in question is 9th level or lower. An opposed caster level check is required when the reflect seed is used against another epic spell. If the enemy spellcaster gets his or her spell through by winning the caster level check, the epic spell using the reflect seed is not expended, just momentarily suppressed. If the reflect seed is used against a melee attack or ranged attack, five such attacks are automatically reflected back on the original attacker. For each additional attack reflected, increase the Spellcraft DC by +4. The reflected attack rebounds on the attacker using the same attack roll. Once the allotted attacks are reflected, the spell using the reflect seed is expended.

SEED: REVEAL Divination Spellcraft DC: 19 (see text) Components: V, S Casting Time: 1 minute Range: See text Effect: Magical sensor Duration: 20 minutes (D) Saving Throw: None Spell Resistance: No The caster of this seed can see some distant location or hear the sounds at some distant location almost as if he or she was there. To both hear and see, increase the Spellcraft DC by +2. Distance is not a factor, but the locale must be known-a place familiar to the caster or an obvious one. The spell creates an invisible sensor that can be dispelled. Lead sheeting or magical protection blocks the spell, and the caster senses that the spell is so blocked. If the caster prefers to create a mobile sensor (speed 30 feet) that he or she controls, increase the Spellcraft DC by +2. To use the reveal seed to reach one specific different plane of existence, increase the Spellcraft DC by +8. To allow magically enhanced senses to work through a spell built with the reveal seed, increase the Spellcraft DC by +4. To cast any spell from the sensor whose range is touch or greater, increase the Spellcraft DC by +6; however, the caster must maintain line of effect to the sensor at all times. If the line of effect is obstructed, the spell ends. To free the caster of the line of effect restriction for casting spells through the sensor, multiply the Spellcraft DC by x10. The reveal seed has a base Spellcraft DC of 25 if used to pierce illusions and see things as they really are. The caster can see through normal and magical darkness, notice secret doors hidden by magic, see the exact locations of creatures or objects under blur or displacement effects, see invisible creatures or objects normally, see through illusions, see onto the Ethereal Plane (but not into extradimensional spaces), and see the true form of polymorphed, changed, or transmuted things. The range of such sight is 120 feet. The reveal seed can also be used to develop spells that will do any one of the following: duplicate the read magic spell, comprehend the written and verbal language of another, or speak in the written or verbal language of another. To both comprehend and speak a language, increase the Spellcraft DC by +4.

SEED: SLAY Necromancy [Death] Spellcraft DC: 25 Components: V, S Casting Time: 1 minute Range: 300 ft. Target: One living creature Duration: Instantaneous Saving Throw: Fortitude partial or half (see text) Spell Resistance: Yes A spell developed using the slay seed snuffs out the life force of a living creature, killing it instantly. The slay seed kills a creature of up to 80 HD. The subject is entitled to a Fortitude saving throw to survive the attack. If the save is successful, it instead takes 3d6+20 points of damage. For each additional 80 HD affected (or each additional creature affected), increase the Spellcraft DC by +8. Alternatively, a caster can use the slay seed in an epic spell to suppress the life force of the target by bestowing 2d4 negative levels on the target (or half as many negative levels on a successful Fortitude save). For each additional 1d4 negative levels bestowed, increase the Spellcraft DC by +4. If the subject has at least as many negative levels as Hit Dice, it dies. If the subject survives and the negative levels persist for 24 hours or longer, the subject must make another Fortitude saving throw, or the negative levels are converted to actual level loss.

SEED: SUMMON Conjuration (Summoning) Spellcraft DC: 14 Components: V, S Casting Time: 1 minute Range: 75 ft. Effect: One summoned creature Duration: 20 rounds (D) Saving Throw: Will negates (see text) Spell Resistance: Yes (see text) This seed can summon an outsider. It appears where the caster designates and acts immediately, on his or her turn, if its spell resistance is overcome and it fails a Will saving throw. It attacks the caster's opponents to the best of its ability. If the caster can communicate with the outsider, he or she can direct it not to attack, to attack particular enemies, or to perform other actions. The spell conjures an outsider the caster selects of CR 2 or less. For each +1 CR of the summoned outsider, increase the Spellcraft DC by +2. For each additional outsider of the same Challenge Rating summoned, multiply the Spellcraft DC by x2. When a caster develops a spell with the summon seed that summons an air, chaotic, earth, evil, fire, good, lawful, or water creature, the completed spell is also of that type. If the caster increases the Spellcraft DC by +10, he or she can summon a creature of CR 2 or less from another monster type or subtype. The summoned creature is assumed to have been plucked from some other plane (or somewhere on the same plane). The summoned creature attacks the caster's opponents to the best of its ability; or, if the caster can communicate with it, it will perform other actions. However, the summoning ends if the creature is asked to perform a task inimical to its nature. For each +1 CR of the summoned creature, increase the Spellcraft DC by +2. Finally, by increasing the Spellcraft DC by +60, the caster can summon a unique individual he or she specifies from anywhere in the multiverse. The caster must know the target's name and some facts about its life, defeat any magical protection against discovery or other protection possessed by the target, and overcome the target's spell resistance, and it must fail a Will saving throw. The target is under no special compulsion to serve the caster.

SEED: TRANSFORM Transmutation Spellcraft DC: 21 Components: V, S Casting Time: 1 minute Range: 300 ft. Target: One creature or inanimate, nonmagical object Duration: Permanent Saving Throw: Fortitude negates (see text) Spell Resistance: Yes Spells using the transform seed change the subject into another form of creature or object. The new form can range in size from Diminutive to one size larger than the subject's normal form. For each additional increment of size change, increase the Spellcraft DC by +6. If the caster wants to transform a nonmagical, inanimate object into a creature of his or her type or transform a creature into a nonmagical, inanimate object, increase the Spellcraft DC by +10. To change a creature of one type into another type increase the Spellcraft DC by +5. Transformations involving nonmagical, inanimate substances with hardness are more difficult; for each 2 points of hardness, increase the Spellcraft DC by +1. To transform a creature into an incorporeal or gaseous form, increase the Spellcraft DC by +10. Conversely, to overcome the natural immunity of a gaseous or incorporeal creature to transformation, increase the Spellcraft DC by +10. The transform seed can also change its target into someone specific. To transform an object or creature into the specific likeness of another individual (including memories and mental abilities), increase the Spellcraft DC by +25. If the transformed creature doesn't have the level or Hit Dice of its new likeness, it can only use the abilities of the creature at its own level or Hit Dice. If slain or destroyed, the transformed creature or object reverts to its original form. The subject's equipment, if any, remains untransformed or melds into the new form's body, at the caster's option. The transformed creature or object acquires the physical and natural abilities of the creature or object it has been changed into while retaining its own memories and mental ability scores. Mental abilities include personality, Intelligence, Wisdom, and Charisma scores, level and class, hit points (despite any change in its Constitution score), alignment, base attack bonus, base saves, extraordinary abilities, spells, and spell-like abilities, but not its supernatural abilities. Physical abilities include natural size and Strength, Dexterity, and Constitution scores. Natural abilities include armor, natural weapons, and similar gross physical qualities (presence or absence of wings, number of extremities, and so forth), and possibly hardness. Creatures transformed into inanimate objects do not gain the benefit of their untransformed physical abilities, and may well be blind, deaf, dumb, and unfeeling. Objects transformed into creatures gain that creature's average physical ability scores, but are considered to have mental ability scores of 0 (the fortify seed can add points to each mental ability, if desired). For each normal extraordinary ability or supernatural ability granted to the transformed creature, increase the Spellcraft DC by +10. The transformed subject can have no more Hit Dice than the caster has or than the subject has (whichever is greater). In any case, for each Hit Die the assumed form has above 15, increase the Spellcraft DC by +2.

SEED: TRANSPORT Conjuration [Teleportation] Spellcraft DC: 27 Components: V, S Casting Time: 1 minute Range: Touch Target: You and touched objects or other touched willing creatures weighing up to 1,000 lb. Duration: Instantaneous, or 5 rounds for temporal transport Saving Throw: None or Will negates (see text) Spell Resistance: No or Yes (see text) Spells using the transport seed instantly take the caster to a designated destination, regardless of distance. For interplanar travel, increase the Spellcraft DC by +4. For each additional 50 pounds in objects and willing creatures beyond the base 1,000 pounds, increase the Spellcraft DC by +2. The base use of the transport seed provides instantaneous travel through the Astral Plane. To shift the transportation medium to another medium increase the Spellcraft DC by +2. The caster does not need to make a saving throw, nor is spell resistance applicable to him or her. Only objects worn or carried (attended) by another person receive saving throws and spell resistance. For a spell intended to transport unwilling creatures, increase the Spellcraft DC by +4. The caster must have at least a reliable description of the place to which he or she is transporting. If the caster attempts to use the transport seed with insufficient or misleading information, the character disappears and simply reappear in his or her original location. As a special use of the transport seed, a caster can develop a spell that temporarily transports him or her into a different time stream (leaving the caster in the same physical location); this increases the Spellcraft DC by +8. If the caster moves him or herself, or the subject, into a slower time stream for 5 rounds, time ceases to flow for the subject, and its condition becomes fixed-no force or effect can harm it until the duration expires. If the caster moves him or her self into a faster time stream, the caster speeds up so greatly that all other creatures seem frozen, though they are actually still moving at their normal speeds. The caster is free to act for 5 rounds of apparent time. Fire, cold, poison gas, and similar effects can still harm the caster. While the caster is in the fast time stream, other creatures are invulnerable to his or her attacks and spells; however, the caster can create spell effects and leave them to take effect when he or she reenters normal time. Because of the branching nature of time, epic spells used to transport a subject into a faster time stream cannot be made permanent, nor can the duration of 5 rounds be extended. More simply, the seed can haste or slow a subject for 20 rounds by transporting it to the appropriate time stream. This decreases the Spellcraft DC by -4.

SEED: WARD Abjuration Spellcraft DC: 14 Components: V, S Casting Time: 1 minute Range: Touch Target or Effect: Touched creature or object of 2,000 lb. or less; or 10-ft.-radius spherical emanation, centered on you Duration: 24 hours Saving Throw: None Spell Resistance: Yes This seed can grant a creature protection from damage of a specified type. The caster can protect a creature from standard damage or from energy damage. The caster can protect a creature or area from magic. Alternatively, he or she can hedge out a type of creature from a specified area. A ward against standard damage protects a creature from whichever two the caster selects of the three damage types: bludgeoning, piercing, and slashing. For a ward against all three types, increase the Spellcraft DC by +4. Each round, the spell created with the ward seed absorbs the first 5 points of damage the creature would otherwise take, regardless of whether the source of the damage is natural or magical. For each additional point of protection, increase the Spellcraft DC by +2. A ward against energy grants a creature protection from whichever one the caster selects of the five energy types: acid, cold, electricity, fire, or sonic. Each round, the spell absorbs the first 5 points of damage the creature would otherwise take from the specified energy type, regardless of whether the source of damage is natural or magical. The spell protects the recipient's equipment as well. For each additional point of protection, increase the Spellcraft DC by +1. A ward against a specific type of creature prevents bodily contact from whichever one of several monster types the caster selects. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. The protection ends if the warded creature makes an attack against or intentionally moves within 5 feet of the blocked creature. Spell resistance can allow a creature to overcome this protection and touch the warded creature. A ward against magic creates an immobile, faintly shimmering magical sphere (with radius 10 feet) that surrounds the caster and excludes all spell effects of up to 1st level. Alternatively, the caster can ward just the target and not create the radius effect. For each additional level of spells to be excluded, increase the Spellcraft DC by +20 (but see below). The area or effect of any such spells does not include the area of the ward, and such spells fail to affect any target within the ward. This includes spell-like abilities and spells or spell-like effects from magic items. However, any type of spell can be cast through or out of the ward. The caster can leave and return to the protected area without penalty (unless the spell specifically targets a creature and does not provide a radius effect). The ward could be brought down by a targeted dispel magic spell. Epic spells using the dispel seed may bring down a ward if the enemy spellcaster succeeds at a caster level check. The ward may also be brought down with a targeted epic spell using the destroy seed if the enemy spellcaster succeeds at a caster level check. Instead of creating an epic spell that uses the ward seed to nullify all spells of a given level and lower, the caster can create a ward that nullifies a specific spell (or specific set of spells). For each specific spell so nullified, increase the Spellcraft DC by +2 per spell level above 1st.

EPIC PSIONIC POWERS The following adjustments should be made if taking psionic characters to epic levels. Epic Psionic Seeds Psionic characters can acquire epic powers. Generally, all the epic spell rules work for epic powers as well, except as noted below for displays. Psionic characters take the Epic Manifestation feat, which works just like the Epic Spellcasting feat. The prerequisites for this feat are 24 ranks of Psicraft, 24 ranks of Knowledge (psionics), and the ability to manifest 9th-level psionic powers. Just as spellcasters use no spell slots to cast epic spells, psionic characters use no power points to manifest epic powers. Instead, they freely manifest their known epic powers a number of times per day equal to their Knowledge (psionics) skill divided by 10 (round down).

Table: Psionic Seeds

 Base Psicraft DC   Base Psicraft DC 

Psychometabolism Telepathy Fortify 17 Compel 19 Slay 25 Contact 23 Transform 21 Delude 14 Heal 50 Psychokinesis Psychoportation Dispel 19 Banish 27 Energy 19 Summon 14 Reflect 27 Transport 27 Destroy 29 Clairsentience Ward 14 Afflict 14 Metacreativity Foresee 17 Armor 14 Reveal 19 Conjure 21 Conceal 17 Animate dead 23 Animate 25 Life 55


Table: Psionic Factors

 Psicraft DC Modifier 

Discipline -5 Seed within primary discipline Display Hide visual display (epic psionic seeds substitute one Vi display for V and S components) +4


NON-EPIC SPELL

Genesis Conjuration (Creation) Level: Sor/Wiz 9, Creation 9 Components: V, S, M, XP Casting Time: 1 week (8 hours/day) Range: 180 ft. (see text) Effect: A demiplane coterminous with the Ethereal Plane, centered on your location Duration: Instantaneous Saving Throw: None Spell Resistance: No The spellcaster creates a finite plane with limited access: a demiplane. Demiplanes created by this power are very small, very minor planes. A character can only cast this spell while on the Ethereal Plane. When he or she casts the spell, a local density fluctuation precipitates the creation of a demiplane. At first, the fledgling plane grows at a rate of 1 foot in radius per day to an initial maximum radius of 180 feet as it rapidly draws substance from surrounding ethereal vapors and protomatter. The spellcaster determines the environment within the demiplane when he or she first casts genesis, reflecting most any desire the spellcaster can visualize. The spellcaster determines factors such as atmosphere, water, temperature, and the general shape of the terrain. This spell cannot create life (including vegetation), nor can it create construction (such as buildings, roads, wells, dungeons, and so forth). The spellcaster must add these things in some other fashion if he or she desires. Once the basic demiplane reaches its maximum size, the spellcaster can continue to cast this spell to enlarge the demiplane, adding another 180 feet of radius to the demiplane each time. Material Component: A crystalline sphere XP Cost: 5,000 XP.


EPIC MAGIC ITEMS 1


While not truly an artifact, the epic magic item is a creation of such power that it surpasses other magic items. Epic magic items are objects of great power and value. The following are typical characteristics of an epic magic item. In general, an item with even one of these characteristics is an epic magic item. · Grants a bonus on attacks or damage greater than +5. · Grants an enhancement bonus to armor higher than +5. · Has a special ability with a market price modifier greater than +5. · Grants an armor bonus of greater than +10 (not including magic armor's enhancement bonus). · Grants a natural armor, deflection, or resistance bonus greater than +5. · Grants an enhancement bonus to an ability score greater than +6. · Grants an enhancement bonus on a skill check greater than +30. · Mimics a spell of an effective level higher than 9th. · Has a caster level above 20th. · Has a market price above 200,000 gp, not including material costs for armor or weapons, material component- or experience point-based costs, or additional value for intelligent items. An epic magic item that grants a bonus beyond those allowed for normal magic items has a higher market price than indicated by the formulas for non-epic items. Epic magic items are not artifacts. They are not unique, though they are certainly very rare, and anyone with the proper item creation feats can build them. Even an epic magic item can never grant a dodge bonus, and the maximum inherent bonus that can be applied to an ability score is +5. An epic magic item cannot be created that uses or mimics an epic spell. A major artifact might be able to mimic such a spell, however.

CREATING EPIC MAGIC ITEMS The process of creating an epic magic item is very similar to creating a nonepic magic item. However, certain important differences exist.

CASTER LEVEL Spells with an effective level of 10th or higher are possible at epic levels. Because these spell slots aren't automatically gained at a particular level like 0- to 9th-level spells are, they don't have a minimum caster level. For this reason, the minimum caster level for any spell of 10th level or higher is set at 11 + spell level.

PREREQUISITES In addition to the materials and tools required for nonepic magic items, any epic magic item requires at least two item creation feats: the epic and nonepic version.

MARKET PRICE Use the guidelines for nonepic magic items to determine the market price of an epic magic item, with one addition: If the item gives a bonus beyond the limit allowed in for normal, nonepic magic items, multiply the portion of the market price derived from that characteristic by 10. Some epic characteristics, such as caster level, don't trigger this multiplier.

EXPERIENCE POINT COST The experience point cost to create an epic magic item is determined differently than for a normal magic item. For all epic magic items other than scrolls, divide the market price by 100, then add 10,000 XP to the result. The final number is the experience point cost to create the item. For epic scrolls, divide the market price by 25 (as normal for creating a nonepic scroll), then add 1,000 XP to the result. The final number is the experience point cost to create the epic scroll.

MAGIC ITEM DESCRIPTIONS In the following sections, each general type of magic item, such as armor or scrolls, has an overall description, followed by descriptions of specific items, if any. Each magic item description and table follows the same format used for nonepic magic items. Specific exceptions are noted as necessary.

ARMOR Except when otherwise stated, epic magic armor and shields follow the rules for nonepic magic armor and shields. There is no limit to the enhancement bonus of epic magic armor or shields, to the market price modifier of epic magic armor or shield special abilities, or to the total enhancement bonus and market price modifier of epic magic armor or shields.

EPIC ARMOR AND SHIELD BASE PRICE To find the base price of an epic suit of magic armor or an epic magic shield, roll on Table: Armor and Shields. Note that the +6 to +10 rows apply only to armor and shields that provide an enhancement bonus of +6 to +10 or armor and shields with a single special ability whose market price modifier is +6 to +10. Magic armor and shields with a total effective bonus of +6 to +10 but that have an enhancement bonus of +5 or less and special abilities whose individual market price modifiers are +5 or less use the table for nonepic magic armor to determine price.

Table: Armor and Shields d% Enhancement Bonus Market Price 01 +1 shield 1 +1,000 gp 02 +1 armor 2 +1,000 gp 03 +2 shield 1 +4,000 gp 04 +2 armor 2 +4,000 gp 05 - 06 +3 shield 1 +9,000 gp 07 - 08 +3 armor 2 +9,000 gp 09 - 12 +4 shield 1 +16,000 gp 13 - 16 +4 armor 2 +16,000 gp 17 - 21 +5 shield 1 +25,000 gp 22 - 26 +5 armor 2 +25,000 gp 27 - 30 +6 shield +360,000 gp 31 - 34 +6 armor +360,000 gp 35 - 38 +7 shield +490,000 gp 39 - 42 +7 armor +490,000 gp 43 - 45 +8 shield +640,000 gp 46 - 48 +8 armor +640,000 gp 49 - 50 +9 shield +810,000 gp 51 - 52 +9 armor +810,000 gp 53 - 54 +10 shield +1,000,000 gp 55 - 56 +10 armor +1,000,000 gp 57 - 62 Specific armor or shield 3 63 - 75 Armor with special ability and roll again 4 76 - 98 Shield with special ability and roll again 4 99 Epic shield 5 100 Epic armor 5 1 Roll also on nonepic magic item Table: Shield Special Abilities. 2 Roll also on nonepic magic item Table: Armor Special Abilities. 3 Roll on Table: Specific Epic Magic Armor and Shields. 4 Roll on Table: Armor Special Abilities or Table: Shield Special Abilities. 5 Roll on Table: Epic Armor and Shields.


Table: Epic Armor and Shields d% Enhancement Bonus Market Price 01 - 21 +11 +1,210,000 gp 22 - 39 +12 +1,440,000 gp 40 - 54 +13 +1,690,000 gp 55 - 66 +14 +1,960,000 gp 67 - 76 +15 +2,250,000 gp 77 - 84 +16 +2,560,000 gp 85 - 90 +17 +2,890,000 gp 91 - 94 +18 +3,240,000 gp 95 - 97 +19 +3,610,000 gp 98 - 99 +20 +4,000,000 gp 100 Roll again and add +10 to bonus 1 2 1 This is cumulative if rolled multiple times. 2 For enhancement bonuses higher than +20, the market price modifier is equal to the square of the bonus x10,000 gp.


Table: Random Armor Type d% Armor Armor Cost 1 01 Padded +155 gp 02 Leather +160 gp 03 - 12 Hide +165 gp 13 - 27 Studded leather +175 gp 28 - 42 Chain shirt 2 +250 gp 43 Scale mail 2 +200 gp 44 Chainmail 2 +300 gp 45 - 57 Breastplate 2 +350 gp 58 Splint mail 2 +350 gp 59 Banded mail 2 +400 gp 60 Half-plate 2 +750 gp 61 - 100 Full plate 2 +1,650 gp All magic armor is masterwork armor (with an armor check penalty 1 lower than normal). 1 Add to enhancement bonus on Table: Epic Armor and Shields to determine total market price. 2 Roll d% to determine material: 01 - 70 steel; 71 - 90 mithral; 91 - 99 adamantine; 100 other. Adjust price accordingly.


Table: Random Shield Type d% Shield Shield Cost 1 01 - 10 Buckler +165 gp 11 - 15 Shield, light wooden 2 +153 gp 16 - 20 Shield, light steel 3 +159 gp 21 - 30 Shield, heavy wooden 2 +157 gp 31 - 95 Shield, heavy steel 3 +170 gp 96 - 100 Shield, tower 2 +180 gp All magic shields are masterwork shields (with an armor check penalty 1 lower than normal). 1 Add to enhancement bonus on Table: Epic Armor and Shields to determine total market price. 2 Roll d% to determine material: 01-70 wood; 71-99 dark-wood; 100 other. Adjust price accordingly. 3 Roll d% to determine material: 01 - 70 steel; 71 - 90 mithral; 91 - 99 adamantine; 100 other. Adjust price accordingly.


Table: Armor Special Abilities d% Special Ability Market Price Modifier 1 01 - 06 Great invulnerability (10/magic) +4 bonus 07 - 11 Great invulnerability (15/magic) +5 bonus 12 - 19 Negating +5 bonus 20 - 26 Acid warding +6 bonus 27 - 33 Cold warding +6 bonus 34 - 40 Fire warding +6 bonus 41 - 44 Great invulnerability (5/epic) +6 bonus 45 - 50 Great spell resistance (SR 21) +6 bonus 51 - 57 Lightning warding +6 bonus 58 - 64 Sonic warding +6 bonus 65 - 67 Great invulnerability (10/epic) +7 bonus 68 - 72 Great spell resistance (SR 23) +7 bonus 73 - 76 Great spell resistance (SR 25) +8 bonus 77-79 Great spell resistance (SR 27) +9 bonus 80 - 87 Roll on nonepic magic item Table: Armor Special Abilities, then roll again on this table. 88 - 95 Roll twice on nonepic magic item Table: Armor Special Abilities. 96-100 Roll twice again 2 1 Add to enhancement bonus on Table: Epic Armor and Shields to determine total market price. 2 If a special ability is rolled twice, only one counts. If two versions of the same special ability are rolled, use the better.


Table: Shield Special Abilities d% Shield Special Ability Market Price Modifier 1 01 - 06 Great invulnerability (10/magic) +4 bonus 07 - 12 Great invulnerability (15/magic) +5 bonus 13 - 19 Acid warding +6 bonus 20 - 26 Cold warding +6 bonus 27 - 33 Fire warding +6 bonus 34 - 37 Great invulnerability (5/epic) +6 bonus 38 - 43 Great spell resistance (SR 21) +6 bonus 44 - 46 Infinite arrow deflection +6 bonus 47 - 53 Lightning warding +6 bonus 54 - 60 Sonic warding +6 bonus 61 - 63 Great invulnerability (10/epic) +7 bonus 64 - 68 Great spell resistance (SR 23) +7 bonus 69 - 71 Exceptional arrow deflection +8 bonus 72 - 75 Great spell resistance (SR 25) +8 bonus 76 - 78 Great spell resistance (SR 27) +9 bonus 79 Great reflection +10 bonus 80 - 87 Roll on nonepic magic item Table: Shield Special Abilities, then roll again on this table. 88 - 95 Roll twice on nonepic magic item Table: Shield Special Abilities. 96 - 100 Roll twice again 2 1 Add to enhancement bonus on Table: Epic Armor and Shields to determine total market price. 2 If you roll a special ability twice, only one counts. If you roll two versions of the same special ability, use the better.


EPIC ARMOR AND SHIELD SPECIAL ABILITY DESCRIPTIONS Most magic armor and shields only have enhancement bonuses. Such items can also have special abilities, such as those detailed below and nonepic abilities. Armor or a shield with a special ability must have at least a +1 enhancement bonus.

Acid Warding: The armor absorbs the first 50 points of acid damage per round that the wearer would normally take (similar to the resist energy spell). Caster Level: 21st; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, protection from energy; Market Price: +6 bonus. Cold Warding: The armor absorbs the first 50 points of cold damage per round that the wearer would normally take (similar to the resist energy spell). Caster Level: 21st; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, protection from energy; Market Price: +6 bonus. Exceptional Arrow Deflection: This shield functions like a shield of arrow deflection except that it can deflect any type of ranged attack (including spells that require a ranged touch attack) as if it were an arrow. Any time the bearer would normally be struck by a ranged attack, he or she can make a Reflex saving throw (DC 20). If the ranged attack has an enhancement bonus (or a spell level), the DC increases by that amount. If he or she succeeds, the shield deflects the attack. The bearer must be aware of the attack and not flat-footed. Attempting to deflect a ranged attack doesn't count as an action. Caster Level: 23rd; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, shield, wall of force; Market Price: +8 bonus. Fire Warding: The armor absorbs the first 50 points of fire damage per round that the wearer would normally take (similar to the resist energy spell). Caster Level: 21st; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, protection from energy; Market Price: +6 bonus. Great Invulnerability: This suit of armor or shield grants the wearer damage reduction. The damage reduction can be 10/magic, 15/magic, 5/epic, or 10/epic, depending on the armor. Caster Level: 19th (10/magic), 20th (15/magic), 21st (5/epic), 22nd (10/epic); Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, stoneskin, wish, or miracle; Market Price:+4 bonus (10/magic),+5 bonus (15/magic),+6 bonus (5/epic),+7 bonus (10/epic). Great Reflection: Any time its bearer of this shield is targeted with a spell, it automatically reflects the spell back at the caster (as the spell turning spell). The wearer can lower or raise this effect as a free action (thus allowing beneficial spells in as desired). Caster Level: 25th; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, spell turning; Market Price: +10 bonus. Great Spell Resistance: This suit of armor or shield grants the wearer spell resistance. The spell resistance can be 21, 23, 25, or 27, depending on the armor. Caster Level: 21st (SR 21), 22nd (SR 23), 23rd (SR 25), 24th (SR 27); Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, spell resistance; Market Price: +6 bonus (SR 21), +7 bonus (SR 23), +8 bonus (SR 25), +9 bonus (SR 27). Infinite Arrow Deflection: This shield functions like a shield of arrow deflection, though it can deflect any number of projectiles or thrown weapons each round. Any time the bearer would normally be struck by a ranged weapon, he or she can make a Reflex saving throw (DC 20). If the ranged weapon has an enhancement bonus, the DC increases by that amount. If he or she succeeds, the shield deflects the weapon. The bearer must be aware of the attack and not flat-footed. Attempting to deflect a ranged weapon doesn't count as an action. Exceptional ranged weapons, such as boulders hurled by giants or ranged spells, can't be deflected. Caster Level: 21st; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, protection from arrows, shield; Market Price: +6 bonus. Lightning Warding: The armor absorbs the first 50 points of lightning damage per round that the wearer would normally take (similar to the resist energy spell). Caster Level: 21st; Prereq-uisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, protection from energy; Market Price: +6 bonus. Negating: Immediately after the wearer of this armor is hit with a magic weapon, the armor casts greater dispelling on the weapon. (In the case of projectile weapons, the armor casts greater dispelling on the weapon that fired the projectile if it is in range. If it is out of range, the armor does nothing.) No weapon can be affected by the armor more than once per day (regardless of the success of the dispel check). Caster Level: 20th; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, greater dispelling; Market Price: +5 bonus. Sonic Warding: The armor absorbs the first 50 points of sonic damage per round that the wearer would normally take (similar to the resist energy spell). Caster Level: 21st; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, protection from energy; Market Price: +6 bonus.

Table: Specific Epic Magic Armor and Shields d% Specific Armor or Shield Market Price 01-20 Shapeshifter's armor 400,165 gp 21-40 Warlord's breastplate 416,200 gp 41-57 Dragonskin armor 564,550 gp 58-71 Armor of the celestial battalion 616,300 gp 72-82 Armor of the abyssal horde 768,260 gp 83-93 Antimagic armor 871,500 gp 94-100 Bulwark of the great dragon 1,612,980 gp


SPECIFIC ARMORS AND SHIELDS

Antimagic Armor: This +1 negating full plate armor of invulnerability is crafted of adamantine (and thus has damage reduction 3/-). The armor provides a -5 penalty on dispel checks made against it or its wearer. Caster Level: 21st; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, greater dispelling, stoneskin, wish or miracle; Market Price: 871,500 gp; Cost to Create: 436,500 gp + 18,700 XP. Armor of the Abyssal Horde: This+6 full plate armor's clawed gauntlets are effectively +4 keen weapons (1d10/19-20) that afflict the target as if she had been struck by an energy drain spell (Fortitude negates DC 23). The armor bestows two negative levels on any nonevil creature wearing it. These negative levels persist as long as the armor is worn and disappear when the armor is removed. The negative levels never result in actual level loss, but they cannot be overcome in any way (including restoration spells) while the armor is worn. Caster Level: 20th; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, creator must be evil, energy drain; Market Price: 768,260 gp; Cost to Create: 385,260 gp + 17,660 XP. Armor of the Celestial Battalion: This+7 chainmail is so fine and light that it can be worn under normal clothing without revealing its presence. It has a maximum Dexterity bonus of +10, no armor check penalty, and an arcane spell failure chance of 10%. It is considered light armor, and it allows the wearer to fly at will (as the fly spell). Furthermore, the wearer is at all times surrounded by a magic circle against evil effect (as the spell) which, if dispelled, can be created again as a free action. Caster Level: 20th; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, creator must be good, magic circle against evil; Market Price: 616,300 gp; Cost to Create: 308,300 gp + 16,160 XP. Bulwark of the Great Dragon: This +6 heavy shield bears the image of a dragon's head. Three times per day, the bearer of the shield can command it to belch forth a breath weapon of the appropriate type. The range of this breath weapon is 80 feet (if a line) or 40 feet (if a cone). Regardless of the type, the breath weapon deals 20d6 points of damage. In addition, the shield provides the bearer with resistance 50 to the energy type that matches its breath weapon. To determine what type of dragon shield is found, roll d% and consult the following table: d% Color Breath 01-10 Black Line of acid 11-20 Blue Line of lightning 21-30 Brass Line of fire 31-40 Bronze Line of lightning 41-50 Copper Line of acid 51-60 Gold Cone of fire 61-70 Green Cone of corrosive (acid) gas 71-80 Red Cone of fire 81-90 Silver Cone of cold 91-100 White Cone of cold

Caster Level: 20th; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, protection from energy; Market Price: 1,612,970 gp; Cost to Create: 806,570 gp + 26,128 XP. Dragonskin Armor: This+5 full plate armor is crafted from the hide of a great wyrm dragon. At the wearer's command, the armor sprouts enormous dragon wings, allowing the wearer to fly at a speed of 90 feet (clumsy) for a total of 4 hours each day. The armor also grants immunity to a specific type of energy, based on the color of dragon that supplied the armor. Roll d% on the following table to determine the color and immunity. d% Color Immunity 01-10 Black Acid 11-20 Blue Lightning 21-30 Brass Fire 31-40 Bronze Lightning 41-50 Copper Acid 51-60 Gold Fire 61-70 Green Acid 71-80 Red Fire 81-90 Silver Cold 91-100 White Cold

The wearer of the armor takes a -4 circumstance penalty on Diplomacy checks with dragons, but gains a +4 circumstance bonus on Intimidate checks against dragons. Caster Level: 24th; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, protection from energy, shapechange; Market Price: 564,550 gp; Cost to Create: 283,250 gp + 15,629 XP. Shapeshifter's Armor: This suit of +6 hide armor grants its full Armor Class bonus regardless of any form the wearer takes (with polymorph, shapechange, wild shape, or similar abilities). Caster Level: 21st; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, shapechange or wild shape ability; Market Price: 400,165 gp; Cost to Create: 200,165 gp + 14,000 XP. Warlord's Breastplate: This +6 mithral breastplate has an armor check penalty of -1, a maximum Dexterity bonus of +5, and an arcane spell failure chance of 15%. It is considered light armor and weighs 15 pounds. It grants the wearer a +4 enhancement bonus to Charisma and allows the wearer to attract and lead a number of followers as if he or she had the Leadership feat (though this power doesn't allow the wearer to attract a cohort). If the wearer already has the Leadership feat, this armor has no cumulative effect on his or her followers. Caster Level: 21st; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, charm monster, sympathy; Market Price: 416,200 gp; Cost to Create: 210,200 gp + 14,120 XP.

WEAPONS Except when otherwise stated, epic magic weapons follow the rules for nonepic magic weapons. There is no limit to an epic magic weapon's enhancement bonus, to the market price modifier of an epic magic weapon special ability, or to the total of an epic magic weapon's enhancement bonus and market price modifier.

EPIC WEAPON BASE PRICE To find the base price of an epic magic weapon, roll on Table: Weapons. Note that the +6 to +10 rows apply only to weapons that provide an enhancement bonus of +6 to +10 or weapons with a single special ability whose market price modifier is +6 to +10. Magic weapons with a total effective bonus of +6 to +10 but that have an enhancement bonus of +5 or less and special abilities whose individual market price modifiers are +5 or less use the table for nonepic magic weapons to determine price.

Table: Weapons d% Enhancement Bonus Market Price1 01-03 +1 +2,000 gp 04-07 +2 +8,000 gp 08-13 +3 +18,000 gp 14-20 +4 +32,000 gp 21-28 +5 +50,000 gp 29-36 +6 +720,000 gp 37-43 +7 +980,000 gp 44-49 +8 +1,280,000 gp 50-53 +9 +1,620,000 gp 54-56 +10 +2,000,000 gp 57-61 Specific weapon2 62-80 Melee weapon with special ability and roll again3 81-99 Ranged weapon with special ability and roll again3 100 Roll on Table: Epic Weapons 1 This price is for 50 arrows, crossbow bolts, or sling bullets. 2 See Table: Specific Weapons. 3 See Table: Melee Weapon Special Abilities for melee weapons or Table: Ranged Weapon Special Abilities for ranged weapons.


Table: Epic Weapons d% Enhancement Bonus Market Price 01-21 +11 +2,420,000 gp 22-39 +12 +2,880,000 gp 40-54 +13 +3,380,000 gp 55-66 +14 +3,920,000 gp 67-76 +15 +4,500,000 gp 77-84 +16 +5,120,000 gp 85-90 +17 +5,780,000 gp 91-94 +18 +6,480,000 gp 95-97 +19 +7,220,000 gp 98-99 +20 +8,000,000 gp 100 Roll again and add +10 to bonus1 2 1This is cumulative if rolled multiple times. 2 For enhancement bonuses higher than +20, the market price modifier is equal to the square of the bonus x20,000 gp.


Table: Weapon Type Determination d% Weapon Type 01-70 Roll on Table: Common Melee Weapon 71-80 Roll on Table: Uncommon Melee Weapons 81-100 Roll on Table: Ranged Weapons


Table: Common Melee Weapons d% Weapon1 Weapon Cost2 01-04 Dagger +302 gp 05-14 Greataxe +320 gp 15-24 Greatsword +350 gp 25-28 Kama +302 gp 29-41 Longsword +315 gp 42-45 Mace, light +305 gp 46-50 Mace, heavy +312 gp 51-54 Nunchaku +302 gp 55-57 Quarterstaff 3 +600 gp 58-61 Rapier +320 gp 62-66 Scimitar +315 gp 67-70 Shortspear +302 gp 71-74 Siangham +303 gp 75-84 Sword, bastard +335 gp 85-89 Sword, short +310 gp 90-100 Waraxe, dwarven +330 gp All magic weapons are masterwork weapons. 1 For weapons normally made of steel, roll d% to determine material: 01-85 steel; 86-99 adamantine; 100 other. Adjust price accordingly. 2 Add to enhancement bonus on Table: Weapons to determine total market price. 3 Masterwork double weapons incur double the masterwork cost to account for each head (+300 gp masterwork cost per head for a total of +600 gp). Double weapons have separate bonuses for their different heads. If randomly determined, the second head of a double weapon has the same enhancement bonus as the main head (01-50 on d%), doubling the cost of the bonus, or its enhancement bonus is one less (51-100 on d%) and it has no special abilities.


Table: Uncommon Melee Weapons d% Weapon1 Weapon Cost 2 01-03 Axe, orc double3 +660 gp 04-07 Battleaxe +310 gp 08-10 Chain, spiked +325 gp 11-12 Club +300 gp 13-16 Crossbow, hand +400 gp 17-19 Crossbow, repeating +550 gp 20-21 Dagger, punching +302 gp 22-23 Falchion +375 gp 24-26 Flail, dire 3 +690 gp 27-31 Flail, heavy +315 gp 32-35 Flail, light +308 gp 36-37 Gauntlet +302 gp 38-39 Gauntlet, spiked +305 gp 40-41 Glaive +308 gp 42-43 Greatclub +305 gp 44-45 Guisarme +309 gp 46-48 Halberd +310 gp 49-51 Halfspear +301 gp 52-54 Hammer, gnome hooked 3 +620 gp 55-56 Hammer, light +301 gp 57-58 Handaxe +306 gp 59-61 Kukri +308 gp 62-63 Lance, heavy +310 gp 64-65 Lance, light +306 gp 66-67 Longspear +305 gp 68-70 Morningstar +308 gp 71-72 Net +320 gp 73-74 Pick, heavy +308 gp 75-76 Pick, light +304 gp 77-78 Ranseur +310 gp 79-80 Sap +301 gp 81-82 Scythe +318 gp 83-84 Shuriken +301 gp 85-86 Sickle +306 gp 87-89 Sword, two-bladed 3 +700 gp 90-91 Trident +315 gp 92-94 Urgrosh, dwarven 3 +650 gp 95-97 Warhammer +312 gp 98-100 Whip +301 gp All magic weapons are masterwork weapons. 1 For weapons normally made of steel, roll d% to determine material: 01-85 steel; 86-99 adamantine; 100 other. Adjust price accordingly. 2 Add to enhancement bonus on Table: Weapons to determine total market price. 3 Masterwork double weapons incur double the masterwork cost to account for each head (+300 gp masterwork cost per head for a total of +600 gp). Double weapons have separate bonuses for their different heads. If randomly determined, the second head of a double weapon has the same enhancement bonus as the main head (01-50 on d%), doubling the cost of the bonus, or its enhancement bonus is one less (51-100) and it has no special abilities.


Table: Ranged Weapons d% Weapon Weapon Cost1 01-10 Ammunition 01-50 Arrows (50) +350 gp 51-80 Bolts, crossbow (50) +350 gp 81-100 Bullets, sling (50) +350 gp 11-15 Axe, throwing +308 gp 16-25 Crossbow, heavy +350 gp 26-35 Crossbow, light +335 gp 36-39 Dart +300 gp 5 sp 40-41 Javelin +301 gp 42-46 Shortbow +330 gp 47-51 Shortbow, composite +375 gp 52-56 Shortbow, composite (+1 Str bonus) +450 gp 57-61 Shortbow, composite (+2 Str bonus) +525 gp 62-65 Sling +300 gp 66-75 Longbow +375 gp 76-80 Longbow, composite +400 gp 81-85 Longbow, composite (+1 Str bonus) +500 gp 86-90 Longbow, composite (+2 Str bonus) +600 gp 91-95 Longbow, composite (+3 Str bonus) +700 gp 96-100 Longbow, composite (+4 Str bonus) +800 gp All magic weapons are masterwork weapons. 1 Add to enhancement bonus on Table: Weapons to determine total market price.

Table: Melee Weapon Special Abilities d% Special Ability Market Price Modifier1 01-08 Acidic blast +6 bonus 09-16 Fiery blast +6 bonus 17-24 Icy blast +6 bonus 25-32 Lightning blast +6 bonus 33-40 Mighty disruption +6 bonus 41-48 Sonic blast +6 bonus 49-56 Dread +7 bonus 57-61 Anarchic power +8 bonus 62-66 Everdancing +8 bonus 67-71 Holy power +8 bonus 72-76 Axiomatic power +8 bonus 77-81 Unholy power +8 bonus 82-89 Roll on nonepic magic item Table: Melee Weapon Special Abilities, then roll again on this table. 90-97 Roll twice on nonepic magic item Table: Melee Weapon Special Abilities. 98-100 Roll twice again2 1 Add to enhancement bonus on Table: Epic Weapons to determine total market price. 2 If a special ability is rolled twice, only one counts. If two versions of the same special ability are rolled, use the better.


Table: Ranged Weapon Special Abilities d% Special Ability Market Price Modifier1 01-07 Acidic blast +6 bonus 08-14 Distant shot +6 bonus 15-21 Fiery blast +6 bonus 22-28 Icy blast +6 bonus 29-35 Lightning blast +6 bonus 36-41 Sonic blast +6 bonus 42-48 Triple-throw +6 bonus 49-53 Unerring accuracy +6 bonus 54-60 Dread +7 bonus 61-65 Anarchic power +8 bonus 66-70 Holy power +8 bonus 71-75 Axiomatic power +8 bonus 76-80 Unholy power +8 bonus 81-88 Roll on nonepic magic item Table: Ranged Weapon Special Abilities, then roll again on this table. 89-96 Roll twice on nonepic magic item Table: Ranged Weapon Special Abilities. 97-100 Roll twice again2 1 Add to enhancement bonus on Table: Weapons to determine total market price. 2 If a special ability is rolled twice, only one counts. If two versions of the same special ability are rolled, use the better.


Table: Specific Weapons d% Specific Weapon Market Price 01-18 Stormbrand 235,350 gp 19-33 Quarterstaff of alacrity 462,600 gp 34-48 Souldrinker 478,335 gp 49-60 Backstabber 770,310 gp 61-68 Mace of ruin 1,000,312 gp 69-72 Gripsoul 1,856,500 gp 73-78 Elven greatbow 2,900,400 gp 79-64 Finaldeath 3,580,308 gp 85-90 Chaosbringer 4,025,350 gp 91-94 Holy devastator 4,620,315 gp 95-98 Unholy despoiler 4,620,315 gp 99-100 Everwhirling chain 5,220,325 gp


EPIC WEAPON SPECIAL ABILITY DESCRIPTIONS Most magic weapons only have enhancement bonuses. They can also have special abilities, such as those detailed below and nonepic abilities. A weapon with a special ability must have at least a +1 enhancement bonus.

Acidic Blast: On command, an acidic blast weapon drips acid (though this deals no damage to the wielder). On any hit, this acid splashes the creature struck, dealing +3d6 points of bonus acid damage. On a successful critical hit it instead deals +6d6 points of acid damage (or +9d6 if the critical multiplier is x3, or +12d6 if the critical multiplier is x4). Bows, crossbows, and slings with this special ability bestow the bonus acid damage upon their ammunition. Caster Level: 21st; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, acid fog; Market Price: +6 bonus. Anarchic Power: This weapon is chaos-aligned and thus bypasses the corresponding damage reduction. When a weapon of anarchic power strikes a lawful target, this power deals +3d6 points of bonus chaotic damage to the target, and the target gains one negative level (Fortitude DC 23 to remove 24 hours later). On a successful critical hit it instead deals +6d6 points of chaotic damage and bestows two negative levels (or +9d6 and three negative levels if the critical multiplier is x3, or +12d6 and four negative levels if the critical multiplier is x4). The weapon bestows three negative levels on any lawful creature attempting to wield it. These negative levels remain as long as the weapon is in hand and disappear when the weapon is no longer wielded. These negative levels never result in actual level loss, but they cannot be overcome in any way (including restoration spells) while the weapon is wielded. Bows, crossbows, and slings with this special ability bestow the anarchic power upon their ammunition. This special ability does not stack with the nonepic anarchic special ability. Caster Level: 21st; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, word of chaos; Market Price: +8 bonus. Axiomatic Power: This weapon is lawful-aligned and thus bypasses the corresponding damager reduction. When a weapon of axiomatic power strikes a chaotic target, this power erupts forth and deals +3d6 points of bonus lawful damage to the target, and the target gains one negative level (Fortitude DC 23 to remove 24 hours later). On a successful critical hit it instead deals +6d6 points of lawful damage and bestows two negative levels (or +9d6 and three negative levels if the critical multiplier is x3, or +12d6 and four negative levels if the critical multiplier is x4). The weapon bestows three negative levels on any chaotic creature attempting to wield it. These negative levels remain as long as the weapon is in hand and disappear when the weapon is no longer wielded. These negative levels never result in actual level loss, but they cannot be overcome in any way (including restoration spells) while the weapon is wielded. Bows, crossbows, and slings with this special ability bestow the lawful power upon their ammunition. This special ability does not stack with the nonepic axiomatic special ability. Caster Level: 23rd; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, dictum; Market Price: +8 bonus. Distant Shot: A distant shot weapon can be used against any target within line of sight at no penalty for range. Caster Level: 21st; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, discern location; Market Price: +6 bonus. Dread: A dread weapon excels at attacking one type of creature. Against its designated foe, its effective enhancement bonus is +4 better than its normal enhancement bonus. Further, it deals +4d6 points of bonus damage against the foe, and if it scores a successful critical hit against the foe, that creature must make a Fortitude save (DC 27) or be destroyed instantly and turned to dust. (This even affects creatures immune to critical hits or death magic.) To randomly determine a dread weapon's designated foe, roll on the following table. Caster Level: 22nd; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, summon monster IX; Market Price: +7 bonus.

d% Designated Foe d% Designated Foe 01-05 Aberrations 58-60 Humanoids, orc 06-09 Animals 61-65 Magical beasts 10-16 Constructs 66-70 Monstrous humanoids 17-22 Dragons 71-72 Oozes 23-27 Elementals 73 Outsiders, air 28-32 Fey 74-76 Outsiders, chaotic 33-39 Giants 77 Outsiders, earth 40 Humanoids, aquatic 78-80 Outsiders, evil 41-42 Humanoids, dwarf 81 Outsiders, fire 43-44 Humanoids, elf 82-84 Outsiders, good 45 Humanoids, gnoll 85-87 Outsiders, lawful 46 Humanoids, gnome 88 Outsiders, water 47-49 Humanoids, goblinoid 89-90 Plants 50 Humanoids, halfling 91-98 Undead 51-54 Humanoids, human 99-100 Vermin 55-57 Humanoids, reptilian


Everdancing: An everdancing weapon is much like a dancing weapon, though it can be loosed with a free action and will fight as long as desired. It can move up to 60 feet away from its owner. Its owner can instruct it to move to a different target as a move-equivalent action. If its owner is rendered unconscious or otherwise unable to direct it, it will fight the same opponent as long as that opponent is conscious and within range. The owner of an everdancing weapon can grasp it again as a free action (assuming it is within reach). Caster Level: 23rd; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, animate objects; Market Price: +8 bonus. Fiery Blast: On command, a fiery blast weapon is sheathed in fire (though this deals no damage to the wielder). On any hit, this fire engulfs the creature struck, dealing +3d6 points of bonus fire damage. On a successful critical hit it instead deals +6d6 points of fire damage (or +9d6 if the critical multiplier is x3, or +12d6 if the critical multiplier is x4). Bows, crossbows, and slings with this special ability bestow the bonus fire damage upon their ammunition. Caster Level: 21st; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, fireball; Market Price: +6 bonus. Holy Power: This weapon is good-aligned and thus bypasses the corresponding damager reduction. When a weapon of holy power strikes an evil target, this power erupts forth and deals +3d6 points of bonus holy (good) damage to the target, and the target gains one negative level (Fortitude DC 23 to remove 24 hours later). On a successful critical hit it instead deals +6d6 points of holy (good) damage and bestows two negative levels (or +9d6 and three negative levels if the critical multiplier is x3, or +12d6 and four negative levels if the critical multiplier is x4). The weapon bestows three negative levels on any evil creature attempting to wield it. These negative levels remain as long as the weapon is in hand and disappear when the weapon is no longer wielded. These negative levels never result in actual level loss, but they cannot be overcome in any way (including restoration spells) while the weapon is wielded. Bows, crossbows, and slings with this special ability bestow the holy power upon their ammunition. This special ability does not stack with the nonepic holy special ability. Caster Level: 23rd; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, holy word; Market Price: +8 bonus. Icy Blast: On command, an icy blast weapon is sheathed in icy cold (though this deals no damage to the wielder). On any hit, this cold washes over the creature struck, dealing +3d6 points of bonus cold damage. On a successful critical hit it instead deals +6d6 points of cold damage (or +9d6 if the critical multiplier is x3, or +12d6 if the critical multiplier is x4). Bows, crossbows, and slings with this special ability bestow the bonus cold damage upon their ammunition. Caster Level: 21st; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, cone of cold; Market Price: +6 bonus. Lightning Blast: On command, a lightning blast weapon crackles with electrical energy (though this deals no damage to the wielder). On any hit, lightning coruscates around the creature struck, dealing +3d6 points of bonus electricity damage. On a successful critical hit it instead deals +6d6 points of electricity damage (or +9d6 if the critical multiplier is x3, or +12d6 if the critical multiplier is x4). Bows, crossbows, and slings with this special ability bestow the bonus electricity damage upon their ammunition. Caster Level: 21st; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, lightning bolt; Market Price: +6 bonus. Mighty Disruption: Any undead creature struck in combat must succeed at a Fortitude save (DC 21) or be destroyed. A weapon of mighty disruption must be a bludgeoning weapon. (If this property is rolled for a piercing or slashing weapon, reroll.) Caster Level: 21st; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, true resurrection; Market Price: +6 bonus. Sonic Blast: On command, a sonic blast weapon emits a low thrumming hum (though this deals no damage to the wielder). On any hit, this becomes a thunderous roar that deals +3d6 points of bonus sonic damage to the creature struck. On a successful critical hit it instead deals +6d6 points of sonic damage (or +9d6 if the critical multiplier is x3, or +12d6 if the critical multiplier is x4). Bows, crossbows, and slings with this special ability bestow the bonus sonic damage upon their ammunition. Caster Level: 21st; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, shout; Market Price: +6 bonus. Triple-Throw: This special ability can only be placed on a weapon that can be thrown. (If this property is rolled for a weapon that cannot be thrown, reroll.) A triple-throw weapon creates two duplicates of itself when thrown. Both the original and the duplicate weapons attack separately (at the same attack bonus). Regardless of the success of any of the attacks, the duplicates immediately disappear after the attack is completed. Any bonuses on damage due to accuracy or precision (including those from sneak attacks, the Precise Shot feat, or the ranger's favored enemy bonus) apply only to the original weapon's damage, not to the duplicates. Caster Level: 21st; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, shades; Market Price: +6 bonus. Unerring Accuracy: Ranged attacks made with this weapon negate the AC bonus granted by any cover short of total cover. The weapon's ranged attacks also ignore any miss chance from concealment (including total concealment, but the must still aim his or her attacks at the correct square). Caster Level: 21st; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, true seeing; Market Price: +6 bonus. Unholy Power: This weapon is evil-aligned and this bypasses the corresponding damage reduction. When a weapon of unholy power strikes a good target, this power erupts forth and deals +3d6 points of bonus unholy (evil) damage to the target, and the target gains one negative level (Fortitude DC 23 to remove 24 hours later). On a successful critical hit it instead deals +6d6 points of unholy (evil) damage and bestows two negative levels (or +9d6 and three negative levels if the critical multiplier is x3, or +12d6 and four negative levels if the critical multiplier is x4). The weapon bestows three negative levels on any good creature attempting to wield it. These negative levels remain as long as the weapon is in hand and disappear when the weapon is no longer wielded. These negative levels never result in actual level loss, but they cannot be overcome in any way (including restoration spells) while the weapon is wielded. Bows, crossbows, and slings with this special ability bestow the unholy power upon their ammunition. This special ability does not stack with the nonepic unholy special ability. Caster Level: 23rd; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, unholy word; Market Price: +8 bonus.

SPECIFIC WEAPONS

Backstabber: This +6 short sword adds +2d6 to the wielder's sneak attack damage. If the wielder does not have the sneak attack ability, this weapon does not grant it. Caster Level: 21st; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, inflict moderate wounds; Market Price: 770,310 gp; Cost to Create: 385,310 gp + 17,700 XP. Chaosbringer: This +6 greataxe of anarchic power grants its wielder the ability to fly into a rage (identical to a barbarian's rage) once per day (or one additional time per day if the wielder already has the rage class feature). If the wielder has the greater rage class feature, the weapon also grants the wielder the Incite Rage epic feat. Caster Level: 23rd; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, rage, mass charm monster; Market Price: 4,025,350 gp; Cost to Create: 2,012,850 gp + 50,250 XP. Elven Greatbow: In the hands of any nonelf, this bow performs only as a +2 composite longbow. In the hands of an elf, this weapon functions as a +5 composite longbow of unerring accuracy with a Strength bonus that matches its elven wielder's current Strength at all times. Furthermore, any arrows loosed from the bow are considered keen, regardless of the enhancement bonus of the arrow fired. Caster Level: 23rd; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, bull's strength, keen edge, true seeing; Market Price: 2,900,400 gp; Cost to Create: 1,450,400 gp + 39,400 XP. Everwhirling Chain: This +4 defending everdancing spiked chain of speed continuously twitches in its wielder's hands. The wielder of the everwhirling chain can use it to make any number of attacks of opportunity per round (as if he or she had the Improved Combat Reflexes feat). Caster Level: 23rd; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, animate objects, haste, shield (or shield of faith); Market Price: 5,220,325 gp; Cost to Create: 2,610,325 gp + 52,200 XP. Finaldeath: This +5 undead dread ghost touch morningstar also grants its wielder immunity to energy drain attacks. Furthermore, if its wielder is capable of turning undead, he or she gains the Positive Energy Aura feat. Caster Level: 22nd; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, death ward, plane shift, summon monster IX, creator must be able to turn undead; Market Price: 3,580,308 gp; Cost to Create: 1,790,308 gp + 45,800 XP. Gripsoul: Gripsoul is a +6 keen long-sword, but instead of dealing additional damage on a critical hit, the weapon imprisons the victim in a gem set in the pommel of the sword as per a binding spell heightened to 16th level (DC 30). The same is true of any blow that would otherwise kill a foe or knock him or her unconscious. Only one creature can be so held, but the wielder can release the bound soul at any time with a command word. Caster Level: 27th; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, binding; Market Price: 1,856,500 gp; Cost to Create: 934,500 gp + 28,440 XP. Holy Devastator: In the hands of any character other than a paladin, this sword performs as a +3 holy longsword. In the hands of a paladin, this weapon functions as a +7 longsword of holy power and grants a +5 sacred bonus on the wielder's saving throws against spells with the evil descriptor or spells cast by evil characters. If the paladin wielder smites evil with the holy devastator, he or she adds twice his or her paladin level to damage (rather than his or her paladin level). Caster Level: 23rd; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, holy aura, holy smite, holy word; Market Price: 4,620,315 gp; Cost to Create: 2,310,315 gp + 56,200 XP. Mace of Ruin: This +7 heavy mace ignores the hardness or damage reduction of any object or creature it strikes. Furthermore, the weapon can deal critical hits to objects and constructs as if they were living creatures. Caster Level: 21st; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, disintegrate; Market Price: 1,000,312 gp; Cost to Create: 500,312 gp + 20,000 XP. Quarterstaff of Alacrity: Both ends of this +5 quarterstaff of speed have equal enhancement and special powers, meaning that it allows an additional attack with each end every round. While the quarterstaff of alacrity is held, it grants its wielder a +5 resistance bonus on Reflex saves. It also deflects ranged weapons as if the wielder had the Deflect Arrows and Infinite Deflection feats. Caster Level: 21st; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, protection from arrows, shield; Market Price: 462,600 gp; Cost to Create: 231,600 gp + 14,620 XP. Souldrinker: This +5 bastard sword bestows 2d4 negative levels on its target whenever it deals damage, just as if its target had been struck by the energy drain spell. Each negative level bestowed grants the wielder 5 temporary hit points. One day after being struck, the subject must make a Fortitude save (DC 25) for each negative level or lose a level. If this sword's power causes a character to have negative levels at least equal to his or her current level, the character is instantly slain and the wielder gains an additional 10 temporary hit points. Temporary hit points gained from this weapon last for a maximum of 1 hour. Caster Level: 21st; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, Spell Focus (Necromancy), energy drain; Market Price: 478,335 gp; Cost to Create: 239,315 gp + 14,780 XP. Stormbrand: This +4 thundering shocking burst greatsword allows its wielder to fly at will (as the fly spell). Furthermore, the wielder can move normally (including flying) even in the strongest winds. When the weapon is drawn, the wielder gains electricity resistance 30 and sonic resistance 30. Caster Level: 21st; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, blindness/ deafness, call lightning or lightning bolt, control winds, fly, protection from energy; Market Price: 235,350 gp; Cost to Create: 117,850 gp + 12,350 XP. Unholy Despoiler: In the hands of any character other than a blackguard, this sword performs as a +3 unholy longsword. In the hands of a blackguard, this weapon functions as a +7 longsword of unholy power and grants a +5 profane bonus on the wielder's saving throws against spells with the good descriptor or spells cast by good characters. If a blackguard wielder smites good with the unholy despoiler, he or she adds twice his or her blackguard level to damage (rather than his or her blackguard level). Caster Level: 23rd; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, blasphemy, unholy aura, unholy blight; Market Price: 4,650,315 gp; Cost to Create: 2,325,315 gp + 56,500 XP.


RINGS

NONEPIC MAGIC ITEM Universal Energy Resistance, Minor: This ring functions as a ring of minor energy resistance for all types of energy: fire, cold, electricity, acid, and sonic. When the wearer would normally take such damage, subtract 10 points of damage per round from the amount before applying. This is a nonepic magic item. Caster Level: 15th; Prerequisites: Forge Ring, protection from energy; Market Price: 84,000 gp.


Table: Epic Rings d% Ring Market Price 01-08 Universal energy resistance, greater 308,000 gp 09-13 Energy immunity (acid) 240,000 gp 14-15 Energy immunity (cold) 240,000 gp 19-23 Energy immunity (electricity) 240,000 gp 24-28 Energy immunity (fire) 240,000 gp 29-33 Energy immunity (sonic) 240,000 gp 34-38 Adamant law 250,000 gp 39-43 Chaotic fury 250,000 gp 44-48 Epic wizardry (V) 250,000 gp 49-53 Ineffable evil 250,000 gp 54-58 Virtuous good 250,000 gp 59-63 Rapid healing 300,000 gp 64-68 Sequestering 300,000 gp 69-72 Epic wizardry (VI) 360,000 gp 73-76 Ironskin 400,000 gp 77-80 Epic wizardry (VII) 490,000 gp 81-83 Weaponbreaking 600,000 gp 84-86 Epic wizardry (VIII) 640,000 gp 87-89 Epic protection +6 720,000 gp 90-92 Epic wizardry (IX) 810,000 gp 93-95 Epic protection +7 980,000 gp 96-97 Epic protection +8 1,280,000 gp 98 Epic protection +9 1,620,000 gp 99 Epic protection +10 2,000,000 gp 100 Universal energy immunity 2,160,000 gp


Epic Ring Descriptions Standard epic rings are described below.

Adamant Law: The wearer of this ring is constantly sheathed in a shield of law effect. It bestows one negative level on any chaotic creature that puts it on. The negative level remains as long as the ring is worn and disappears when the ring is removed. This negative level never results in actual level loss, but it cannot be overcome in any way (including restoration spells) while the ring is worn. Caster Level: 15th; Prerequisites: Forge Ring, Forge Epic Ring, shield of law, creator must be lawful; Market Price: 250,000 gp. Chaotic Fury: The wearer of this ring is constantly sheathed in a cloak of chaos effect. It bestows one negative level on any lawful creature that puts it on. The negative level remains as long as the ring is worn and disappears when the ring is removed. This negative level never results in actual level loss, but it cannot be overcome in any way (including restoration spells) while the ring is worn. Caster Level: 15th; Prerequisites: Forge Ring, Forge Epic Ring, cloak of chaos, creator must be chaotic; Market Price: 250,000 gp. Energy Immunity: This band continually provides the wearer with immunity to a single type of energy: fire, cold, electricity, acid, or sonic. The wearer takes no damage from the energy of the specific type. Caster Level: 20th; Prerequisites: Forge Ring, Forge Epic Ring, protection from energy; Market Price: 240,000 gp. Epic Protection: This ring offers continual magical protection in the form of a deflection bonus to Armor Class of +6 or higher. Caster Level: 20th: Prerequisites: Forge Ring, Forge Epic Ring, shield of faith, creator's caster level must be three times the ring's bonus; Market Price: 720,000 gp (+6), 980,000 gp (+7), 1,280,000 gp (+8), 1,620,000 gp (+9), 2,000,000 gp (+10). Epic Wizardry: Like the ring of wizardry, this ring comes in a variety of types useful only to arcane spellcasters. The wearer's arcane spells per day are doubled for one particular spell level. An epic ring of wizardry V doubles 5th-level spells, an epic ring of wizardry VI doubles 6th-level spells, an epic ring of wizardry VII doubles 7th-level spells, an epic ring of wizardry VIII doubles 8th-level spells, and an epic ring of wizardry IX doubles 9th-level spells. Bonus spells from high ability scores, school specialization, or any other source are not doubled. Caster Level: 23rd (epic wizardry V), 26th (epic wizardry VI), 29th (epic wizardry VII), 32nd (epic wizardry VIII), 35th (epic wizardry IX); Prerequisites: Forge Ring, Forge Epic Ring, wish; Market Price: 250,000 gp (epic wizardry V), 360,000 gp (epic wizardry VI), 490,000 gp (epic wizardry VII), 640,000 gp (epic wizardry VIII), 810,000 gp (epic wizardry IX). Ineffable Evil: The wearer of this ring is constantly sheathed in an unholy aura effect. It bestows one negative level on any good creature that puts it on. The negative level remains as long as the ring is worn and disappears when the ring is removed. This negative level never results in actual level loss, but it cannot be overcome in any way (including restoration spells) while the ring is worn. Caster Level: 15th; Prerequisites: Forge Ring, Forge Epic Ring, unholy aura, creator must be evil; Market Price: 250,000 gp. Ironskin: This ring grants its wearer damage reduction 15/adamantine. Caster Level: 20th; Prerequisites: Forge Ring, Forge Epic Ring, iron body; Market Price: 400,000 gp. Rapid Healing: This ring grants a living wearer fast healing 3. It must be worn for 24 hours before its powers activate, and if removed it will not function again until it has been worn for 24 hours by the same individual. Caster Level: 20th; Prerequisites: Forge Ring, Forge Epic Ring, regenerate; Market Price: 300,000 gp. Sequestering: This ring becomes invisible when worn. Upon command, the wearer gains the benefits of a sequester spell (though he or she does not become comatose as normal for the spell). Caster Level: 20th; Prerequisites: Forge Ring, Forge Epic Ring, sequester; Market Price: 300,000 gp. Universal Energy Immunity: This ring functions as a ring of energy immunity for all types of energy- fire, cold, electricity, acid, and sonic. The wearer takes no damage from energy of any of these types. Caster Level: 20th; Prerequisites: Forge Ring, Forge Epic Ring, protection from energy; Market Price: 2,160,000 gp. Universal Energy Resistance, Greater: This ring functions as a ring of greater energy resistance for all types of energy-fire, cold, electricity, acid, and sonic. When the wearer would normally take such damage, subtract 30 points of damage per round from the amount before applying. Caster Level: 20th; Prerequisites: Forge Ring, Forge Epic Ring, protection from energy; Market Price: 308,000 gp; Cost to Create: 154,000 gp + 13,080 XP. Virtuous Good: The wearer of this ring is constantly sheathed in a holy aura effect. It bestows one negative level on any evil creature that puts it on. The negative level remains as long as the ring is worn and disappears when the ring is removed. This negative level never results in actual level loss, but it cannot be over-come in any way (including restoration spells) while the ring is worn. Caster Level: 15th; Prerequisites: Forge Ring, Forge Epic Ring, holy aura, creator must be good; Market Price: 250,000 gp; Cost to Create: 125,000 gp + 12,500 XP. Weaponbreaking: A ring of weaponbreaking is identical to a ring of ironskin, and has one additional power. Any weapon that successfully strikes the wearer must also make a Fortitude saving throw (DC 20) or be shattered into pieces. Caster Level: 20th; Prerequisites: Forge Ring, Forge Epic Ring, iron body, shatter; Market Price: 600,000 gp; Cost to Create: 300,000 gp + 16,000 XP. Epic Psionics: This special crystal ring comes in a variety of types useful only to psionic characters (characters who have power points per day). The wearer's total power points per day are increased, depending on the ring. The points granted are not bonus points-while the ring is worn, it actually increases the wearer's points per day, but a night's rest is required before gaining access to the increased power point per day total. (Power points are not actually stored in the ring, as would be the case for a crystal capacitor. Instead, the ring grants power points by magnifying the manifester's own power.) A ring of epic psionics V increases the wearer's daily power points by 43 points, a ring of epic psionics VI grants 63 power points, a ring of epic psionics VII grants 87 power points, a ring of epic psionics VIII grants 115 points, and a ring of epic psionics IX grants 147 power points. Manifester Level: 23rd (epic psionics V), 26th (epic psionics VI), 29th (epic psionics VII), 32nd (epic psionics VIII), 35th (epic psionics IX); Prerequisites: Craft Universal Item, Craft Epic Universal Item, great emulation; Market Price: 250,000 gp (epic psionics V), 360,000 gp (epic psionics VI), 490,000 gp (epic psionics VII), 640,000 gp (epic psionics VIII), 810,000 gp (epic psionics IX).

RODS

Table: Epic Rods d% Rod Market Price 01-08 Epic spellcaster 245,000 gp 09-16 Nightmares 284,000 gp 17-24 Epic splendor 297,000 gp 25-31 The path 306,870 gp 32-38 Epic cancellation 330,000 gp 39-45 Epic negation 446,000 gp 46-51 Besiegement 447,745 gp 52-57 Fortification 465,665 gp 58-63 Epic rulership 575,000 gp 64-69 Invulnerability 600,000 gp 70-75 Paradise 610,000 gp 76-80 Restless death 625,000 gp 81-85 Excellent magic 650,000 gp 86 Wyrm (white) 1,458,200 gp 87 Wyrm (brass) 1,458,200 gp 88-90 Epic absorption 1,500,000 gp 91 Wyrm (copper) 1,562,600 gp 92 Wyrm (black) 1,562,600 gp 93 Wyrm (bronze) 1,670,600 gp 94 Wyrm (green) 1,670,600 gp 95 Wyrm (blue) 1,782,200 gp 96 Wyrm (silver) 1,782,200 gp 97 Wyrm (gold) 1,897,400 gp 98 Wyrm (red) 1,897,400 gp 99-100 Epic might 4,293,432 gp


EPIC ROD DESCRIPTIONS Standard epic rods are described below.

Besiegement: This rod functions as a +3 light mace. In addition, it is useful for besieging fortifications. Whenever the wielder makes a charge attack, the rod improves to a +6 weapon. Twice per day, the rod can create a battering ram that lasts for 24 rounds. This ram can strike once per round, dealing 20 points of damage with each hit. It cannot be used to target individuals, only fortifications. It can be damaged by normal means (65 hp, AC 22), and disintegrate or dispel magic destroys it. The rod also has the following powers: Siege Engine: One heavy catapult, two light catapults, or three siege towers may be generated with each use of this power. Each weapon created lasts for 12 hours. The power can be used three times per day. Ammunition for 20 shots is included with each weapon created. Transmute Rock to Mud: This power can be used three times per day (caster level 24th, save DC 17). Caster Level: 24th; Prerequisites: Craft Rod, Craft Epic Rod, Craft Magic Arms and Armor, clenched fist, passwall, telepathic bond, transmute rock to mud; Market Price: 447,745 gp; Cost to Create: 224,025 gp + 14,474 XP. Epic Absorption: Like a rod of absorption, this rod draws single-target or ray spells and spell-like abilities into itself, nullifying the effect and storing the potential spell levels until the wielder releases the energy in the form of spells of his or her own. Spells of any level (including those boosted beyond 9th level by metamagic) can be absorbed, although epic spells cannot. The rod absorbs a maximum of 150 spell levels and can thereafter only discharge any remaining potential it might have. The rod cannot be recharged. Caster Level: 23rd; Prerequisites: Craft Rod, Craft Epic Rod, Empower Spell, Maximize Spell, empowered maximized spell turning; Market Price: 1,500,000 gp. Epic Cancellation: This rod's touch drains an item of all magical properties, including the magical energy in epic magic items (but not most artifacts). The item touched gets a Will saving throw (DC 26). If a creature is holding the magic item at the time, then the item can use the holder's Will save bonus in place of its own. In such cases, contact is established by making a melee touch attack roll. Upon draining three items, the rod becomes brittle and useless. Drained items can only be restored by wish, miracle, or epic spells specifically designed to restore lost power. A rod of epic cancellation can neutralize a normal sphere of annihilation without itself being cancelled. Caster Level: 25th; Prerequisites: Craft Rod, Craft Epic Rod, dispel magic; Market Price: 330,000 gp. Epic Might: This rod is similar to a rod of lordly might, although it is far more powerful. It is larger than its normal counterpart, and it is constructed of adamantine rather than normal metal. It has six buttons, several spell-like functions, and several mundane uses, and it can also be used as a magic weapon of various sorts. The following spell-like functions of the rod can each be used once per day. · Dominate Person: Touched foe is recipient of a dominate person spell, if the wielder so commands (Will save DC 24). The wielder must choose to use this power and then succeed with a melee touch attack to activate the power. If the attack fails, the effect is lost. · Stun: Upon command, all enemies viewing the rod are stunned, as per the power word, stun spell (10-foot maximum range, Will save DC 24). Invoking this power is a standard action. · Damage: Upon command, the rod deals 10d8 points of damage to an opponent on a successful touch attack and cures the wielder of a like amount of damage (Will save DC 26). The wielder must choose to use this power before attacking, as with dominate person. The following weapon uses of the rod have no limits on their use. · In its normal form, the rod can be used as a +6 heavy mace. · When button 1 is pushed, the rod becomes a +3 longsword of fiery blasting. · When button 2 is pushed, the rod becomes a +8 battleaxe. · When button 3 is pushed, the rod becomes a +10 shortspear or +10 longspear. The following mundane uses of the rod also have no limits on their use. · Climbing pole/ladder: When button 4 is pushed, a spike that can anchor in granite is extruded from the ball, while the other end sprouts three sharp hooks. The rod lengthens to anywhere between 5 and 150 feet in a single round, stopping when button 4 is pushed again. Horizontal bars 3 inches long fold out from the sides, 1 foot apart, in staggered progression. The rod is firmly held by the spike and hooks and can bear up to 10,000 pounds. The wielder can retract the pole by pushing button 5. · The ladder function can be used to force open doors. The wielder plants the rod's base 30 feet or less from the portal to be forced and in line with it, then pushes button 4. The force exerted has a Strength bonus of +24. · When button 6 is pushed, the rod indicates magnetic north and gives the wielder a knowledge of his or her approximate depth beneath the surface or height above it. Caster Level: 30th; Prerequisites: Craft Rod, Craft Epic Rod, Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, cure critical wounds, inflict critical wounds, bull's strength, fireball, dominate person, power word stun; Market Price: 4,293,432 gp; Cost to Create: 2,151,372 gp + 52,841 XP. Epic Negation: This rod negates the spell or spell-like function or functions of magic items, including epic magic items (but not artifacts). The wielder points the rod at the magic item, and a beam shoots forth to touch the target device, attacking as a ray (a ranged touch attack). The ray negates any currently active item function and has a 75% chance to negate any other spell or spell-like functions of that device, regardless of the level or power of the functions, for 2d4 rounds. To negate instantaneous effects, the rod wielder needs to have readied an action. The target item gets no saving throw or means to resist this effect. The rod can function three times per day. Caster Level: 24th; Prerequisites: Craft Rod, Craft Epic Rod, dispel magic, limited wish or miracle; Market Price: 446,000 gp. Epic Rulership: This rod appears to be a royal scepter worth at least 25,000 gp in materials and work-manship alone. The wielder can command the obedience and fealty of creatures within 360 feet when he or she activates the device (a standard action). Creatures totaling 900 Hit Dice can be ruled, but creatures with Intelligence scores of 17 or higher are entitled to a Will saving throw (DC 29) to negate the effect. Ruled creatures obey the wielder as if he or she were their absolute sovereign. Still, if the wielder gives a command that is contrary to the nature of the creatures commanded, the magic is broken. The rod can be used for 1,500 total minutes before crumbling to dust. This duration need not be continuous. Caster Level: 25th; Prerequisites: Craft Rod, Craft Epic Rod, Improved Heighten Spell, improved heightened mass charm; Market Price: 575,000 gp; Cost to Create: 300,000 gp + 15,500 XP. Epic Spellcaster: This magnificent adamantine rod grants its wielder a +10 insight bonus on Spellcraft checks made to cast epic spells for as long as he or she holds or carries the rod. Caster Level: 21st; Prerequisites: Craft Rod, Craft Epic Rod; Market Price: 245,400 gp. Epic Splendor: This rod grants its wielder a +8 enhancement bonus to Charisma for as long as he or she holds or carries the item. Three times per day, the rod creates and garbs him or her in clothing of the finest fabrics, plus adornments of fur and jewels. Apparel created by the rod can remain in existence up to 24 hours. The value of the garb ranges from 70,000 to 100,000 gp (1d4+6 x10,000 gp)-10,000 gp for the fabric, 50,000 gp for the furs, and the rest for jewel trim (maximum of 40 gems, maximum value 1,000 gp each). In addition, the rod can, once per week, create a palatial mansion in any floor plan the user desires. The mansion is palatial, able to accommodate up to 250 people, housing them in private chambers and serving them fine banquets. The mansion lasts for three days, after which time it, and everything originally in it (including items removed from the mansion), disappear. Caster Level: 21st; Prerequisites: Craft Rod, Craft Epic Rod, fabricate, mage's magnificent mansion; Market Price: 297,400 gp; Cost to Create: 191,200 gp + 12,124 XP. Excellent Magic: Once per day when casting a nonepic or epic spell that has an experience point component, the rod supplies up to 2,000 XP, not the caster. If more experience points are required to cast the spell, the caster provides them. As a special use of the rod, the caster can substitute the power inherent in the rod for the experience point development cost of an epic spell. Doing so drains all the power from the rod, rendering it useless. Caster Level: 21st; Prerequisites: Craft Rod, Craft Epic Rod; Market Price: 650,000 gp; Cost to Create: 325,000 gp + 26,000 XP. Fortification: This rod functions as a +3 light mace. In addition, it is useful for the construction and defense of fortifications. Whenever the wielder is benefiting from cover, the rod improves that to nine-tenths cover (+10 cover AC bonus and +4 cover Reflex save bonus; failure on the save results in half damage and success results in no damage). Three times per day, the rod can create food and water, as per the cleric spell, for twenty-four people. The rod also has the following powers: Fortify: Four times per day, a stone wall can be created that is 12 inches thick, 10 feet high, and 30 feet long. This wall has a parapet and battlements across the top. (Alternatively, the power can be used to mend a broken existing wall. The gap to be filled can be no more than 300 square feet in area.) In addition, once per day, a great door of iron can be created that is set into one of the newly created walls. This door, 4 inches thick, may be a double door, a drawbridge, or a portcullis, as chosen by the wielder. Siege Engine: One heavy catapult, two light catapults, or three ballistae may be generated with each use of this power. The power can be used four times per day. Ammunition for 20 shots is included with each weapon created. Caster Level: 24th; Prerequisites: Craft Rod, Craft Epic Rod, Craft Magic Arms and Armor, inter-posing hand, create food and water, major creation, wall of iron, wall of stone; Market Price: 465,665 gp; Cost to Create: 231,985 gp + 14,634 XP. Invulnerability: When held, this rod grants its wielder the following powers. · +5 enhancement bonus to natural armor. · +5 resistance bonus on saving throws. · Damage reduction 15/adamantine. · Immunity to critical hits. · Spell resistance 32. Caster Level: 20th; Prerequisites: Craft Rod, Craft Epic Rod, iron body, resistance, spell resistance; Market Price: 600,000 gp. Nightmares: Anyone who comes within 20 feet of the wielder of this rod feels a grave sense of unease. Each person so affected must make a Will save (DC 17) or suffer the effects of a nightmare spell the next time he or she falls asleep. The wielder is immune to this effect. Three times per day, the wielder can utter a command word that causes the rod to emit a horrid, inhuman scream. Up to twenty of the closest creatures within a 30-foot radius who hear this terrible wail believe that their worst nightmares have become reality and suffer the effects of a wail of the banshee spell (DC 23). Caster Level: 21st; Prerequisites: Craft Rod, Craft Epic Rod, nightmare, permanency, wail of the banshee; Market Price: 284,000 gp. Paradise: This item creates a nondimensional space, similar in effect to a rod of security. However, the rod's possessor and up to 999 other creatures can stay in complete safety for up to 1,000 days divided by the number of creatures affected. Natural healing takes place at five times the normal pace. The rod functions like its nonepic counterpart in all other ways. Caster Level: 24th; Prerequisites: Craft Rod, Craft Epic Rod, Improved Heighten Spell, improved heightened gate; Market Price: 610,000 gp. The Path: This rod serves as an aid to trailblazing and travel. It grants the wielder a +30 enhancement bonus on Wilderness Lore checks for tracking and Intuit Direction checks. The handle of the rod is hollow, functioning like a telescope. When the wielder peers through it, the limits of vision are three times normal (and spotting distances for encounters are tripled). In addition, the telescoping handle enables the wielder to view things as though affected by a true seeing spell. The rod also has the following powers. Map: Three times per day a section of the rod unrolls like a scroll from a tube, revealing a map of the surrounding area, centered on the location of the rod. The area shown on the map covers an area as small as 50 feet in radius to as large as 24 miles in radius, zooming in or out with a set of command words. The map reveals natural topography and all types of structures (even hidden ones), but it will not show the location of creatures. Passage: Three times per day, this power allows the wielder and up to five others in a 20-foot radius to move unhindered through natural plant growth or bodies of water (as per the freedom of movement spell). Bridge: Once per day, this power allows the user to create a 5-foot-wide, 40-foot-long stone cause-way across chasms and canyons. The bridge created lasts for 1 hour. Pass without Trace: Once per day, this power can be used on the wielder and twenty others, for 21 minutes. It is otherwise as the spell of the same name (caster level 24th). Caster Level: 21st; Prerequisites: Craft Rod, Craft Epic Rod, find the path, freedom of movement, pass without trace, wall of stone; Market Price: 306,870 gp. Restless Death: The holder of this rod can rebuke or control undead as if he or she were four levels higher. (The rod doesn't grant the ability to rebuke or control undead if the holder doesn't already have it.) In addition, the wielder may speak a command word to cast animate dead. Any skeletons or zombies animated by the rod's power are automatically controlled by the rod, up to the rod's maximum limit of 42 HD, and they follow the orders of the rod's wielder. These undead don't count toward the wielder's limit of controlled undead. Finally, the wielder can speak a second command word to cast slay living (heightened to 10th level; DC 25). Caster Level: 21st; Prerequisites: Craft Rod, Craft Epic Rod, animate dead, control undead, slay living; Market Price: 625,000 gp. Wyrm: Any of the various rods in this series functions as a +5 quarterstaff. Upon casting the rod to the ground (a standard action) and uttering a command word, the rod grows into a specific type of dragon (depending on the specific type of rod) by the end of the round. The dragon created is a wyrm and obeys the commands of the owner. The dragon returns to rod form (a full-round action) whenever the wielder desires, or whenever it moves farther than 500 feet from the owner. If the dragon form is slain, it returns to rod form and cannot be activated again for three days. A wyrm rod only functions if the possessor is of the same alignment as the dragon type. Caster Level: 34th (white or brass), 35th (black or copper), 36th (green or bronze), 37th (blue or silver), 38th (red or gold); Prerequisites: Craft Rod, Craft Epic Rod, Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, Improved Heighten Spell, improved heightened polymorph, creator must be same alignment as dragon type; Market Price: 1,458,200 gp (brass or white), 1,562,600 gp (black or copper), 1,670,600 gp (bronze or green), 1,782,200 gp (blue or silver), 1,897,400 gp (gold or red); Cost to Create: 729,400 gp + 24,576 XP (brass or white), 781,600 gp + 25,620 XP (black or copper), 835,600 gp + 26,700 XP (bronze or green), 891,400 gp + 27,816 XP (blue or silver), 949,000 gp + 28,968 XP (gold or red).


SCROLLS To generate an epic scroll randomly, first roll on Table: Scroll Types to determine whether the spells are arcane or divine. An epic scroll contains 1d8 spells. For each spell, roll on Table: Epic Scroll Spell Levels to determine its level and then on the appropriate section of Table: Actual Spell Levels to determine the spell's actual level and total metamagic level adjustments. To determine the specific metamagic level adjustments, roll on the appropriate section of Table: Metamagic Level Adjustment to Spells. To determine the spell, use the appropriate sections of the nonepic scroll tables.

Table: Scroll Types d% Type 01-70 Arcane 71-100 Divine


Table: Epic Scroll Spell Levels d% Spell Level Spell's Caster Level Market Price1 XP Cost 01-26 10th 21st 5,250 gp 1,210 XP 27-46 11th 22nd 6,050 gp 1,242 XP 47-61 12th 23rd 6,900 gp 1,276 XP 62-71 13th 24th 7,800 gp 1,312 XP 72-79 14th 25th 8,750 gp 1,350 XP 80-85 15th 26th 9,750 gp 1,390 XP 86-90 16th 27th 10,800 gp 1,432 XP 91-94 17th 28th 11,900 gp 1,476 XP 95-97 18th 29th 13,050 gp 1,522 XP 98-99 19th 30th 14,250 gp 1,570 XP 100 Roll again and add +102 Spell level +11 Varies Varies 1 Market price does not include price of material components or XP costs for spell. 2 This result is cumulative if rolled multiple times


Table: Actual Spell Level 10th-Level Spell d% Spell Level and Metamagic Level Adjustment 01-03 1st-level spell plus metamagic (9) 04-08 2nd-level spell plus metamagic (8) 09-15 3rd-level spell plus metamagic (7) 16-24 4th-level spell plus metamagic (6) 25-35 5th-level spell plus metamagic (5) 36-48 6th-level spell plus metamagic (4) 49-63 7th-level spell plus metamagic (3) 64-80 8th-level spell plus metamagic (2) 81-99 9th-level spell plus metamagic (1) 100 Any


11th-Level Spell d% Spell Level and Metamagic Level Adjustment 01-03 1st-level spell plus metamagic (10) 04-08 2nd-level spell plus metamagic (9) 09-15 3rd-level spell plus metamagic (8) 16-24 4th-level spell plus metamagic (7) 25-35 5th-level spell plus metamagic (6) 36-48 6th-level spell plus metamagic (5) 49-63 7th-level spell plus metamagic (4) 64-80 8th-level spell plus metamagic (3) 81-99 9th-level spell plus metamagic (2) 100 Any


12th-Level Spell d% Spell Level and Metamagic Level Adjustment 01-05 2nd-level spell plus metamagic (10) 06-12 3rd-level spell plus metamagic (9) 13-21 4th-level spell plus metamagic (8) 22-32 5th-level spell plus metamagic (7) 33-45 6th-level spell plus metamagic (6) 46-60 7th-level spell plus metamagic (5) 61-77 8th-level spell plus metamagic (4) 78-99 9th-level spell plus metamagic (3) 100 Any


13th-Level Spell d% Spell Level and Metamagic Level Adjustment 01-08 3rd-level spell plus metamagic (10) 09-18 4th-level spell plus metamagic (9) 19-30 5th-level spell plus metamagic (8) 31-44 6th-level spell plus metamagic (7) 45-60 7th-level spell plus metamagic (6) 61-78 8th-level spell plus metamagic (5) 79-99 9th-level spell plus metamagic (4) 100 Any


14th-Level Spell d% Spell Level and Metamagic Level Adjustment 01-11 4th-level spell plus metamagic (10) 12-24 5th-level spell plus metamagic (9) 25-39 6th-level spell plus metamagic (8) 40-56 7th-level spell plus metamagic (7) 57-75 8th-level spell plus metamagic (6) 76-99 9th-level spell plus metamagic (5) 100 Any


15th-Level Spell d% Spell Level and Metamagic Level Adjustment 01-15 5th-level spell plus metamagic (10) 16-33 6th-level spell plus metamagic (9) 34-53 7th-level spell plus metamagic (8) 54-75 8th-level spell plus metamagic (7) 76-99 9th-level spell plus metamagic (6) 100 Any


16th-Level Spell d% Spell Level and Metamagic Level Adjustment 01-18 6th-level spell plus metamagic (10) 19-41 7th-level spell plus metamagic (9) 42-68 8th-level spell plus metamagic (8) 69-99 9th-level spell plus metamagic (7) 100 Any


17th-Level Spell d% Spell Level and Metamagic Level Adjustment 01-25 7th-level spell plus metamagic (10) 26-60 8th-level spell plus metamagic (9) 61-99 9th-level spell plus metamagic (8) 100 Any


18th-Level Spell d% Spell Level and Metamagic Level Adjustment 01-41 8th-level spell plus metamagic (10) 42-59 9th-level spell plus metamagic (9) 100 Any


19th-Level Spell d% Spell Level and Metamagic Level Adjustment 01-99 9th-level spell plus metamagic (10) 100 Any


Table: Metamagic Level Adjustment to Spells Metamagic (1) d% Metamagic Effects 01-10 Enlarge Spell 21-40 Extend Spell 41-80 Heighten Spell (+1 level) 81-100 Silent Spell


Metamagic (2) d% Metamagic Effects 01-25 Empower Spell 26-50 Heighten Spell (+2 levels) 51-55 Roll on Metamagic (1) and add Enlarge Spell 56-65 Roll on Metamagic (1) and add Extend Spell 66-90 Roll on Metamagic (1) and add Heighten Spell (+1 level) 91-100 Roll on Metamagic (1) and add Silent Spell


Metamagic (3) d% Metamagic Effects 01-25 Heighten Spell (+3 levels) 26-50 Maximize Spell 51-65 Roll on Metamagic (1) and add Empower Spell 66-70 Roll on Metamagic (2) and add Enlarge Spell 71-75 Roll on Metamagic (2) and add Extend Spell 76-95 Roll on Metamagic (2) and add Heighten Spell (+1 level) 96-100 Roll on Metamagic (2) and add Silent Spell


Metamagic (4) d% Metamagic Effects 01-15 Enhance Spell 16-40 Heighten Spell (+4 levels) 41-55 Quicken Spell 56-65 Roll on Metamagic (1) and add Maximize Spell 66-75 Roll on Metamagic (2) and add Empower Spell 76-80 Roll on Metamagic (3) and add Enlarge Spell 81-85 Roll on Metamagic (3) and add Extend Spell 86-95 Roll on Metamagic (3) and add Heighten Spell (+1 level) 96-100 Roll on Metamagic (3) and add Silent Spell


Metamagic (5) d% Metamagic Effects 01-30 Heighten Spell (+5 levels) 31-40 Roll on Metamagic (1) and add Enhance Spell 41-55 Roll on Metamagic (1) and add Quicken Spell 56-65 Roll on Metamagic (2) and add Maximize Spell 66-75 Roll on Metamagic (3) and add Empower Spell 76-80 Roll on Metamagic (4) and add Enlarge Spell 81-85 Roll on Metamagic (4) and add Extend Spell 86-95 Roll on Metamagic (4) and add Heighten Spell (+1 level) 96-100 Roll on Metamagic (4) and add Silent Spell


Metamagic (6) d% Metamagic Effects 01-30 Heighten Spell (+6 levels) 31-40 Roll on Metamagic (2) and add Enhance Spell 41-55 Roll on Metamagic (2) and add Quicken Spell 56-65 Roll on Metamagic (3) and add Maximize Spell 66-75 Roll on Metamagic (4) and add Empower Spell 76-80 Roll on Metamagic (5) and add Enlarge Spell 81-85 Roll on Metamagic (5) and add Extend Spell 86-95 Roll on Metamagic (5) and add Heighten Spell (+1 level) 96-100 Roll on Metamagic (5) and add Silent Spell


Metamagic (7) d% Metamagic Effects 01-25 Heighten Spell (+7 levels) 26-45 Intensify Spell 46-55 Roll on Metamagic (3) and add Enhance Spell 56-65 Roll on Metamagic (3) and add Quicken Spell 66-75 Roll on Metamagic (4) and add Maximize Spell 76-80 Roll on Metamagic (5) and add Empower Spell 81-85 Roll on Metamagic (6) and add Enlarge Spell 86-90 Roll on Metamagic (6) and add Extend Spell 91-95 Roll on Metamagic (6) and add Heighten Spell (+1 level) 96-100 Roll on Metamagic (6) and add Silent Spell

Metamagic (8) d% Metamagic Effects 01-30 Heighten Spell (+8 levels) 31-45 Roll on Metamagic (1) and add Intensify Spell 46-55 Roll on Metamagic (4) and add Enhance Spell 56-65 Roll on Metamagic (4) and add Quicken Spell 66-75 Roll on Metamagic (5) and add Maximize Spell 76-80 Roll on Metamagic (6) and add Empower Spell 81-85 Roll on Metamagic (7) and add Enlarge Spell 86-90 Roll on Metamagic (7) and add Extend Spell 91-95 Roll on Metamagic (7) and add Heighten Spell (+1 level) 96-100 Roll on Metamagic (7) and add Silent Spell


Metamagic (9) d% Metamagic Effects 01-30 Heighten Spell (+9 levels) 31-45 Roll on Metamagic (2) and add Intensify Spell 46-55 Roll on Metamagic (5) and add Enhance Spell 56-65 Roll on Metamagic (5) and add Quicken Spell 66-75 Roll on Metamagic (6) and add Maximize Spell 76-80 Roll on Metamagic (7) and add Empower Spell 81-85 Roll on Metamagic (8) and add Enlarge Spell 86-90 Roll on Metamagic (8) and add Extend Spell 91-95 Roll on Metamagic (8) and add Heighten Spell (+1 level) 96-100 Roll on Metamagic (8) and add Silent Spell


Metamagic (10) d% Metamagic Effects 01-30 Heighten Spell (+10 levels) 31-45 Roll on Metamagic (3) and add Intensify Spell 46-55 Roll on Metamagic (6) and add Enhance Spell 56-65 Roll on Metamagic (6) and add Quicken Spell 66-75 Roll on Metamagic (7) and add Maximize Spell 76-80 Roll on Metamagic (8) and add Empower Spell 81-85 Roll on Metamagic (9) and add Enlarge Spell 86-90 Roll on Metamagic (9) and add Extend Spell 91-95 Roll on Metamagic (9) and add Heighten Spell (+1 level) 96-100 Roll on Metamagic (9) and add Silent Spell


STAFFS Staffs have 50 charges when created, and they can't be recharged. Staffs use the wielder's ability score and relevant feats to set the DC for saves against their spells in such cases where those values would be higher than the listed values for the staffs.

Table: Epic Staffs d% Staff Market Price 01-09 Spheres 228,375 gp 10-18 Mighty force 265,000 gp 19-27 Walls 275,625 gp 28-36 Winter 292,500 gp 37-45 Prism 326,812 gp 46-54 Rapid barrage 417,750 gp 55-63 Planar might 460,000 gp 64-71 Domination 464,400 gp 72-79 Fiery power 500,000 gp 80-87 Nature's fury 500,000 gp 88-95 Hierophants 501,187 gp 96-98 Cosmos 683,487 gp 99-100 Necromancy 1,505,312 gp


Epic Staff Descriptions Standard epic staffs are described below.

Cosmos: This staff allows use of the following spells. · Chain lightning (intensified, 1 charge, DC 29) · Meteor swarm (intensified, 1 charge, DC 34) · Sunburst (intensified, 1 charge, DC 32) Caster Level: 27th; Prerequisites: Craft Staff, Craft Epic Staff, Intensify Spell, chain lightning, meteor swarm, sunburst; Market Price: 683,437 gp. Domination: This staff allows use of the following heightened spells. · Dominate monster (1 charge, DC 33) · Demand (1 charge, DC 32) · Mass charm monster (1 charge, DC 32) · Geas (heightened, 1 charge, DC 33) Caster Level: 21st; Prerequisites: Craft Staff, Craft Epic Staff, Heighten Spell, demand, dominate monster, geas, mass charm monster; Market Price: 464,400 gp. Fiery Power: This +5 flaming quarterstaff grants its wielder fire resistance 30 whenever held. In addition, it has the following powers. · Wall of fire (extended, 1 charge, DC 18) · Delayed blast fireball (intensified to 240 points of damage, 2 charges, DC 22) · Meteor swarm(heightened to 12th, 2 charges, DC 30) · Summon monster IX (extended, 2 charges, elder fire elemental only) A staff of fiery power can be broken in a retributive strike. The breaking of the staff must be purposeful and declared by the wielder. All charges currently in the staff are instantly released in a 30-foot- radius globe. All within 10 feet of the broken staff take points of damage equal to eight times the number of charges in the staff, those between 11 feet and 20 feet away take six times the number of charges in damage, and those 21 feet to 30 feet distant take four times the number of charges in damage. Successful Reflex saving throws (DC 17) reduce the damage sustained by half. The character breaking the staff has a 50% chance of traveling to another plane of existence; if he or she does not, the explosive release of spell energy destroys him or her. After all charges are used up from the staff, it remains a +5 quarterstaff with no special abilities. (Once empty of charges, it cannot be broken in a retributive strike.) Caster Level: 25th; Prerequisites: Craft Staff, Craft Epic Staff, Extend Spell, Heighten Spell, Improved Heighten Spell, Intensify Spell, Spell Focus (Evocation), continual flame, delayed blast fireball, meteor swarm, protection from energy, summon monster IX, wall of fire; Market Price: 500,000 gp. The Hierophants: This staff allows use of the following spells. · Creeping doom (enlarged, extended, 1 charge, DC 23) · Command plants (enlarged, extended, 1 charge, DC 25) · Elemental swarm (intensified, 2 charges, DC 34) · Shambler (intensified, 2 charges, DC 34) Caster Level: 27th; Prerequisites: Craft Staff, Craft Epic Staff, Enlarge Spell, Extend Spell, Intensify Spell, creeping doom, command plants, elemental swarm, shambler; Market Price: 501,187 gp. Mighty Force: This staff has three powers. · Shield (quickened, 1 charge, may be activated once per round) · Forcecage (1 charge) · Crushing hand (1 charge) Caster Level: 21st; Prerequisites: Craft Staff, Craft Epic Staff, Quicken Spell, crushing hand, forcecage, shield; Market Price: 265,000 gp. Nature's Fury: This +5 aberration bane quarterstaff allows use of the following spells. · Earthquake (1 charge) · Whirlwind (heightened to 10th level, 1 charge, DC 25) · Fire storm (heightened to 10th level, 1 charge, DC 25) After all charges are used up from a staff of nature's fury, it remains a +5 quarterstaff with no special abilities. Caster Level: 21st; Prerequisites: Craft Staff, Craft Epic Staff, Heighten Spell, Improved Heighten Spell, earthquake, fire storm, summon monster I (or summon nature's ally I), whirlwind; Market Price: 500,000 gp. Necromancy: This staff allows use of the following spells. · Circle of death (intensified, 2 charges, DC 29) · Create greater undead (1 charge) · Finger of death (improved heightened to 16th, 2 charges, DC 34) · Soul bind (improved heightened to 16th, 2 charges, DC 34). The soul trapped through the use of the soul bind spell is trapped in the staff rather than a gem. Only by breaking the staff can the souls be freed. Caster Level: 27th; Prerequisites: Craft Staff, Craft Epic Staff, Intensify Spell, Heighten Spell, Improved Heighten Spell, circle of death, create greater undead, finger of death, soul bind; Market Price: 1,505,312 gp; Cost to Create: 1,290,156 gp + 14,303 XP. Planar Might: The wielder of this powerful staff is immune to the effects of any planar alignment traits, as well as the positive-dominant and negative-dominant traits or a plane. It also allows use of the following spells. · Greater planar ally (1 charge) · Greater planar binding (1 charge) · Gate (1 charge) When using the greater planar ally power, the character must still bargain with the called creature. In addition to its other powers, a staff of planar might is a +5 outsider bane quarterstaff (roll 1d4 to determine what alignment of outsiders the staff 's bane power works against: 1=chaotic, 2=evil, 3=good, 4=lawful). After all charges are used up from a staff of planar might, it remains a +5 quarterstaff with no special abilities. Caster Level: 21st; Prerequisites: Craft Staff, Craft Epic Staff, gate, greater planar ally, greater planar binding, protection from energy; Market Price: 460,000 gp. Prism: This staff allows use of the following spells. · Prismatic sphere (extended, 1 charge, DC 25) · Prismatic spray (extended, 1 charge, DC 22) · Prismatic wall (extended, 1 charge, DC 23) Caster Level: 21st; Prerequisites: Craft Staff, Craft Epic Staff, Extend Spell, prismatic sphere, prismatic spray, prismatic wall; Market Price: 326,812 gp. Rapid Barrage: Either of the staff's two powers can be activated as a free action (though the staff may only be activated once per round). · Magic missile (intensified, quickened, 1 charge, 5 missiles dealing 10 points of damage each) · Fireball (heightened to 6th, enhanced, quickened, 1 charge, 20d6 damage, DC 19) Caster Level: 25th; Prerequisites: Craft Staff, Craft Epic Staff, Enhance Spell, Heighten Spell, Intensify Spell, Quicken Spell, fireball, magic missile; Market Price: 417,750 gp. Spheres: This staff allows use of the following spells. · Freezing sphere (1 charge, DC 19) · Resilient sphere (1 charge, DC 16) · Telekinetic sphere (1 charge, DC 22) Caster Level: 21st; Prerequisites: Craft Staff, Craft Epic Staff, freezing sphere, resilient sphere, telekinetic sphere; Market Price: 228,375 gp. Walls: This staff allows use of the following spells. · Wall of iron (1 charge) · Wall of stone (1 charge) · Wall of force (1 charge) Caster Level: 30th; Prerequisites: Craft Staff, Craft Epic Staff, Extend Spell, extended wall of force, wall of iron, wall of stone; Market Price: 275,625 gp. Winter: This staff allows the use of the following spells. · Cone of cold (intensified, 2 charges, DC 28) · Ice storm (intensified, 2 charges, DC 26) · Freezing sphere (intensified, 2 charges, DC 29) · Wall of ice (1 charge) Caster Level: 24th; Prerequisites: Craft Staff, Craft Epic Staff, Extend Spell, Intensify Spell, cone of cold, ice storm, freezing sphere, wall of ice; Market Price: 292,500 gp.

WONDROUS ITEMS Anyone can use a wondrous item unless specified otherwise in the item's description.

Table: Epic Wondrous Items d% Wondrous Item Market Price 01-02 Horseshoes of the peerless steed 217,000 gp 03-04 Mantle of great stealth 242,000 gp 05-06 Boots of swiftness 256,000 gp 07-08 Cabinet of feasting 288,000 gp 09-10 Mantle of epic spell resistance 290,000 gp 11-13 Cloak of epic resistance +6 360,000 gp 14-15 Gate key 378,000 gp 16-18 Cloak of epic resistance +7 490,000 gp 19-21 Belt of epic strength +8 640,000 gp 22-24 Bracers of epic health +8 640,000 gp 25-27 Cloak of epic charisma +8 640,000 gp 28-30 Cloak of epic resistance +8 640,000 gp 31-33 Gloves of epic dexterity +8 640,000 gp 34-36 Headband of epic intellect +8 640,000 gp 37-39 Periapt of epic wisdom +8 640,000 gp 40-42 Amulet of epic natural armor +6 720,000 gp 43-45 Cloak of epic resistance +9 810,000 gp 46-48 Amulet of epic natural armor +7 980,000 gp 49-51 Belt of epic strength +10 1,000,000 gp 52-54 Bracers of epic health +10 1,000,000 gp 55-57 Cloak of epic charisma +10 1,000,000 gp 58-59 Cloak of epic resistance +10 1,000,000 gp 60-62 Gloves of epic dexterity +10 1,000,000 gp 63-65 Headband of epic intellect +10 1,000,000 gp 66-68 Periapt of epic wisdom +10 1,000,000 gp 69-71 Bracers of epic armor +11 1,210,000 gp 72-74 Amulet of epic natural armor +8 1,280,000 gp 75-76 Belt of epic strength +12 1,440,000 gp 77-78 Bracers of epic armor +12 1,440,000 gp 79-80 Bracers of epic health +12 1,440,000 gp 81-82 Cloak of epic charisma +12 1,440,000 gp 83-84 Gloves of epic dexterity +12 1,440,000 gp 85-86 Headband of epic intellect +12 1,440,000 gp 87-88 Periapt of epic wisdom +12 1,440,000 gp 89-90 Amulet of epic natural armor +9 1,620,000 gp 91-92 Bracers of epic armor +13 1,690,000 gp 93-94 Bracers of epic armor +14 1,960,000 gp 95-96 Amulet of epic natural armor +10 2,000,000 gp 97-98 Bracers of epic armor +15 2,250,000 gp 99-100 Bracers of relentless might 4,384,000 gp


Epic Wondrous Item Descriptions Standard epic wondrous items are described below.

Amulet of Epic Natural Armor: This amulet toughens the wearer's body and flesh, giving him or her an enhancement bonus to his or her natural armor of +6 or higher, depending on the type of amulet. Caster Level: 20th; Prerequisites: Craft Wondrous Item, Craft Epic Wondrous Item, barkskin, creator's caster level must be three times the amulet's bonus; Market Price: 720,000 gp (+6), 980,000 gp (+7), 1,280,000 gp (+8), 1,620,000 gp (+9), 2,000,000 gp (+10); Weight: -. Belt of Epic Strength: This belt adds an enhancement bonus of +8 or higher to the wearer's Strength score. Caster Level: 20th; Prerequisites: Craft Wondrous Item, Craft Epic Wondrous Item, bull's strength; Market Price: 640,000 gp (+8), 1,000,000 gp (+10), 1,440,000 gp (+12); Weight: 1 lb. Boots of Swiftness: These shoes grant their wearer a +6 enhancement bonus to Dexterity. The wearer's speed doubles (this does not stack with any magical or supernatural enhancement to speed), he or she gains the evasion ability (as the rogue class feature), and the wearer's jumping distance is not limited by his or her height. The wearer gains a +20 competence bonus on Balance, Climb, Jump, and Tumble checks. Three times per day, the wearer can utter a command word to activate the boots' haste power (as the haste spell, lasts 20 rounds). Caster Level: 20th; Prerequisites: Craft Wondrous Item, Craft Epic Wondrous Item, cat's grace, expeditious retreat, haste, jump; Market Price: 256,000 gp; Weight: 1 lb. Bracers of Epic Armor: These items surround the wearer with an invisible but tangible field of force, granting him or her an armor bonus of +11 or higher, just as though he or she were wearing armor. Both bracers must be worn for the magic to be effective. Caster Level: 20th; Prerequisites: Craft Wondrous Item, Craft Epic Wondrous Item, mage armor, creator's caster level must be twice the bracers' bonus; Market Price: 1,210,000 (+11), 1,440,000 (+12), 1,690,000 gp (+13), 1,960,000 (+14), 2,250,000 gp (+15); Weight: 1 lb. Bracers of Epic Health: These grant the wearer an enhancement bonus of +8 or higher to Constitution. Caster Level: 20th; Prerequisites: Craft Wondrous Item, Craft Epic Wondrous Item, endurance; Market Price: 640,000 gp (+8), 1,000,000 gp (+10), 1,440,000 gp (+12); Weight: 1 lb. Bracers of Relentless Might: These bracers grant a +12 enhancement bonus to the wearer's Strength and Constitution. The wearer is treated as two size categories larger than normal (to a maximum of Colossal) for purposes of combat-related opposed checks that apply a modifier based on size, such as bull rush, grapple, and trip. Caster Level: 20th; Prerequisites: Craft Wondrous Item, Craft Epic Wondrous Item, bull's strength, endurance, enlarge; Market Price: 4,384,000 gp; Weight: 1 lb. Cabinet of Feasting: This cabinet has the ability to produce a feast for up to forty people, three times per day. Merely opening the doors of the cabinet reveals platters of food of all types and flavors of the very freshest sort. The meal has all the qualities and benefits of that produced by a heroes' feast spell. Caster Level: 40th; Prerequisites: Craft Wondrous Item, Craft Epic Wondrous Item, heroes' feast; Market Price: 288,000 gp; Weight: 20 lb. Cloak of Epic Charisma: When worn, this cloak grants a +8 or higher enhancement bonus to a character's Charisma score. Caster Level: 20th; Prerequisites: Craft Wondrous Item, Craft Epic Wondrous Item, charm monster; Market Price: 640,000 gp (+8), 1,000,000 gp (+10), 1,440,000 gp (+12); Weight: 1 lb. Cloak of Epic Resistance: These garments offer magic protection in the form of a +6 or higher resistance bonus on all saving throws (Fortitude, Reflex, and Will). Caster Level: 20th; Prerequisites: Craft Wondrous Item, Craft Epic Wondrous Item, resistance, creator's caster level must be three times the cloak's bonus; Market Price: 360,000 (+6), 490,000 (+7), 640,000 gp (+8), 810,000 (+9), 1,000,000 gp (+10); Weight: 1 lb. Gate Key: When properly operated, the gate key can be used to attune any bounded space, such as a doorway or a cave opening, to another bounded space on another plane of existence previously visited by the wielder. When two bounded spaces are attuned, an interdimensional portal springs up at each location, and the two portals are connected. When the wielder creates a pair of portals, he or she also establishes the necessary key that travelers must have to access the portal. Possible keys include nothing, a pearl, a particular hair color, or even the gate key itself. Up to sixty different pairs of portals can be attuned in this manner. Once all sixty pairs of portals are created, the key cannot create additional gates, though it may still be the necessary key to access some or all of the portals. To any creature without the proper key, the interdimensional portals are not visible (through true seeing or similar magic reveals their presence). Caster Level: 21st; Prerequisites: Craft Wondrous Item, Craft Epic Wondrous Item, gate; Market Price: 378,000 gp; Weight: 1 lb. Gloves of Epic Dexterity: These gloves add an enhancement bonus of +8 or higher to the wearer's Dexterity score. Caster Level: 20th; Prerequisites: Craft Wondrous Item, Craft Epic Wondrous Item, cat's grace; Market Price: 640,000 gp (+8), 1,000,000 gp (+10), 1,440,000 gp (+12); Weight: -. Headband of Epic Intellect: This headband adds an enhancement bonus of +8 or higher to the wearer's Intelligence score. Caster Level: 20th; Prerequisites: Craft Wondrous Item, Craft Epic Wondrous Item, commune or legend lore; Market Price: 640,000 gp (+8), 1,000,000 gp (+10), 1,440,000 gp (+12); Weight: -. Horseshoes of the Peerless Steed: These horseshoes magically adhere to the feet of any hoofed creature. Anyone riding the creature gains a +10 competence bonus on Ride checks and is treated as having ranks in the appropriate Ride skill (and thus does not take the -5 penalty for riding an unfamiliar mount). The horseshoes grant the creature (or its rider, as appropriate) the effects of the Trample, Ride-By Attack, and Spirited Charge feats. The wearer of the horseshoes gains spell resistance 32 against enchantment effects. In addition, the ground speed of the creature wearing the horseshoes doubles. Caster Level: 20th; Prerequisites: Craft Wondrous Item, Craft Epic Wondrous Item, Ride skill, haste, spell resistance; Market Price: 217,000 gp; Weight: 1 lb. each. Mantle of Epic Spell Resistance: This garment is worn over normal clothing or armor. It grants the wearer spell resistance 40. Caster Level: 29th; Prerequisites: Craft Wondrous Item, Craft Epic Wondrous Item, spell resistance; Market Price: 290,000 gp. Weight: 1 lb. Mantle of Great Stealth: The wearer of this cloak gains a +30 bonus on Hide and Move Silently checks. The wearer's outline is blurry and indistinct, granting concealment (20% miss chance) at all times (as the blur spell). The mantle also grants nondetection to its wearer (as the spell). Caster Level: 20th; Prerequisites: Craft Wondrous Item, Craft Epic Wondrous Item, blur, invisibility, nondetection, silence; Market Price: 242,000 gp; Weight: 1 lb. Periapt of Epic Wisdom: This large pearl set on a chain grants an enhancement bonus of +8 or higher to the wearer's Wisdom score. Caster Level: 20th; Prerequisites: Craft Wondrous Item, Craft Epic Wondrous Item, commune or legend lore; Market Price: 640,000 gp (+8), 1,000,000 gp (+10), 1,440,000 gp (+12); Weight: -.

INTELLIGENT ITEMS Just like nonepic magic items, epic magic items sometimes possess intelligence of their own. Such items are fully sentient and should be treated as NPCs. The Random Epic Magic Items section details the chances that epic armor, shields, rings, rods, staffs, wondrous items, and weapons might be intelligent. In short, a ring, rod, staff, wondrous item, armor, or shield has a 1% chance to be intelligent, a ranged weapon has a 5% chance to be intelligent, and a melee weapon has a 15% chance to be intelligent. Rather than using the tables for nonepic items, use the tables below to determine the properties of an intelligent item: the number of powers, unusual properties, alignment, and special purpose of the item (if any). Of the three mental ability scores, two scores are favored (2d6 + some number) and one is completely random (3d6). Choose which scores get assigned which number, or roll 1d4 and determine randomly according to the following table.

Table: Mental Ability Scores for Intelligent Items 1d4 High Score Medium Score Low Score 1 Intelligence Charisma Wisdom 2 Intelligence Wisdom Charisma 3 Wisdom Intelligence Charisma 4 Charisma Intelligence Wisdom


The first step in determining the properties of a random intelligent epic magic item is to determine its general capabilities. These are found by rolling d% and consulting Table: Epic Items Intelligence, Wisdom, Charisma, and Capabilities.

Table: Epic Item Intelligence, Wisdom, Charisma, and Capabilities d% Ability Scores Capabilities 01-22 Two 2d6+10, one 3d6 Three primary abilities, one extraordinary power 23-40 Two 2d6+11, one 3d6 Three primary abilities, two extraordinary powers 41-54 Two 2d6+12, one 3d6 Four primary abilities, two extraordinary powers 55-64 Two 2d6+14, one 3d6 Four primary abilities, three extraordinary powers 65-71 Two 2d6+16, one 3d6 Four primary abilities, three extraordinary powers, one awesome power 72-73 Two 2d6+18, one 3d6 Four primary abilities, three extraordinary powers, two awesome powers 74 Roll again, but add 1d6 to each ability score1 75-100 Use nonepic magic item Table: Item Intelligence, Wisdom, Charisma, and Capabilities 1 Cumulative if rolled multiple times.


MARKET PRICE MODIFIER To find the market price for an epic magic item, use these expanded guidelines, adjusting as necessary to find an appropriate final price. Each point of Intelligence bonus, Wisdom bonus, or Charisma bonus increases the item's market price by 400 gp. Any form of communication possessed by the item increases its market price by the number shown on Table: Epic Item Communication. Each primary ability possessed by the item increases its market price by 2,000 to 10,000 gp (average 6,000 gp). Each extraordinary ability possessed by the item increases its market price by 15,000 to 35,000 gp (average 25,000 gp). A special purpose increases the item's market price by 50,000 gp. An awesome power increases the item's market price by 100,000 gp.

INTELLIGENT ITEM ALIGNMENT Any item with Intelligence has an alignment. Make sure that the alignment choosen or determine randomly (using Table: Item Alignment) matches any alignment-oriented special abilities of the item. Any character whose alignment is not compatible with that of the item gains one negative level for every 10 points of the weapon's Ego (see Item Ego, below) if he or she so much as picks up the item. Although this never results in actual level loss, the negative levels remain as long as the item is in hand and cannot be overcome in any way (including restoration spells). These negative levels are cumulative with any other penalties the item might already place on inappropriate wielders.

Table: Item Alignment d% Alignment of Item 01-05 Chaotic good 06-15 Chaotic neutral1 16-20 Chaotic evil 21-25 Neutral evil1 26-30 Lawful evil 31-55 Lawful good 56-60 Lawful neutral1 61-80 Neutral good1 81-100 Neutral 1 The item can also be used by any character whose alignment corresponds to the nonneutral portion of the item's alignment (in other words, chaotic, evil, good, or lawful). Thus, any chaotic character (CG, CN, CE) can use an item with chaotic neutral alignment.


ITEM COMMUNICATION Like a character, an intelligent item speaks Common plus one language per point of Intelligence bonus. Choose appropriate languages, taking into account the item's origin and purposes. An item with multiple modes of communication can use any of its modes at will.

Table: Epic Item Communication d% Communication Mode Market Price Modifier 01-10 Semiempathy1 +1,000 gp 11-35 Empathy2 +2,000 gp 36-75 Speech3 +3,000 gp 76-85 Telepathy4 +5,000 gp 86-100 Speech3 and telepathy4 +8,000 gp 1 The possessor receives some signal (a throb or tingle, for example) when the item's ability functions. 2 The possessor feels urges and sometimes emotions from the item that encourage or discourage certain courses of action. 3 Speaks Common plus one language per point of Intelligence bonus. Roll d%: 01-05, the item cannot read any languages; 06-75, the item can read any language it can speak (+1,000 gp to market price); 76-90, it can read all languages (+2,000 gp to market price); 91-100, it can read all languages as well as read magic (+3,000 gp to market price). 4 The item can communicate silently with any wielder who has an Intelligence of 1 or higher, regardless of any language barrier.


INTELLIGENT ITEM ABILITIES Using the number of capabilities determined above, find the item's specific abilities by rolling on the appropriate tables below.

Table: Intelligent Item Primary Abilities d% Primary Ability 01-04 Item has 10 ranks in Intuit Direction 05-08 Item has 10 ranks in Sense Motive 09-12 Wielder has free use of Combat Reflexes 13-16 Wielder has free use of Blind-Fight 17-20 Wielder has free use of Improved Initiative 21-24 Wielder has free use of Mobility 25-28 Wielder has free use of Sunder 29-32 Wielder has free use of Expertise 33-39 Detect [opposing alignment] at will 40-42 Find traps at will 43-47 Detect secret doors at will 48-54 Detect magic at will 55-57 Wielder has free use of uncanny dodge (as a 5th-level barbarian) 58-60 Wielder has free use of evasion 61-65 Wielder can use see invisibility at will 66-70 Cure light wounds (1d8+5) on wielder 1/day 71-75 Feather fall on wielder 1/day 76 Locate object in a 120-ft. radius 77 Wielder does not need to sleep 78 Wielder does not need to breathe 79 Jump for 20 minutes on wielder 1/day 80 Spider climb for 20 minutes on wielder 1/day 81-90 Roll twice again on this table 91-100 Roll on Table: Intelligent Item Extraordinary Powers instead


If the same ability is rolled twice or more, the range, frequency, or effectiveness of the power is doubled, tripled, and so on. All abilities function only when the item is held, drawn, or otherwise brandished and the possessor is concentrating on the desired result. Activating a power is a standard action, but using a free feat is not. Feats may be used regardless of prerequisites, but the item still must be held and drawn (or worn, in the case of such items). An intelligent item might activate a power on its own.

Table: Intelligent Item Extraordinary Powers d% Extraordinary Power Uses 01-05 Charm person (DC 11 1) on contact 3/day 06-10 Clairaudience/clairvoyance (100-ft. range, 1 minute per use) 3/day 11-15 Magic missile (200-ft. range, 3 missiles) 3/day 16-20 Shield on wielder 3/day 21-25 Detect thoughts (100-ft. range, 1 minute per use) 3/day 26-30 Levitation (wielder only, 10 minute duration) 3/day 31-35 Invisibility (wielder only, up to 30 minutes per use) 3/day 36-40 Fly (30 minutes per use) 2/day 41-45 Lightning bolt (8d6 points of damage, 200-ft. range, DC 131) 1/day 46-50 Summon monster III 1/day 51-55 Telepathy (100 ft. range) 2/day 56-60 Cat's grace (wielder only) 1/day 61-65 Bull's strength (wielder only) 1/day 66-70 Haste (wielder only, 10 rounds) 1/day 71-73 Telekinesis (250 lb. maximum, 1 minute each use) 2/day 74-76 Heal 1/day 77 Teleport, 600 lb. maximum 1/day 78 Globe of invulnerability 1/day 79 Stoneskin (wielder only, 10 minutes per use) 2/day 80 Feeblemind by touch 2/day 81 True seeing At will 82 Wall of force 1/day 83 Summon monster VI 1/day 84 Finger of death (100 ft. range, DC 171) 1/day 85 Passwall At will 86-90 Roll twice again on this table - 91-100 Roll again on this table, and then roll for a special purpose on Table: Intelligent Item Purpose - 1 Choose an ability score of the item (usually the highest) at the time the item is created or randomly generated. Add that ability's bonus to the given DC.


If the same power is rolled twice, the uses per day are doubled. (If true seeing or passwall is rolled twice, roll again.) Powers function only when the item is drawn and held, and the possessor is concentrating upon the desired effect. Activating a power is a standard action. An intelligent item might activate a power on its own.

Table: Intelligent Item Awesome Powers d% Awesome Power Uses 01-04 Astral projection 1/day 05-08 Bull's strength (wielder only; intensified; +10 enhancement bonus to Strength) 1/day 09-12 Cat's grace (wielder only; intensified; +10 enhancement bonus to Dexterity) 1/day 13-16 Chain lightning (enhanced; 20d6 damage; DC 161) 1/day 17-20 Dominate monster (DC 19 1) on contact 1/day 21-24 Endurance (wielder only; intensified; +10 enhancement bonus to Constitution) 1/day 25-28 Energy drain (DC 19 1) on contact 1/day 29-32 Finger of death (heightened to 9th level; DC 191) 1/day 33-36 Foresight (wielder only) 1/day 37-40 Gate 1/day 41-44 Haste (wielder only; extended; 40-round duration) 3/day 45-48 Improved invisibility (wielder only; extended; 40-minute duration) 2/day 49-52 Mass heal 1/day 53-56 Meteor swarm (DC 191) 1/day 57-60 Phase door 2/day 61-64 Prismatic sphere (DC 191) 1/day 65-68 Stoneskin (wielder only; extended; 400-minute duration) 3/day 69-72 Summon monster IX 2 (extended; 40-round duration) 1/day 73-76 Sunburst (heightened to 9th level; DC 191) 2/day 77-80 Teleport without error 2/day 81-90 Roll twice again on this table - 91-100 Roll again on this table, and then roll for a special purpose on nonepic magic item Table: Intelligent Item Purpose. - 1 Choose an ability score of the item (usually the highest) at the time the item is created or randomly generated. Add that ability's bonus to the listed DC. 2 The weapon can only summon monsters whose alignment has no components that oppose the item's alignment.


Unless otherwise stated, all awesome powers function at 20th caster level. If a power is rolled twice, the uses per day are doubled. Powers function only when the item is drawn and held, and the possessor is concentrating upon the desired effect. Activating a power is a standard action. An intelligent item might activate a power on its own.

SPECIAL PURPOSE ITEMS Purpose An item's purpose must suit the type and alignment of the item and should always be treated reasonably.

Table: Intelligent Item Purpose d% Purpose 01-20 Defeat/slay diametrically opposed alignment1 21-30 Defeat/slay arcane spellcasters (including magic-using monsters) 31-40 Defeat/slay divine spellcasters (including divine entities and servitors) 41-50 Defeat/slay nonspellcasters 51-55 Defeat/slay a particular creature type 56-60 Defeat/slay a particular race or kind of creature 61-70 Defend a particular race or kind of creature 71-80 Defeat/slay the servants of a specific deity 81-90 Defend the servants and interests of a specific deity 91-95 Defeat/slay all (other than the item and the wielder) 96-100 Other 1 The purpose of the neutral (N) version of this item is to preserve the balance by defeating/slaying powerful beings of the extreme alignments (LG, LE, CG, CE).


SPECIAL PURPOSE POWER A special purpose power operates only when the item is in pursuit of its special purpose. This is always up to the purview of the item. It should always be easy and straightforward to see how the ends justify the means. That is to say that if the player's reasoning for how a particular action serves the item's purpose is not completely believable, the item won't allow it.

Table: Intelligent Item Special Purpose Powers d% Special Purpose Power 01-10 Blindness1 (DC 172) for 2d6 rounds 11-20 Confusion1 (DC 192) for 2d6 rounds 21-25 Fear1 (DC 192) for 1d4 rounds 26-55 Hold monster1 (DC 192) for 1d4 rounds 56-65 Slay living1 (DC 202) 66-75 Disintegrate1 (DC 212) 76-80 True resurrection on wielder, one time only 81-100 +4 luck bonus on all saving throws, +4 deflection AC bonus, spell resistance 30 1 This power affects the opponent of the item's wielder on a successful hit unless the opponent makes a Will save at the listed DC. 2 Choose an ability score of the item (usually the highest) at the time the item is created or randomly generated. Add that ability's bonus to the listed DC.


ITEM EGO Ego is a measure of the total power and force of personality that an item possesses. Only after all aspects of an item have been generated and recorded can its Ego score be determined. Ego is a factor with regard to the dominance of item over character, as detailed below. Table: Item Ego Attribute of Item Ego Points Each +1 enhancement of item up to +5 1 Each +1 enhancement of item above +5 2 Each +1 bonus of special abilities 1 Each primary ability1 1 Each extraordinary power1 2 Each awesome power1 6 Special purpose 4 Telepathic ability 1 Read languages ability 1 Read magic ability 1 Each +1 of Intelligence bonus 1 Each +1 of Wisdom bonus 1 Each +1 of Charisma bonus 1 1 If uses per day are doubled, Ego points are doubled as well.


ITEMS AGAINST CHARACTERS When an item has an Ego of its own, it has a will of its own. The item is, of course, absolutely true to its alignment. If the character who possesses the item is not true to that alignment's goals or the item's special purpose, personality conflict-item against character-results. Similarly, any item with an Ego score of 20 or higher always considers itself superior to any character, and a personality conflict results if the possessor does not always agree with the item. When a personality conflict occurs, the possessor must make a Will saving throw (DC = item's Ego). If the possessor succeeds, he or she is dominant. If he or she fails, the item is dominant. Dominance lasts for one day or until a critical situation occurs (such as a major battle, a serious threat to either item or character, and so on). Should an item gain dominance, it resists the character's desires and demands concessions such as any of the following: · Removal of associates or items whose alignment or personality is distasteful to the item. · The character divesting him or herself of all other magic items or items of a certain type. · Obedience from the character so the item can direct where they go for its own purposes. · Immediate seeking out and slaying of creatures hateful to the item. · Magical protections and devices to protect the item from molestation when it is not in use. · That the character carry the item with him or her on all occasions. · That the character relinquish the item in favor of a more suitable possessor due to alignment differences or conduct.

In extreme circumstances, the item can resort to even harsher measures. · Force its possessor into combat. · Refuse to strike opponents. · Strike at its wielder or his or her associates. · Force its possessor to surrender to an opponent. · Cause itself to drop from the character's grasp.

Naturally, such actions are unlikely when harmony reigns between the character's and item's alignments or when their purposes and personalities are well matched. Even so, an item might wish to have a lesser character possess it in order to easily command him or her, or a higher-level possessor so as to better accomplish its goals. All magic items with personalities desire to play an important role in whatever activity is under way, particularly combat. Such items are rivals of each other, even if they are of the same alignment. No intelligent item wants to share its wielder with others. An intelligent item is aware of the presence of any other intelligent item within 60 feet, and most intelligent items try their best to mislead or distract their host so that he or she ignores or destroys the rival. Of course, alignment might change this sort of behavior. Items with personalities are never totally controlled or silenced by the characters who possess them, even though they may never successfully control their possessor. They may be powerless to force their demands but remain undaunted and continue to air their wishes and demands.

ARTIFACTS

MINOR ARTIFACTS Minor artifacts are not necessarily unique items, but rather magic items that no longer can be made by common mortal means-even by the hands of epic creators. Such items have no established market price. Below is a selection of known minor artifacts.

Everfull Purse: This leather belt pouch has the power to turn a single gold coin into many overnight. If a single gold piece is placed in the everfull purse at sunset, it will be replaced at sunrise by 25 gold pieces. The purse has no effect if more than one gold piece is left within, or if anything other than gold is placed within. Caster Level: 20th; Weight: 1/2 lb. Libram of Gainful Conjuration: This mystic book is of great value to arcane spellcasters of good alignment (LG, NG, CG). Study of the work requires one week. Upon completion, the good arcane caster gains a +1 inherent bonus to the ability score controlling his or her arcane spellcasting ability and experience points sufficient to place him or her halfway into the next level of experience. (If the reader has levels in more than one arcane spellcasting class, he or she must choose one of the classes to be affected.) Nongood arcane spellcasters (LN, N, CN, LE, NE, or CE) are permanently drained of 1d4+1 points of Constitution and must atone (see the atonement spell) in order to gain any further experience. Anyone incapable of casting arcane spells who reads even a single word of the work must make a Will save (DC 20) or suffer insanity (see the insanity spell). Except as indicated above, the writing in a libram of gainful conjuration can't be distinguished from any other book, libram, tome, or so on until perused. Once read, the book vanishes, never to be seen again, nor can the same character ever benefit from reading a similar tome a second time. Caster Level: 19th; Weight: 3 lb. Libram of Ineffable Damnation: This mystic book is of great value to arcane spellcasters of evil alignment (LE, NE, CE). Study of the work requires one week. Upon completion, the evil arcane caster gains a +1 inherent bonus to the ability score controlling his or her arcane spell-casting ability and experience points sufficient to place him or her halfway into the next level of experience. (If the reader has levels in more than one arcane spellcasting class, he or she must choose one of the classes to be affected.) Nonevil arcane spellcasters (LN, N, CN, LG, NG, or CG) are permanently drained of 1d4+1 points of Constitution and must atone (see the atonement spell) in order to gain any further experience. Anyone incapable of casting arcane spells who reads even a single word of the work must make a Will save (DC 20) or suffer insanity (see the insanity spell). Except as indicated above, the writing in a libram of ineffable damnation can't be distinguished from any other book, libram, tome, or so on until perused. Once read, the book vanishes, never to be seen again, nor can the same character ever benefit from reading a similar tome a second time. Caster Level: 19th; Weight: 3 lb. Libram of Silver Magic: This mystic book is of great value to arcane spellcasters of neutral alignment (LN, N, CN). Study of the work requires one week. Upon completion, the neutral arcane caster gains a +1 inherent bonus to the ability score controlling his or her arcane spellcasting ability and experience points sufficient to place him or her halfway into the next level of experience. (If the reader has levels in more than one arcane spellcasting class, he or she must choose one of the classes to be affected.) Evil or good arcane spellcasters (LE, NE, CE, LG, NG, or CG) are permanently drained of 1d4+1 points of Constitution and must atone (see the atonement spell) in order to gain any further experience. Anyone incapable of casting arcane spells who reads even a single word of the work must make a Will save (DC 20) or suffer insanity (see the insanity spell). Except as indicated above, the writing in a libram of silver magic can't be distinguished from any other book, libram, tome, or so on until perused. Once read, the book vanishes, never to be seen again, nor can the same character ever benefit from reading a similar tome a second time. Caster Level: 19th; Weight: 3 lb. Manual of Puissant Skill at Arms: This treatise contains expert advice and instruction in the arts of combat. Any barbarian, fighter, monk, paladin, or ranger who spends one week studying the manual gains a +1 inherent bonus to Strength and experience points sufficient to place him or her halfway into the next level of experience. (If the reader has levels in more than one of the classes listed, he or she must choose one of the classes to be affected.) A character without any levels in one of the classes listed gains no bonus from the work, but if an arcane spellcaster without levels in one of the classes listed scans even a single word he or she will lose 2dx1,000 XP and must make a Will save (DC 20) or have 1 point of Intelligence permanently drained. Except as indicated above, the writing in a manual of puissant skill at arms can't be distinguished from any other book, libram, tome, or so on until perused. Once read, the book vanishes, never to be seen again, nor can the same character ever benefit from reading a similar tome a second time. Caster Level: 19th; Weight: 3 lb. Manual of Stealthy Pilfering: This guide to thievery grants any rogue who spends a week studying its lessons a +1 inherent bonus to Dexterity and experience points sufficient to place him or her halfway into the next level of experience. A character without any rogue levels gains no bonus from the work, but if a divine spellcaster without rogue levels scans even a single word she will lose 2dx1,000 XP and must make a Will save (DC 20) or have 1 point of Wisdom permanently drained. Except as indicated above, the writing in a manual of stealthy pilfering can't be distinguished from any other book, libram, tome, or so on until perused. Once read, the book vanishes, never to be seen again, nor can the same character ever benefit from reading a similar tome a second time. Caster Level: 19th; Weight: 3 lb. Rogue's Dice: This pair of cubes appears much like any other pair of typical (6-sided) dice. A character with a pair of rogue's dice who wishes to roll them must announce that he or she is rolling the dice (accidental rolls have no effect). Rolling the dice is a standard action, and both dice must be rolled simultaneously to have any effect. The player should roll 2d6 and consult the table below to determine the dice's affects. 2d6 Effect 2 Lose 10,000 XP and dice roll again next round 3 Permanently lose 1d4+1 Dex 4 Gain 1d4 negative levels (Fortitude DC 20 to remove) 5 -1 penalty on all attacks, saves, and checks for 1 hour 6 -4 penalty to AC for 10 minutes 7 +1 morale bonus on attacks and on saves against fear for 10 minutes 8 Gain effects of blur for 10 minutes 9 +1 insight bonus on all attacks, saves, and checks for 1 hour 10 Gain effects of freedom of movement for 1 hour 11 Gain one limited wish (must be used within 1 minute) 12 Gain 10,000 XP and may roll again next round

No character can gain any effect from an additional roll of the dice within 24 hours, with two exceptions. If a 2 is rolled, the dice automatically roll themselves at the beginning of the character's next turn and he or she must accept the additional result. If a 12 is rolled, the character may choose to roll again in the next round (if more than 1 full round elapses between the roll of 12 and this bonus roll, the character loses the bonus roll). There is no method (mundane or magical) to predict or influence the result of a roll of Rogue's dice. Even powerful divination magic can't predict the outcome of a roll before it is made. Caster Level: 20th; Weight: -.

MAJOR ARTIFACTS

Axe of the Dwarvish Lords: This is a +6 keen throwing goblinoid bane dwarven waraxe. Any dwarf who holds it doubles the range of his or her darkvision. Any nondwarf who grasps the Axe takes 2 points of temporary Charisma damage; these points cannot be healed or restored in any way while the Axe is held. The current owner of the Axe gains a +10 bonus on Craft (armorsmithing, blacksmithing, gemcutting, stonemasonry, and weaponsmithing) checks. The wielder of the Axe can summon an elder earth elemental (as summon monster IX; duration 20 rounds) once per week. Codex of the Infinite Planes: The Codex is enormous-supposedly, it requires two strong men to lift it. No matter how many pages are turned, another always remains. Anyone opening the Codex for the first time is utterly annihilated, as with a destruction spell (Fortitude DC 30 for only 10d6 damage). Those who survive can peruse its pages and learn its powers, though not without risk. Each day spent studying the Codex allows the reader to make a Spellcraft check (DC 50) to learn one of its powers (choose the power learned randomly; add a +1 circumstance bonus on the check per additional day spent reading until a power is learned). However, each day of study also forces the reader to make a Will save (DC 30 + 1 per day of study) to avoid being driven insane (as the insanity spell). The powers of the Codex of the Infinite Planes are as follows: astral projection, banishment, elemental swarm, gate, greater planar ally, greater planar binding, plane shift, and soul bind. Each is usable at will by the owner of the Codex (assuming that he or she has learned how to access the power). The Codex of the Infinite Planes has a caster level of 30th for the purposes of all powers and catastrophes, and all saving throw DCs are 20 + spell level. Activating any power requires both a Concentration check and a Spellcraft check (DC 40 + twice the spell level of the power; the character can't take 10 on this check). Any failure on either check indicates a catastrophe befalls the user (roll on the table below for the effect). A character can only incur one catastrophe per power use, even if he or she fails both checks. d% Catastrophe 01-25 Natural Fury: An earthquake spell centered on the reader strikes every round for 1 minute, and an intensified storm of vengeance spell is centered and targeted on the reader. 26-50 Fiendish Vengeance: A gate opens and 1d3+1 balor demons, pit fiends, or similar evil outsiders immediately step through and attempt to destroy the owner of the Codex. 51-75 Ultimate Imprisonment: Reader's soul is captured (as trap the soul; no save allowed) in a random gem somewhere on the plane while his or her body is entombed beneath the earth (as imprisonment). 76-100 Death: The reader utters a wail of the banshee and then is subject to a destruction spell. This repeats every round for 10 rounds until the reader is dead.

Cup and Talisman of the Demigod: The Cup is a large gem-set golden chalice requiring two hands to lift. It emits light (as the daylight spell) at all times and automatically dispels any darkness-based spells whose area it enters. If the cup is filled with holy water (requiring a full gallon), that substance will act as a potion of cure critical wounds or a potion of neutralize poison (owner's choice) if drunk. This liquid can't be saved or stored in any way. The Talisman is a small eight-pointed platinum star hanging from a chain of gold and pearls. The wearer gains a +6 enhancement bonus to Charisma and may cast remove blindness/deafness, remove curse, and remove disease at will. Furthermore, if the Talisman is placed within the Cup and the Cup filled with holy water, that liquid acts as a special elixir of resurrection (as the spell). This effect will function only once per month. Any evil or chaotic creature that touches the Cup or Talisman is struck with a holy word (if evil) or dictum (if chaotic) spell (or both if the creature is chaotic evil). Eye of the Orc: This lump of rock has a marquis-cut black sapphire set in its center, making it appear similar to a large eye. If possessed by an orc, it grants a +6 enhancement bonus to Strength and Charisma, and the orc's darkvision range is doubled. Nonorcs who possess the Eye gain a +2 enhancement bonus to Strength but take a -2 penalty to Intelligence and Charisma. Regardless of the owner's race, any weapon wielded by the owner of the Eye is considered an elf bane weapon. Furthermore, by holding the Eye before the character, he or she can perceive things as if he or she had true seeing cast upon him or her. This can be activated only once per day but lasts as long as the character concentrates on it (requiring a standard action each round). Golem Armor: This enormous suit of black iron +10 full plate armor increases the wearer's size by one category (to a maximum of Colossal). The wearer gains a +10 enhancement bonus to Strength and is rendered immune to mind-affecting effects, poison, disease, and similar effects. He or she is not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage. Golem Armor is immune to rust attacks. The wearer of Golem Armor gains damage reduction 15/adamantine. He or she also cannot regain hit points by any means (mundane or magical) while the armor is worn. It requires 1 hour to don or extract oneself from Golem Armor. Invulnerable Coat: The Invulnerable Coat +5 chain shirt of heavy fortification. It grants its wearer damage reduction 10/epic and resistance 20 against acid, cold, electricity, fire, and sonic energy. If the wearer can turn undead, treat the wearer as having +4 class levels for purposes of caster level, turning undead, smiting evil, and laying on hands. Iron Gauntlet of War: The Gauntlet grants a +8 enhancement bonus to Strength. The wearer doubles the damage bonus on any smite attacks he or she makes. If the wearer has the Leadership feat, the wearer's Leadership score increases by +4, but the wearer can never attract or keep followers or cohorts who are good or chaotic. Once per day, the wielder can use implosion as a 20th-level caster (DC 23). The Iron Gauntlet of War is intelligent (Int 13, Wis 18, Cha 24, Ego 26) and lawful evil. It can communicate telepathically with its wearer, though it cannot speak. It will always seek to dominate any wearer who isn't lawful evil, forcing such an owner to commit lawful evil deeds (or else find a more suitable wearer). Ring of Nine Facets: This ring is set with a gem of nine facets, each one in-scribed with a different incomprehensible rune. Each day at sunrise, the gem turns to display a different facet. The active facet determines the Ring's power for that day. Each day, roll 1d10 to determine which facet (and thus which power) is active.

1d10 Active Facet Power 1 Wearer is immune to disease 2 Wearer needs no air to survive 3 Wearer gains +5 natural armor bonus 4 Wearer gains low-light vision 5 Wearer gains fast healing 1 6 Wearer can fly at will 7 Wearer gains cold resistance 30 8 Wearer gains freedom of movement 9 Wearer gains +5 resistance bonus on saving throws 10 Wearer may select which facet is active


The wearer of the Ring can, with a great deal of mental exertion, attempt to change the active facet away from one he or she does not desire. This requires a full-round action and a Concentration check (DC 50), and deals 2d6 points of nonlethal damage regardless of success. If the save is successful, the new facet is determined randomly. If the Ring is removed, the former wearer takes 2d6 points of nonlethal damage each minute until it is replaced or until his or her nonlethal damage exceeds his or her current hit points (though the nonlethal damage resumes again immediately when the former wearer regains consciousness).


EPIC OBSTACLES


Walls In addition to the standard types of wall, walls in dungeons can be made of mithral, adamantine, or even pure force. Wall Type Typical Thickness Break DC Hardness Hit Points* Climb DC Paper Paper-thin 1 - 1hp 30 Wood 6in. 20 5 60hp 21 Masonry 1ft. 35 8 90hp 15 Masonry, superior 1ft. 35 8 90hp 20 Masonry, reinforced 1ft. 45 8 180hp 15 Stone, hewn 3ft. 50 8 540hp 22 Stone, unworked 5ft. 65 8 900hp 20 Iron 3in. 30 10 90hp 25 Mithral 3in. 46 15 90hp 70 Adamantine 3in. 66 20 120hp 70 Magically treated** - 20 x2 x2† - Wall of force 1in. n/a n/a n/a 70 Wall of ice 1in./lvl 15+1/in. 0 3hp/in. 25 Wall of iron 1in./4lvls 25+2/in. 10 30hp/in. 25 Wall of stone 1in./4lvls 20+2/in. 8 15hp/in. 22

  • Per 10-ft.-by-10-ft. section.
    • These modifiers can be applied to any of the other categories and types.

†Or 50, whichever is greater.

Doors

       Break DC  

Door Type Typical Thickness Hardness Hit Points Stuck Locked Simple wooden 1 in. 5 10 hp 13 15 Good wooden 1 1/2 in. 5 15 hp 16 18 Strong wooden 2 in. 5 20 hp 23 25 Stone 4 in. 8 60 hp 28 28 Iron 2 in. 10 60 hp 28 28 Mithral 2 in. 15 60 hp 40 40 Adamantine 2 in. 20 80 hp 60 60 Force 1 in. n/a n/a n/a n/a Portcullis, wodden 3 in. 5 30 hp 25* 25* Portcullis, iron 2 in. 10 60 hp 25* 25* Portcullis, mithral 2 in. 15 60 hp 30* 30* Portcullis, adamatine 2 in. 20 80 hp 40* 40* Portcullis, force 1 in. 10 n/a n/a 50*

  • DC to lift. Use appropriate door figure for breaking.


Obstacles and Hazards Obstacle/Hazard Effect Acid tank 1d6 damage per round, or 10d6 per round for total immersion; plus poison fumes. Antimagic field Negates all spells or magical effects. Dimensional anchor trap Blocks bodily extradimensional travel. Hurricane-force winds Ranged attacks impossible, flight virtually impossible. Lava pit 2d6 damage per round, or 20d6 per round for total immersion; plus continuing damage. Permanent prismatic sphere Requires seven different spells to bypass. Permanent solid fog Move at one-tenth normal speed, -2 penalty on attack and damage (good when coupled with incorporeal monsters). Permanent wall of force Blocks most spells and ethereal travel, can't be dispelled. Three-dimensional dungeons Levitation/flying required to move between areas. Unconnected rooms Teleportation required to move between areas. Variable gravity As reverse gravity, but direction random each round.


Slimes, Molds, and Fungi For purposes of spells and other special effects, all slimes, molds, and fungi are treated as plants. Like traps, dangerous slimes and molds have Challenge Ratings, and characters earn experience points for encountering them.

Flux Slime (CR 21): Flux slime appears as a clear, viscous liquid that seeps from some unseen origin point. This origin point is extradimensional, so the slime may even appear in midair. As the slime flows, it settles and fills the area around the origin point. Flux slime seems to be an inert substance, devoid of sentience. It is not caustic or toxic, but it radiates an antimagic field within a radius of 10 feet. This antimagic field has a caster level of 21. Any quantity of slime that is removed from the main mass yellows and hardens in a matter of minutes, turning into a flaky material that will not adhere to anything. In reality, flux slime is a growth with a ravenous appetite for magical forces. It is a natural draining phenomenon: Magical energy drains through the origin point in one direction in exchange for the residue on the far side. The antimagic field a flux slime generates is actually the byproduct of the consumption of magical energy. In addition to the antimagic field's effects, magic items that come into contact with flux slime permanently lose their magical abilities; creatures with spell-like or super-natural abilities that come into contact with it take 2d6 points of temporary Constitution damage per round while it devours flesh; creatures without such abilities are immune to this effect. On the first round of contact, the slime can be scraped off a creature, but after that it must be frozen, burned, or cut away (dealing damage to the victim as well). Extreme cold, heat, or sunlight destroys a patch of flux slime. When destroyed, a patch of slime releases the byproducts of its magical digestion in a dangerous burst that radiates out 50 feet. All creatures caught in this burst are subject to some random and permanent transmutation effect, as generated on the table below. Each burst generates one of these effects. Creatures may resist this effect with a Fortitude saving throw (DC 29). d% Result 01-10 Blindness (as blindness/deafness spell) 11-16 Cursed (as bestow curse spell; -4 enhancement penalty on attack rolls, saving throws, ability checks, and skill checks) 17-26 Deafness (as blindness/deafness spell) 27-32 Disintegrate (subject is destroyed by a disintegrate spell) 33-40 Etherealness (as etherealness spell) 41-48 Gaseous (as gaseous form spell) 49-54 Iron body (as iron body spell) 55-60 Petrification (as flesh to stone spell) 61-68 Plane shift (subject instantly transports to a random plane) 69-74 Polymorph (as polymorph other spell; choose form randomly) 75-80 Reverse gravity (flux slime becomes the center of a reverse gravity spell). 81-88 Teleport (each subject teleports to a different, random location) 89-94 Temporal stasis (as temporal stasis spell) 95-00 Reverse aging (subject gets younger each year, disappearing at moment of “birth”)

After the burst, the extradimensional origin point is sealed.




Can Someone else please clean up this page i am making, as I am not yet use to your editing setup and i can't seem to get tables to work out right! Ohhh, Is there a place where i should put epic monsters and where?



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