At the heart of every fantasy setting is magic. Non-Epic spellcasters can cast incredibly powerful spells to shape the world around them. To an Epic spellcaster, however, these wielders are but ignorant children scratching the surface of true potential. Beyond the realm of what most magical experts believe is possible lies greater power. Simply called “Epic magic,” this force is raw, highly concentrated magical energy of such magnitude that it can warp the very fabric of reality. Epic spellcasters of various backgrounds all draw their Epic magic from sources of great power, using their Intelligence, Wisdom, or Charisma to cast mighty Epic spells. However, wielding Epic magic is exceedingly dangerous, and aspiring Epic spellcasters would do well to understand as much as they can about this awesome power.
The power of magic is so great that the universe itself struggles to support the casting of Epic spells. Those brave enough to test the limits of Epic magic in the name of research have discovered three universal rules that govern its use: the laws of supremacy, exclusivity, and nobility. Regardless of a spellcaster’s class, all wielders of Epic magic adhere to these laws and only the mightiest beings possess the ability to break them. These laws introduce several key terms that are significant to understanding Epic magic.
Epic Spell.
An Epic spell is a type of spell cast by a character or creature with access to the Epic Spellcasting feature. Epic spells function similarly to non-Epic spells, with a cast time, range, components, and duration, all of which work identically to their non-Epic counterparts. Epic spells follow the same restrictions and rules as non-Epic spells with a few notable exceptions detailed in this section. Instead of spell levels, Epic spells have tiers of power. The least powerful of the Epic spells are tier 1 Epic spells, followed by tier 2 Epic spells, followed by incredibly powerful tier 3 Epic spells. Some Epic spells cast at tier 1 or tier 2 can have their effects improved by casting them at a higher Epic spell tier, which follow similar rules as non-Epic spells being cast at higher levels, the details of which are enumerated in each Epic spell’s description.
Epic Magical Effect.
An Epic magical effect is an effect produced specifically by an Epic spell or by a feature that replicates the effects of Epic magic. Typically, an Epic magical effect is something that occurs after an Epic spell is cast and persists over the course of a duration or as a result of the spell’s casting.
Epic magic is beyond the ability of non-Epic spellcasters to affect with lesser magic. Epic spells cannot be countered or dispelled by non-Epic spells, and non-Epic spells that would suppress the effects of magic, such as antimagic field, have no effect on Epic spells. If a non-Epic spell attempts to remove or alter an ongoing Epic magical effect, such as removing a condition imposed by an Epic spell via a greater restoration spell, the caster must succeed on a spellcasting ability check as a part of the attempt against a DC determined by the Epic spell’s tier or the attempt fails and any resources used to cast the spell are wasted. This DC is 21 for a tier 1 Epic spell, 24 for a tier 2 Epic spell, and 28 for a tier 3 Epic spell.
Casting Epic spells is dangerous. Trying to cast too many too quickly is deadly. An Epic spellcaster cannot cast more than a single Epic spell per turn, regardless of the action used to cast that spell. However, casting an Epic spell as an action or bonus action does not prevent the caster from casting an additional non-Epic, non-cantrip spell as an action or bonus action on the same turn. Some creatures of extreme power, such as gods or similarly powerful beings, are able to bend this rule and cast multiple Epic spells in a single turn, but have either taken extraordinary precautions to do so or possess power well beyond the might of Epic characters. If an Epic spellcaster attempts to cast more than a single Epic spell in a turn, at the DM’s discretion a violent magical catastrophe of tremendous proportions may occur as the universe reacts poorly to the attempt.
While non-Epic magic is powerful, Epic magic is in a different league. If a non-Epic spell or magical effect would attempt to replicate the effects of Epic magic or other Epic effects, such as using a wish spell to cast an Epic spell, that attempt automatically fails.
This section describes all known Epic spells available to spellcasters of various Epic prestige classes, and each has a list of Epic spells from which it can cast. The names of all Epic spells and their descriptions are detailed in this section as well.
Antimagic Ray
Tier 1 Epic abjuration
Casting Time: 1 action
Range: 300 feet
Components: V, S, M (an iron golem’s knuckle)
Duration: Instantaneous Choose one creature, object, or magical effect within range. Any non-Epic spells and a single tier 1 Epic spell on the target ends. If the target is under the effects of a tier 2 Epic spell or higher, you may choose to not end a single tier 1 Epic spell on the target (if any) and instead attempt an ability check using your spellcasting ability to end an Epic spell of a higher tier. The DC equals 24 for a tier 2 Epic spell and 28 for a tier 3 Epic spell. On a successful check, the spell ends. At Higher Levels. When you cast this spell as a tier 2 Epic spell, you automatically end the effects of single tier 2 Epic spell or lower and may choose to not end a single tier 2 Epic spell to attempt to end a single tier 3 Epic spell. When you cast this spell as a tier 3 Epic spell, you automatically end the effects of a single tier 3 Epic spell.
Arboreal Metamorphosis
Tier 1 Epic transmutation
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a nut from an extinct species of tree)
Duration: 1 minute
You attempt to transform one creature that you can see within range into a wooden form that functions like a living tree. If the target’s body is made of solid matter, the creature must attempt a Constitution saving throw. On a failure it is restrained as its body begins to harden. On a success the creature isn’t affected and the spell ends.
A creature affected by this spell must attempt another Constitution saving throw at the end of each of its turns until the spell ends. If it successfully saves against this spell three times, the spell ends. If it fails its saving throw three times the spell ends and the creature is turned to wood and subjected to the petrified condition permanently. The successes and failures don’t need to be consecutive; keep track of both until the spell ends. In the creature’s new form, its body functions like a living tree of a type chosen by you, growing superficial foliage and other appropriate characteristics.
If the creature is physically broken while petrified, it suffers from similar deformities if its reverts to its original state.
At Higher Levels. When you cast this spell as a tier 2 Epic spell a creature need only fail a single additional saving throw over the spell’s duration after it fails the initial saving throw to become petrified. When you cast this spell as a tier 3 Epic spell, a creature that fails the initial saving throw against this spell becomes immediately petrified.
Ashran’s Arcane Absorption
Tier 1 Epic abjuration
Casting Time: 1 action
Range: Self
Components: V, S, M (a preserved globule of a black pudding in a glass sphere)
Duration: 1 minute
Invented by the tiefling ascendant Ashran Firebrand to protect himself against magical assassination attempts from his fiendish father, this spell negates and absorbs non-Epic magic and repurposes it for the caster’s personal use. When you cast this spell, you are encased in a sheath of antimagic specially designed to negate enemy spells. While so encased, as a reaction, when you would be affected by a non-Epic spell you may absorb the spell and gain its magic. The absorbed spell’s effect against you is prevented and any spells with a duration you absorb immediately end. Immediately after you absorb a spell, you generate a temporary spell slot of a level one lower than the level of spell you just absorbed (minimum of 1st level; absorbing cantrips does not generate spell slots), which can be used to cast spells as though it were one of your class’s spell slots. These temporary spell slots last for the duration and are lost when absorption ends. Using this spell, you may absorb up to 10 total spell levels over its duration. If you would attempt to absorb the effects of a spell that would put you over this maximum, the spell’s effect is prevented, and absorption immediately ends.
At Higher Levels. When you cast this spell as a tier 2 Epic spell or higher, you can absorb 5 additional levels of spells for each tier beyond tier 1.
Catastrophe
Tier 1 Epic necromancy
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a handful of earth taken from a dead world)
Duration: Instantaneous Your touch infects a creature with a dangerous infusion with the essence of death. Make a single melee spell attack against a creature within range. On a successful hit, the target becomes wreathed in negative energy for 1 minute. When a target so wreathed would regain hit points, the negative energy prevents the creature from regaining those hit points and it instead loses that many hit points. Once the spell prevents a target from regaining 200 hit points in this manner, the effect ends.
At Higher Levels. When you cast this spell as a tier 2 Epic spell or higher, the amount of hit points the spell can prevent the target from regaining increases by 100 per tier above tier 1.
Crown of Vermin
Tier 1 Epic conjuration
Casting Time: 1 action
Range: Self (15-foot radius)
Components: V, S, M (an ancient insect encased in amber)
Duration: Concentration, up to 1 minute You conjure a cloud of buzzing, swarming insects that emanates from you in a 15-foot radius. Until the spell ends, the cloud moves with you and is centered on you. The cloud has 200 hit points. When you take damage, the cloud of insects protects you by losing hit points and preventing 1 point of damage for each hit point lost. The cloud can prevent up to 50 damage at a time in this manner. If the cloud reaches 0 hit points, the spell ends. If a creature moves into the spell’s area for the first time on its turn or starts its turn there, it takes 25 piercing damage and the cloud loses 25 hit points.
At Higher Levels. When you cast this spell as a tier 2 Epic spell or higher, you increase the hit points of the swarm by 100 per tier above tier 1 and the maximum damage able to be dealt and prevented by the swarm by 25 per tier above tier 1.
Dimensional Mastery
Tier 1 Epic enchantment
Casting Time: 1 action
Range: Self (60-foot radius)
Components: V, S, M (a compass that doesn’t point north)
Duration: 10 minutes You enchant yourself with a profound mastery over space within a 60-foot radius of you. When you cast the spell and as an action on each of your turns for the duration, you can teleport any number of creatures you can see within the spell’s area to different unoccupied spaces you can see within the spell’s area. An unwilling creature can attempt a Charisma saving throw to prevent this movement. Additionally, if a creature you can see within the spell’s area casts a spell or uses a feature that would magically teleport it to a different location, such as a dimension door spell or a conjuration wizard’s Benign Transposition feature, you can use your reaction to force that creature to attempt a Charisma saving throw, preventing the movement on a failure.
Enigma Masque
Tier 1 Epic illusion
Casting Time: 1 action
Range: Touch
Components: V, S, M (a portrait of a forgotten hero)
Duration: Concentration, up to 24 hours
You conceal a creature you touch in a magical mask that protects its identity and grants it a fictional persona of your own design. As a part of casting the spell, you must fabricate an entirely new character of the same size and type as the affected creature. You determine the character’s name, personality, background, alignment, and any other details by which you wish others to know the character. For the duration of the spell, the target has a +10 bonus on Charisma ability checks to maintain the persona and convince others of its validity. The first time another creature perceives the target, it must attempt an Intelligence saving throw. On a failure, the creature becomes completely convinced the target is the persona, even if common sense would indicate otherwise, and has Epic disadvantage on Charisma and Wisdom ability checks against the target. An affected creature will even fabricate false memories to stretch reason to ridiculous degrees if necessary to believe the persona. If the true nature of the target is revealed through incontrovertible proof to an affected creature, the effect ends. If you cast this spell every day for 1 week on the same target, its duration becomes permanent.
At Higher Levels. When you cast this spell at a tier higher than tier 1, you may affect up to two additional creatures within reach per tier above tier 1.
Flash Freeze
Tier 1 Epic evocation
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (an ancient shard of ice)
Duration: Instantaneous
You generate a maelstrom of frigid cold in a 20-foot radius centered on a point within range. Creatures in the area must succeed on a Constitution saving throw or take 10d10 points of cold damage and become frozen. A successful saving throw halves the damage and prevents the frozen condition.
At Higher Levels. When you cast this spell as a tier 2 Epic spell or higher, the cold damage increases by 10d10 for each tier above tier 1.
New Condition: Frozen
A frozen creature is encased in ice, which is an object that surrounds the creature with an AC of 15 and 100 hit points. When the creature is no longer encased in ice, the condition ends.
The creature’s speed is 0, and it cannot take actions other than attempting to break free. A creature attempting to break free from the ice must take an action to attempt a Strength (Athletics) ability check against a DC of 15 or the source’s spell save DC, whichever is higher. On a success, the condition ends.
The creature is immune to all damage except cold and psychic damage.
Genesis
Tier 1 Epic evocation
Casting Time: 1 action
Range: 90 feet
Components: V, S, M (a piece of bark from a redwood treant)
Duration: 1 minute
A living creature you can see within range receives a bountiful wellspring of healing energy, regaining 20d6 hit points and becoming cured of the following conditions: blinded, deafened, exhaustion, and unconscious. For the duration, at the start of each of the creature’s turns, it regains 4d6 hit points. If a creature would be reduced to 0 hit points while under the effects of the spell, it regains 100 hit points and the spell ends.
At Higher Levels. When you cast this spell as a tier 2 Epic spell or higher, the target regains 10d6 additional hit points when the spell is cast, 2d6 additional hit points at the start of its turn, and 100 additional hit points when the target is first reduced to 0 hit points, for each tier above tier 1.
Hungry Fissure
Tier 1 Epic transmutation
Casting Time: 1 action
Range: Self (100-foot line)
Components: V, S, M (a fossilized drake claw)
Duration: Instantaneous
A great fissure 100 feet long, 30 feet wide, and 50 feet deep opens along the ground, starting in front of you and extending in a direction of your choice. A creature standing in the effect’s area can use its reaction to attempt a Dexterity saving throw to move safely to the edge of the fissure as it opens. On a failure or if unable to take a reaction, a creature large enough to fit inside the fissure falls to the bottom. If the fissure opens beneath a structure, the structure automatically collapses. At the end of your turn, the fissure slams shut, trapping creatures within underground. A creature so entrapped cannot move and is restrained unless it has a burrow speed. An entrapped creature can take an action to attempt a Strength (Athletics) ability check versus your spell save DC. On a success it is no longer restrained and can dig its way out by spending 4 feet of movement for every 1 foot it digs.
At Higher Levels. When you cast this spell as a tier 2 Epic spell or higher, the dimensions of the fissure increase by 100 feet in length, 30 feet in width, and 50 feet in depth per tier above tier 1.
Infinity Room
Tier 1 Epic illusion
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a tessellation drawn upon a piece of vellum)
Duration: Concentration, up to 1 hour or permanent You fabricate a 20-foot cube of illusory, impossible architecture and absurd geometry in a space you can see within range. The cube visibly distorts and warps everything within it, making its contents appear simultaneously everywhere and yet nowhere. Creatures outside the area have total cover against creatures inside the area, and three-quarters cover against creatures with truesight. A creature that is completely within the spells area cannot willingly leave by any means unless it takes an action to attempt a DC 20 Intelligence ability check. On a success, the creature is able to determine a route out of the infinity room by physical or magical means and can leave freely.
Magic Bullet
Tier 1 Epic evocation
Casting Time: 1 action
Range: 1 mile
Components: S, M (an extremely dense object the size of a marble)
Duration: Instantaneous
You fire a superdense projectile at unreal speeds toward a single target you can see within range. The projectile passes through any nonmagical object or non-Epic magical barrier and deals 100 force damage, striking with perfect accuracy. Creatures cannot take reactions in response to being targeted by or taking damage from this spell.
At Higher Levels. When you cast this spell as a tier 2 Epic spell or higher, the damage increases by 100 for each tier above tier 1.
Mera’s Miraculous Lightning Leap
Tier 1 Epic transmutation
Casting Time: 1 bonus action
Range: Self
Components: V, S, M (a fine adamantine wire 15 feet long)
Duration: 1 round
Discovered by the beloved silver dragonborn ascendant Mera, this spell transforms your body and equipment into pure electrical energy for the duration. While in this state, you gain the following benefits.
You are immune to lightning damage and have resistance to all other damage.
You have a fly speed of 120 feet and your movement does not provoke opportunity attacks.
You can occupy another creature’s space and vice versa and a creature’s space is not considered difficult terrain for you. Additionally, you can move through any space large enough for a pinhead. If you end your turn in another creature’s space, you provoke an opportunity attack from that creature and are moved to the nearest unoccupied space.
When you enter a creature’s space for the first time on a turn, it takes 10d10 lightning damage.
At Higher Levels. When you cast this spell as a tier 2 Epic spell or higher, the damage increases by 10d10 and the spell’s duration increases by one round for each tier above tier 1.
Mortifying Apparition
Tier 1 Epic illusion
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a tooth of a person frightened to death)
Duration: Concentration, up to 1 minute
You manifest a horrific vision in an unoccupied space you can see within range. Creatures of your choice that see the vision perceive it to be the most terrifying thing they can conceive. When a creature that is not frightened starts its turn and can see the vision, it must succeed on a Wisdom saving throw or become frightened of the vision. A creature that is immune to the frightened condition cannot be immune to this effect but attempts saving throws against it with Epic advantage.
A creature frightened by this spell must take the Dash action to move away from the vision by the fastest, most direct route unless there is nowhere to move. If the creature ends its turn in a location where it cannot see the vision, it can attempt Wisdom saving throw. On a success, the effect ends for that creature and it cannot be frightened by the spell again for its duration.
At Higher Levels. When you cast this spell as a tier 2 Epic spell, you can take an action on each of your turns to move the vision up to 60 feet. If you cast this spell as a tier 3 Epic spell, a creature that successfully saves against the spell to end the effect is instead able to be frightened by the spell again for its duration.
Night Terror
Tier 1 Epic divination
Casting Time: 1 minute
Range: Special
Components: V, S, M (the skull of a creature that died from psychic damage)
Duration: 1 week
This Epic spell fills a creature’s dreams with traumatic events and horrific visions. Choose a creature known to you as the target of this spell. Creatures that do not sleep, such as elves, have Epic advantage on saving throws against this spell but are not immune to its effects, instead suffering the effects when they take a long rest. If you possess a piece of that creature’s body, such as a lock of hair, the creature attempts its saving throws against this spell with Epic disadvantage. This spell immediately ends if you cast it again before its duration ends. Over the spell’s duration, you automatically sense when your target begins a long rest. While the target is resting in this manner, you may begin a short or long rest to enter a trancelike state. You are unconscious while in this state and still gain the benefits of that rest. In the trance, you may choose to inflict one of the following effects on the creature over the course of its rest.
Enervating Visions.
You send the creature exhausting nightmares of starvation and weakness. The creature must succeed on a Wisdom saving throw or gain 1 level of exhaustion and gain no benefit from its rest.
Murderous Intentions.
You force the creature to dream of its death at your hands over and over. When the creature next sees you in person, it must succeed on a Wisdom saving throw or take 8d6 psychic damage per day it has experienced these nightmares. A successful Wisdom saving throw halves the damage. If the spell ends before the creature sees you in person, this effect ends.
Torturous Impressions.
You can injure the creature’s mind by forcing it to experience torture, dismemberment, and staggering pain. When the target finishes its long rest, it must attempt a Constitution saving throw. Record whether the saving throw was a success or failure. If the target fails three such Constitution saving throws over the course of the spell’s duration, it dies.
Reverse Magic
Tier 1 Epic abjuration
Casting Time: 1 reaction, which you take when you see a creature within 300 feet of you casting a spell
Range: 300 feet
Components: S
Duration: Instantaneous
You interrupt a creature casting a spell with a blast of antimagic. If the creature is casting a tier 1 Epic spell or non-Epic spell, that spell fails and has no effect. If the creature is casting a tier 2 Epic spell or higher, you must attempt an ability check using your spellcasting ability (DC 24 for a tier 2 Epic spell and DC 28 for a tier 3 Epic spell). On a success, the creature’s spell fails and has no effect. At your discretion, spells which are successfully reversed explode spectacularly, dealing 10d6 arcane damage to the casting creature.
At Higher Levels. When you cast this spell as a tier 2 Epic spell or higher, the interrupted spell has no effect if its tier is less than or equal to the tier used to cast this spell. Additionally, the damage caused by a reversed spell increases by 5d6 per tier above tier 1.
Sonic Boom
Tier 1 Epic evocation
Casting Time: 1 action
Range: Self (60-foot radius)
Components: V, S, M (a giant’s death rattle, magically preserved in a glass jar)
Duration: Instantaneous You clap your hands and unleash a deafening wave of thunderous energy in a 60-foot radius centered on you. Creatures other than you in that area must succeed on a Constitution saving throw or take 20d6 thunder damage and be blinded and deafened until they regain at least 1 hit point from magical healing. A successful saving throw halves the damage and prevents the blinded and deafened conditions. If this spell is cast in a structure or enclosed space that is not large enough to accommodate the entire 60-foot radius, it deals an additional 20d6 thunder damage and you are subjected to the spell’s effects.
Spell Sequencer
Tier 1 Epic enchantment
Casting Time: 1 action
Range: Self
Components: V, S, M (a golden onion)
Duration: 8 hours
Imbuing your spellcasting with a powerful infusion of Epic magic, you select three non-Epic spells you know of 5th level or lower with a casting time of 1 action or bonus action. Until the spell ends, you may cast all three selected spells as a single bonus action in an order of your choice. Spells cast in this manner do not expend your spell slots and do not prevent you from casting additional noncantrip spells that turn. This spell immediately ends after you use this bonus action or if you cast it again before the duration ends.
At Higher Levels. When you cast this spell as a tier 2 Epic spell or higher, the maximum level of non-Epic spells you can select at the time of the spell’s casting increases to 6th level as a tier 2 Epic spell, and 7th level as a tier 3 Epic spell.
Translocation
Tier 1 Epic conjuration
Casting Time: 1 action or 1 bonus action
Range: 30 feet or 60 feet
Components: V, S
Duration: Instantaneous or concentration, up to 1 minute
If you cast this spell as an action, it transports you and up to twenty willing creatures you can see within 30 feet of you, or a single object that you can see within 30 feet of you, to a destination you select. If you target an object, it must be able to fit inside a 30-foot cube and it can’t be held or carried by an unwilling creature.
The destination you choose must have been viewed by you in person at least once; you may choose a location on another plane of existence. Non-Deific forces cannot prevent this effect.
If you cast this spell as a bonus action, you teleport to an unoccupied space you can see within 60 feet and must concentrate on the spell to maintain its effect. On each of your turns before the spell ends, you can use a bonus action to teleport in this way again.
Venom Lance
Tier 1 Epic conjuration
Casting Time: 1 action
Range: 500 feet
Components V, S, M (a manticore’s stinger)
Duration: Instantaneous
You hurl a stinger imbued with lethal poison which seeks out a creature you are aware of. The targeted creature must succeed on a Constitution saving throw or have its hit point maximum reduced by 15d6 + 60, or half as much on a success. A creature’s hit point maximum remains reduced until it is affected by an Epic effect that restores hit points or until it finishes a long rest.
At Higher Levels. When you cast this spell as a tier 2 Epic spell or higher, the creature’s hit point maximum on a failed saving throw is reduced by an additional 40 points for each tier above tier 1.
Wall of Dissolution
Tier 1 Epic conjuration
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a vial of fresh acid from an acid drake)
Duration: Concentration, up to 1 hour
A vitriolic wall of slick acid appears on the ground, forming a semi-transparent barrier up to 90 feet long, 30 feet high, and 5 feet thick, centered on a point you can see within range. Alternatively, you can shape the wall into a hemisphere up to 30 feet in diameter centered on a point you choose within range. The wall remains in place for the duration.
Creatures in the wall’s area when it is created, who move into the wall for the first time on their turn, or who start their turn within the wall must succeed on a Constitution saving throw or take 12d8 acid damage, or half as much on a success. If a creature fails its saving throw by 5 or more, it takes double damage from the spell.
A creature attempting to move through the wall must spend 4 feet of movement for every 1 foot moved.
At Higher Levels. When you cast this spell as a tier 2 Epic spell or higher, you may increase the wall’s thickness by 10 feet per tier above tier 1.
Wave of Calamity
Tier 1 Epic necromancy
Casting Time: 1 action
Range: Self (30-foot cone)
Components V, S, M (demon bile)
Duration: Instantaneous
Toxic fumes emanate from your mouth. Each creature in a 30-foot cone must attempt a Constitution saving throw. A creature gains two levels of exhaustion on a failure, or one level on a success. A creature with one or more levels of exhaustion gained from this spell may attempt a Constitution saving throw at the start of each of its turns to remove one level of exhaustion gained from this spell. A creature immune to the poisoned condition has Epic advantage on saving throws against this spell.
At Higher Levels. When you cast this spell as a tier 2 Epic spell or higher, a creature gains two additional levels of exhaustion on a failed saving throw per tier above tier 1, or half as many levels on a success.
Anatomy Augmentation
Tier 2 Epic transmutation
Casting Time: 1 action
Range: Touch
Components: V, S, M (an herbal steroid of your own design)
Duration: 10 minutes
A creature you touch is imbued with increased physical or mental characteristics to a grotesque and excessive degree. Choose a single ability score; the creature has the ability score you selected and its ability score maximum increased by 10, to a maximum of 30. Additionally, if the target has Epic advantage on saving throws and ability checks using that ability, and if it is not proficient in saving throws or ability checks, it becomes proficient. This spell immediately ends if you cast it again before the duration ends.
Bioclasm
Tier 2 Epic evocation
Casting Time: 1 action
Range: 300 feet
Components: V, S, M (a perfectly ripe avocado)
Duration: Instantaneous
A swirling ball of concentrated life energy erupts with a roar from your hands to a point you choose within range. Each creature of your choice in a 60-foot-radius sphere centered on the point regains 200 hit points and is cured of any non-Epic curses, poisons, and disease. If a creature is under the effects of an Epic curse, poison, or disease that would allow it to attempt a saving throw to end its effect, it may immediately attempt a single saving throw against any of those effects. Additionally, if bodies of any creatures slain in the last 24 hours are in the spell’s area, you may restore those creatures to life if their souls are free and willing to be restored. Affected creatures return with 100 hit points or their maximum hit points, whichever is fewer.
Bloodbane
Tier 2 Epic necromancy
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Concentration, up to 1 minute
You can forcibly extract the raw life force from others, consuming the raw life energy to heal your wounds. When you cast the spell, and as an action on each of your turns over its duration, a flesh-and-blood creature you can see within range must succeed on a Constitution saving throw or take 20d8 points of necrotic damage, and you regain hit points equal to half the amount of necrotic damage dealt. Creatures with more hit points than your current hit point total attempt this saving throw at Epic disadvantage.
Caldera
Tier 2 Epic transmutation
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (an obsidian figurine in the shape of a drake)
Duration: Concentration, up to 1 minute
You superheat the ground of an area within range, converting it to molten lava. The area of lava is difficult terrain and consists of ten 10-foot cubes, each of which must have been previously occupied by ground and be adjacent to at least one other cube. When a creature enters the area for the first time on its turn or starts its turn there, it takes 20d8 points of fire damage and must attempt a Constitution saving throw or be incapacitated by the extreme heat until the start of its next turn. A successful saving throw halves the damage and prevents the incapacitated condition.
At the start of each of your turns while you concentrate on this spell, the fire damage dealt by the spell increases by 2d8 (to a maximum of 40d8) and you may convert two additional 10-foot cubes of ground to lava in spaces you can see adjacent to at least one other cube of lava.
If you concentrate on this spell for its full duration, its duration becomes permanent and forms an active volcanic hotspot.
Congruent Spellward
Tier 2 Epic abjuration
Casting Time: 1 action
Range: Self (30-foot radius)
Components: V, S, M (a prism containing impossible geometry)
Duration: 1 minute
You creature a highly specialized field of magic that radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you and is centered on you. When you cast this spell, select a damage type, such as radiant or fire damage. You and creatures of your choice within 30 feet of you are immune to that damage type. For the duration, as an action, you can extend the radius of this spell’s effect to 300 feet until the start of your next turn.
At Higher Levels. When you cast this spell as a tier 3 Epic spell, you may select an additional damage type. Creatures affected by the spell also gain immunity to this damage type.
Dematerialize
Tier 2 Epic illusion
Casting Time: 1 action
Range: Touch
Components: V, S, M (an object never seen by mortal eyes)
Duration: Concentration, up to 1 hour
You or a creature you touch vanishes completely, becoming nigh impossible to perceive by any means. The target becomes invisible, along with everything it is wearing while those items remain on its person. The target is considered hidden, and creatures attempting to locate the target must succeed on a Wisdom (Perception) ability check versus your spell save DC to determine its location. Creatures under this effect cannot be seen by creatures with truesight, though such creatures attempt ability checks to locate the invisible creature at Epic advantage.
Determinism
Tier 2 Epic divination
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a diamond from a parallel universe)
Duration: 1 minute
You curse a creature you are aware of within range, altering its fate to determine its future actions. When the target attempts to take its action on each of its turns, it must offer you an alternative action that it is able to take that cannot be the same type of action as the first (Attack action, cast a spell, Dodge action, etc.). You select which action the creature must take between the two options presented. The creature need not tell you what it will do with these actions or how they work, only that it wishes to take them. At the end of each of its turns, the creature may attempt a Wisdom saving throw to end the effect. If the creature succeeds on two Wisdom saving throws in this manner, the spell ends.
At Higher Levels. When you cast this spell as a tier 3 Epic spell, you increase the number of successful Wisdom saving throws the creature must make to end the spell by one, to a total of three.
Enslave
Tier 2 Epic enchantment
Casting Time: 1 action or 10 minutes
Range: 5 feet Components: V, S, M (a whip made from humanoid leather)
Duration: Concentration, up to 8 hours or permanent
You completely subjugate a creature that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration and cannot act unless you will it. While the creature is charmed by this spell, you have a telepathic link with it across any distance or planar boundary. You can use this telepathic link to issue commands to the creature while you are conscious (no action required) which it obeys to the best of its ability. At the end of each of its turns, a creature charmed by this spell can repeat the saving throw to temporarily end the charm effect. On each of your turns over the spell’s duration, if a creature affected by this spell is not charmed, you may use your action to force it to succeed on a Wisdom saving throw or become charmed by the spell. This spell may be cast with a casting time of 10 minutes. When cast in this manner the spell’s duration becomes permanent. The target can attempt a single Wisdom saving throw at the end of each year to end the effect. This spell immediately ends if you cast it again before its duration ends.
Force Armor
Tier 2 Epic evocation
Casting Time: 1 action
Range: Self
Components: V, S, M (a tiny shield of a mithral adamantine alloy)
Duration: 8 hours
You surround yourself with overlapping plates of magical force that fortify you against attacks. Your AC becomes 20 + your Dexterity modifier and you cannot be critically hit. As a reaction when you would take damage, you may end the spell and become immune to that damage.
Kinetic Control
Tier 2 Epic transmutation
Casting Time: 1 action
Range: 300 feet
Components: V, S
Duration: Concentration, up to 10 minutes
Your consciousness overflows with telekinetic power, allowing you to manipulate almost any object with your mind. When you cast the spell, and as a bonus action each round for the duration, you can exert your will on one creature, object, or structure that you can see within range. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the spell.
Creature.
You can try to move a Gargantuan or smaller creature. The creature must succeed on a Strength saving throw or you can move the creature up to 120 feet in any direction, including upward but not beyond the range of the spell. Until the end of your next turn the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in midair. You can attempt to affect multiple creatures within range simultaneously, but the strain of doing so reduces the duration of the spell. For each additional creature within range you attempt to simultaneously affect, the duration of the spell is reduced by 1 minute.
Object or Structure.
You can try to move an object or structure that weighs up to 100,000 pounds that fits entirely inside the spell’s area. If an object isn’t being worn or carried, you automatically move it up to 120 feet away in any direction, but not beyond the range of the spell. You can attempt to move objects or structures heavier than 100,000 pounds but the strain of doing so reduces the duration of the spell. For each round you lift an object heavier than 100,000 pounds, the duration of this spell is reduced by 1 minute, plus another minute for every 100,000 pounds beyond the spell’s normal limit. If an object is worn or carried by a creature, that creature must succeed on a Strength saving throw or the object is pulled away and moved up to 120 feet in any direction but not beyond the range of the spell. You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring contents from a vial.
Megalith
Tier 2 Epic conjuration
Casting Time: 1 action
Range: 90 feet
Components: V, S, M (a fist-sized stone inscribed with druidic runes by seven different archdruids)
Duration: Concentration, up to 1 hour
You summon a mighty elemental being that appears in an unoccupied space you can see that is connected to the ground. The megalith disappears when it drops to 0 hit points or when the spell ends. The megalith serves you unquestioningly and takes its turn immediately after yours. The megalith obeys verbal commands given to it in a language it understands (no action required by you). If you don’t issue commands to it, the megalith defends itself from hostile creatures, but otherwise takes no actions. If the megalith is within 90 feet of you, half of any damage you take (rounded up) is transferred to the megalith.
Necrotic Cyst
Tier 2 Epic necromancy
Casting Time: 1 action
Range: Touch Components: V, S, M (a rag soaked in the blood of a plague victim)
Duration: 1 year
Your touch infests a creature with the vilest of disease that festers and churns with raw evil. Make a melee spell attack against a flesh-and-blood creature within reach. On a hit, you infest the creature with a necrotic cyst which takes up residence within its body. If the creature is immune to disease, it is not immune to the necrotic cyst, but your spell attack against the creature is made at Epic disadvantage. The cyst is a complex disease that can take many forms. When you infect a creature with the disease, you may select which form the cyst initially takes. As an action while you are on the same plane as the creature infected by the cyst, you may change the form of the cyst to a different one. An Epic creature can attempt a Constitution saving throw at the end of each of its turns. Once two successful Constitution saving throws have been made in this manner, the effect ends. The spell immediately ends if you cast it again before the duration ends.
Benign Cyst.
The cyst lies dormant within the creature, becoming nearly undetectable. Non-Epic magic is unable to detect the cyst and the creature can no longer attempt Constitution saving throws to end the effect. A benign cyst can be surgically removed by a creature using a healer’s kit to succeed on a Wisdom (Medicine) ability check versus your spell save DC.
Emaciating Cyst.
The creature’s body rapidly withers as the cyst consumes its life force, reducing it to a hunched, crippled state. The creature cannot take bonus actions or reactions and has Epic disadvantage on Strength, Dexterity, and Constitution saving throws.
Hungering Cyst.
The creature’s body is consumed from the inside by the cyst. At the start of each of the creature’s turns, it takes 8d8 points of necrotic damage. If the target is slain while under the effects of the hungering cyst, each creature within 5 feet of the creature must succeed on a Constitution saving throw or become infected with a necrotic cyst for the remainder of the spell’s duration.
Liquidating Cyst.
The cyst explodes outward in a shower of gore and body parts. If the creature has 100 hit points or fewer, it is slain instantly. Otherwise, the creature takes 20d6 points of necrotic damage and the spell ends.
Oppressing Cyst.
The creature’s head visibly swells as the cyst relocates to its brain. The creature is charmed and has Epic disadvantage on Intelligence, Wisdom, and Charisma saving throws.
Obsidian Tombs
Tier 2 Epic conjuration
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (four obsidian shards carved into cubes)
Duration: Instantaneous
You create prisons of crushing rock from the ground in four 15- foot cubes you can see within range. The cubes have an AC of 20 and 400 hit points and if destroyed leave behind difficult terrain in the area they occupied. Huge or smaller creatures completely within those areas must succeed on a Dexterity saving throw to avoid getting imprisoned, moving to the nearest unoccupied space outside of the spell’s area on a success. Creatures that are not completely inside a tomb’s area are pushed to the nearest unoccupied space. On a failure, creatures that completely fit inside the area are encased in the stone prisons and begin suffocating.
At Higher Levels. When you cast this spell as a tier 3 Epic spell, each cube created by this spell has 800 hit points instead of 400.
Planar Eviction
Tier 2 Epic conjuration
Casting Time: 1 action
Range: Touch
Components: V, S, M (two native flowers from two different planes)
Duration: 1 round
You make a melee spell attack against a creature you can reach. On a successful hit, you banish the creature, scattering its form across the planes. The creature disappears from its space and over the course of its banishment, it takes 10d10 acid, cold, fire, lightning, necrotic, or radiant damage (your choice).
At the start of each of your turns for the duration, a creature banished by this spell takes an additional 10d10 damage of a different type from the list (your choice) then returns to the space it left or to the nearest unoccupied space if that space is occupied.
At Higher Levels. When you cast this spell as a tier 3 Epic spell, the duration of the creature’s banishment increases by 1 round.
Prismatic Deluge
Tier 2 Epic evocation
Casting Time: 1 action
Range: 300 feet
Components: V, S, M (a shard of glass forged by drakefire)
Duration: Concentration, up to 1 minute
A cloud of multicolored light appears in a 10-foot-tall, 150-footradius cylinder centered on a point you can see 200 feet directly above you. The spell fails if you cannot see a point in the air where the cloud could appear. When you cast the spell and as an action on each of your turns until the spell ends, you may cause up to two different colored globes to rain down from the sky from the Colored Globe table. Each globe strikes a separate 15-foot cube centered on a point within range.
At Higher Levels. If you cast this spell as a tier 3 Epic spell, you create three colored globes instead of two at the time of casting and each time you take an action to call down additional globes.
Red
Each creature in the area must succeed on a Dexterity saving throw or take 120 fire damage, or half as much on a success.
Orange
Each creature in the area must succeed on a Dexterity saving throw or take 80 acid damage. Objects and structures in the area take triple damage. A successful saving throw halves the damage.
Yellow
Each creature in the area must succeed on a Dexterity saving throw or take 40 lightning damage and become stunned until the end of their next turn. A successful saving throw halves the damage and prevents the stunned condition.
Green
Each creature in the area must succeed on a Constitution saving throw or take 80 poison damage and become poisoned for the duration of the spell. A successful saving throw halves the damage and prevents the poisoned condition.
Blue
Each creature in the area must succeed on a Constitution saving throw or take 80 cold damage and have their movement speed reduced to 0 until the end of their next turn. A successful saving throw halves the damage and prevents the reduction to movement speed.
Indigo
Each creature in the area must succeed on a Constitution saving throw or become restrained as they begin to turn to stone. At the start of each restrained creature’s turn for the remainder of the spell’s duration, it must attempt a Constitution saving throw. If the creature fails a total of three Constitution saving throws (including the initial saving throw), it is petrified.
Violet
Each creature in the area must succeed on a Wisdom saving throw or become slowed—its movement speed is halved and it is unable to take bonus actions or reactions for the remainder of the spell’s duration. A creature can attempt a Wisdom saving throw at the end of each of its turns to end the effect.
Temporal Stasis
Tier 2 Epic transmutation
Casting Time: 1 action or 1 minute
Range: 120 feet
Components: V, S, M (a timepiece that has never worked)
Duration: Concentration, up to 1 minute or permanent
Time itself attempts to freeze around a creature you can see within range. The target must succeed on a Wisdom saving throw or become paralyzed for the duration. Creatures immune to the paralyzed condition are not immune to the effects of this spell and instead have Epic advantage on saving throws against it. At the end of each of its turns, a paralyzed creature can attempt a Wisdom saving throw, suppressing the paralyzed condition on a success.
On each of your turns, if a creature affected by this spell is not paralyzed, you may use your action to force it to succeed on a Wisdom saving throw or become paralyzed by the spell.
This spell may be cast with a casting time of 1 minute. When cast in this manner the spell’s duration becomes permanent. The target must succeed on a Wisdom saving throw or become paralyzed for the duration. While paralyzed by the spell in this manner, the target is frozen in time and does not age, nor does it need to eat, drink, or breathe. At the end of every thousand years, a paralyzed creature can attempt a Wisdom saving throw, ending the spell’s effects on a success.
Torrential Avalanche
Tier 2 Epic evocation
Casting Time: 1 action or 10 minutes
Range: Sight
Components: V, S, M (a snow globe containing a tiny village at the base of a mountain)
Duration: 1 minute or 1 hour
A gigantic avalanche of snow and debris appears at a point you choose within range. You can make the wall a straight line up to 500 feet long, 100 feet high, and 50 feet thick. The wall lasts for the duration. When the wall appears, each creature within the area must succeed on a Strength saving throw or take 10d10 cold damage or half as much on a success.
At the start of each of you turns after the wall appears, the wall, along with any creatures in it, moves 60 feet away from you. Any Gargantuan or smaller creature inside the wall or whose space the wall enters when it moves must attempt a Strength saving throw or take 10d10 cold damage or half as much on a success. A creature can take this damage only once per turn. If the wall lasts for its full duration, it crashes to the ground in wave of frigid cold. Each creature within the wall’s area when the spell ends in this manner must succeed on a Dexterity saving throw or take 30d10 cold damage, or half as much on a success.
A creature caught in the wall can move by swimming. Moving within the wall costs quadruple movement. A creature that moves out of the area falls to the ground.
This spell can be cast with a casting time of 10 minutes. If cast in this way, the duration of the spell increases to 1 hour, and the wall may be a straight line up to 1 mile long, 500 feet high, and 100 feet thick. The wall moves 200 feet away from you at the start of each of your turns.
Dreamscape
Tier 3 Epic illusion
Casting Time: 1 action
Range: Self (150-foot radius)
Components: V, S, M (a dream journal containing 1,000 entries)
Duration: 10 minutes
A wave of reality-warping energy flows from you in an aura with a 150-foot radius. Until the spell ends the aura moves with you and is centered on you. When a creature enters the spell’s area for the first time on its turn or starts its turn there, you may force it to succeed on an Intelligence saving throw or be pulled into a dreamlike state. Creatures can choose to forgo the saving throw and willingly enter this dreamlike state.
When you cast a spell within the aura’s area, you may cast that spell as a dreamspell instead. Dreamspells have the following properties, in addition to their normal effects.
Creatures not in a dreamlike state cannot be affected by the spell.
The spell requires no verbal, somatic, or material components.
If the spell is cast as an 8th-level or lower spell, it is instead cast as a 9th-level spell.
Equinox
Tier 3 Epic evocation
Casting Time: 1 action
Range: Self (60-foot radius)
Components: V, S, M (an emerald cut in the shape of a maple leaf)
Duration: Concentration, up to 1 minute
You generate an aura of either life-giving positive energy or deadly negative energy (determined when the spell is cast) in a 60-foot radius centered on you. Until the spell ends, the aura moves with you and is centered on you.
If you select positive energy, when you cast this spell and at the start of each of your turns over the duration, creatures of your choice within the area are bathed in healing energy. Affected creatures regain 20d10 hit points are cured of the blinded, deafened, petrified, poisoned, and stunned conditions and their exhaustion is reduced by one level.
If you select negative energy, when you cast this spell and at the start of each of your turns over the duration, creatures of your choice within the area lose 20d10 hit points, gain one level of exhaustion, and cannot be immune to the blinded, exhausted, deafened, petrified, poisoned, and stunned conditions for as long as they remain in the spell’s area.
Hail of Deadly Blossoms
Tier 3 Epic conjuration
Casting Time: 1 action
Range: 150 feet
Components: V, S, M (a black lotus)
Duration: Concentration, up to 1 minute
Until the spell ends, beautiful flower petals of lethal toxicity rain down in a 300-foot-tall cylinder with a 30-foot radius centered on a point you choose within range. Creatures within the spell’s area cannot be resistant or immune to poison damage. When you cast the spell and at the start of each of your turns, you subject each creature in the spell’s area to one of the following poisons.
Delphinium Dose.
A creature subjected to this poison must succeed on a Constitution saving throw or take 40d8 poison damage or half as much on a success.
Gloriosa Lily Pollen.
A creature subjected to this poison must succeed on a Wisdom saving throw or take 20d8 poison damage and become incapacitated until the start of its next turn. A successful saving throw halves the damage.
Hydrangea Venom.
A creature subjected to this poison must succeed on an Intelligence saving throw or take 10d8 poison damage or half as much on a success. On a failure, the creature suffers violent delusions for the duration of the spell. During that time, it rolls a d10 and subtracts the number rolled from all its attack rolls, saving throws, and ability checks. The affected creature can attempt an Intelligence saving throw at the end of each its turns, ending the effect on itself on a success.
Nightshade Nectar.
A creature subjected to this poison must succeed on a Strength saving throw or take 12d8 poison damage and have its speed reduced to 0 until the end of its next turn. A successful saving throw halves the damage and causes its speed to be halved until the end of its next turn instead.
Luck of Ages
Tier 3 Epic divination
Casting Time: 1 bonus action
Range: Touch
Components: V, S, M (a mithral horseshoe)
Duration: 1 round
With a touch, you imbue a creature with legendary fortune in all endeavors. The target gains the following benefits for the duration.
When the target fails a saving throw, it can choose to succeed instead.
When the target misses an attack, it instead scores a hit.
If the target rolls a 19 or lower on an ability check, it instead rolls a 20.
Pyroclastic Cannon
Tier 3 Epic evocation
Casting Time: 1 action
Range: Self (500-foot line)
Components: V, S, M (liquid magma from the heart of a volcano)
Duration: Instantaneous
A column of pure lava erupts from your outstretched hand in a direction you choose, forming a line 500 feet long and 15 feet wide. Everything in the line must succeed on a Dexterity saving throw or take 50d8 fire damage and be coated in molten lava for 1 minute. A successful saving throw prevents being coated in lava. A creature coated in lava takes 10d8 fire damage at the start of each of its turns and can attempt a Dexterity saving throw at the end of each of its turns to end the effect.
Release the Kraken
Tier 3 Epic conjuration
Casting Time: 1 action
Range: 300 feet
Components: V, S, M (a silt horror’s heart)
Duration: Concentration, up to 10 minutes
You conjure watery tentacles in eight unoccupied 10-foot squares on the ground or in water that you can see within range. Each tentacle is an object that fully occupies the space with an AC of 18 and 200 hit points that lasts for the duration or until reduced to 0 hit points. When a creature starts its turn within 50 feet of a tentacle and the tentacle is not grappling another creature, the tentacle makes a melee spell attack against that creature. On a successful hit, the creature takes 6d6 bludgeoning damage, and Huge or smaller creatures are grappled and restrained (escape DC equal to your spell save DC). If a tentacle is grappling a creature, the tentacle cannot attack any creature other than the grappled creature.
As an action, you can command all active tentacles to attack a creature, object, or structure you can see within 50 feet of each of them. Tentacles not grappling foes make a melee spell attack against any targets, dealing 6d6 bludgeoning damage on a successful hit and grappling and restraining Huge or smaller targets (escape DC equal to your spell save DC). Tentacles which are currently grappling creatures when you command them to attack instead fling the grappled creatures 120 feet in a random direction, dealing 12d6 bludgeoning damage and knocking them prone.
Soul Harvest
Tier 3 Epic necromancy
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a lich’s phylactery)
Duration: Concentration, up to 1 minute
You extract the soul of a single creature within range and gain power from its essence. The creature cannot regain hit points for the duration of the spell and has Epic disadvantage on all attack rolls, saving throws, and ability checks. Additionally, the creature cannot be resistant or immune to damage while under the effects of this spell.
Finally, you gain temporary hit points equal to the target’s Constitution score multiplied by ten. If the creature is killed while under the effects of the spell, you consume its soul, learning everything the creature knew, and the creature cannot be restored to life by non-Deific means.
Transmogrification
Tier 3 Epic transmutation
Casting Time: 1 action
Range: Touch
Components: V, S, M (a doppelganger embryo)
Duration: Concentration, up to 10 minutes
Choose one creature or nonmagical object you can see within reach. You transform a creature into a different creature, a creature into an object, or an object into a creature (the object must be neither worn nor carried by another creature). Mythic creatures are immune to the effects of this spell. An affected target gains temporary hit points equal to the hit points of its new form. These temporary hit points cannot be replaced by temporary hit points from another source and the target reverts to its normal form when it has no more temporary hit points or when it dies. If the spell ends before then, the target loses all its temporary hit points and reverts to its normal form. At the end of each of its turns, a transformed Epic creature can attempt a Wisdom saving throw to end the effect. After three successful Wisdom saving throws, the effect ends. If you concentrate on this spell for its full duration, its effects become permanent and a creature can no longer attempt saving throws to end the effect. As an action, you can touch a creature affected by this spell to force it to assume a different form.
Creature into Creature.
If you turn a creature into another kind of creature, the new form can be any kind you choose whose challenge rating is equal to or less than your character level. A creature cannot be turned into a mythic creature under any circumstances. You can choose to have the target’s game statistics, including mental ability scores, completely replaced by the statistics of the new form and the target assumes the new form’s alignment and personality. Otherwise, the target retains its alignment, along with its Intelligence, Wisdom, and Charisma scores. Additionally, the target retains its skill and saving throw proficiencies, in addition to gaining those of the creature—if the creature has the same proficiency as the target, use whichever bonus is higher. The target is limited in the actions it can perform by the nature of its new form, and it can’t speak, cast spells, or take any other actions that require hands or speech, unless its new form is capable of such actions. The target’s equipment can meld into the new form at your discretion. The target can’t activate, use, wield, or otherwise benefit from any of its equipment unless that form could also do so.
Object into Creature.
You can turn an object into any kind of creature, as long as that creature is not a mythic creature and the creature’s challenge rating is 20 or lower. The creature is friendly to you and your companions for the duration and acts immediately after you on the initiative order. The DM has the creature’s statistics and controls the creature, resolving all of its actions and movement. If the spell becomes permanent, the creature may remain friendly toward you depending on how it was treated.
Creature into Object.
If you turn a creature into an object, it transforms along with whatever it is wearing and carrying into that form. The creature’s statistics becomes those of the object, and the creature has no memory of the time spent in this form if it reverts to its normal form. The object cannot be worth more than 10,000 gp.
1st-tier telepathy
Augmenting: mind thrust
Psi Cost: 9 psi points
Manifesting Time: 1 action
Range: 60 feet
Components: M
Duration: Concentration, up to 1 minute
You overload a creature’s mind with every possible version of itself from across the multiverse. The target must make an Intelligence saving throw. On a failure, it takes 12d10 psychic damage and becomes unmoored from its identity. While unmoored, the target suffers disadvantage on all attacks, checks, and saving throws, and cannot cast spells or manifest powers.
At the end of each of its turns, the creature repeats the saving throw. On a success, the effect ends.
Intensify. You may spend 3 additional psi points, to target an additional creature. You may spend a total of 9 psi points for three additional creatures.
1st-tier clairsentience
Augmenting: sixth sense
Psi Cost: 10 psi points
Manifesting Time: 1 action
Range: 120 feet (60-ft-radius sphere)
Components: M
Duration: Instantaneous
You collapse divergent timelines into a single, violent convergence. All creatures in a 60-foot-radius sphere must succeed on a Constitution saving throw or take 20d6 force damage and become stunned for 1 round. On a success, they take half damage and are not stunned.
Intensify. If you spend 5 additional psi points, the radius increases to 120 feet.
1st-tier telepathy
Augmenting: blind spot
Psi Cost: 10 psi points
Manifesting Time: 1 action
Range: 90 feet
Components: S
Duration: Concentration, up to 1 minute
You target a creature and erase its ability to recognize the concept of self. The target must succeed on an Intelligence saving throw or become unable to distinguish friend from foe. On a failed save, the creature treats all creatures as hostile until the effect ends.
Repeat the save at the end of each of the target’s turns.
1st-tier clairsentience
Augmenting: sixth sense
Psi Cost: 11 psi points
Manifesting Time: 1 reaction
Range: 60 feet
Components: V
Duration: Instantaneous
When a creature within range takes its turn, you may manifest this power to skip its entire turn. It must succeed on a Charisma saving throw or lose all actions, reactions, and bonus actions this round.
Intensify. If you spend 5 additional psi points, it also loses its turn in the following round.
1st-tier psychoportation
Augmenting: mystic displacement
Psi Cost: 10 psi points
Manifesting Time: 1 action
Range: 150 feet
Components: V, S
Duration: Instantaneous
You slice sunlight through dimensional space, targeting a 100-foot line that is 10 feet wide. Creatures in the line must make a Dexterity saving throw or take 18d8 radiant damage and be blinded for 1 minute. On a successful save, they take half damage and are not blinded.
Intensify. If you spend 4 additional psi points, the beam can bend once, up to 90 degrees.
1st-tier psychoportation
Augmenting: translocation
Psi Cost: 10 psi points
Manifesting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Concentration, up to 1 minute
You send a creature into a recursive loop of mirror realms. It must succeed on a Wisdom saving throw or be banished to a series of unstable demiplanes. While exiled, the creature cannot be targeted, heard, or seen, and takes 5d10 force damage at the start of each of its turns.
It repeats the saving throw at the end of each turn. On a success, it returns to its original location.
1st-tier telepathy
Augmenting: aura beacon
Psi Cost: 9 psi points
Manifesting Time: 1 action
Range: 60 feet
Components: V
Duration: 1 minute
You overwrite the emotional field of every creature within 60 feet. All targets must succeed on a Charisma saving throw or be charmed or frightened (your choice) for 1 minute. Each creature repeats the save at the end of its turn.
If three or more creatures are affected, they begin mimicking one another’s behavior.
1st-tier metacreativity
Augmenting: aura beacon
Psi Cost: 9 psi points
Manifesting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute
You bend reality into raw, visible thought. Until the effect ends, the area within 60 feet of you is difficult terrain, and creatures that begin their turn there must succeed on an Intelligence saving throw or have their movement speed halved and take 4d12 psychic damage.
Creatures with Intelligence 3 or less are immune.
1st-tier telepathy
Augmenting: night terror
Psi Cost: 9 psi points
Manifesting Time: 1 action
Range: 90 feet
Components: M
Duration: 1 minute
One creature you can see is forced to relive the worst moment of its life every round. At the start of each of its turns, it must make a Wisdom saving throw or become incapacitated until the end of its turn and take 6d8 psychic damage.
This condition persists for the duration. On a successful save, the creature is immune to this effect for 24 hours.
1st-tier telepathy
Augmenting: mind thrust
Psi Cost: 9 psi points
Manifesting Time: 1 bonus action
Range: Self (30-ft aura)
Components: S
Duration: 1 round
You explode your mind outward, unleashing a wave of fractured memory. Until the start of your next turn, any creature that starts or ends its turn within 30 feet must make a Constitution saving throw or take 5d12 psychic damage and forget its action for the round.
1st-tier psychometabolism
Augmenting: verve
Psi Cost: 10 psi points
Manifesting Time: 1 action
Range: 60 feet
Components: S
Duration: 1 minute
You accelerate death and entropy in a creature’s biology. The target must make a Constitution saving throw or begin decaying in real time. While decaying, the creature takes 4d10 necrotic damage at the start of its turns and cannot regain hit points.
A creature that dies from this power crumbles to ash and cannot be resurrected by non-epic means.
2nd-tier clairsentience
Augmenting: sixth sense
Psi Cost: 16 psi points
Manifesting Time: 1 action
Range: 1 mile
Components: V, M
Duration: Concentration, up to 10 minutes
Your mind briefly comprehends the total probability structure of reality. For the duration, you know the exact location, direction of movement, current HP, and condition (including spells, effects, and thoughts) of all creatures within 1 mile. You cannot be surprised, and all your attack rolls, saves, and ability checks have advantage.
This effect pierces magical and psionic concealment, except that granted by divine or epic means.
2nd-tier telepathy
Augmenting: mind thrust
Psi Cost: 18 psi points
Manifesting Time: 1 action
Range: 120 feet
Components: S
Duration: 1 hour
Choose one creature. Its consciousness is sealed in an artificial thought prison. While trapped, the creature is stunned, cannot communicate telepathically, and cannot benefit from any magical, psionic, or divine assistance.
It may attempt a Charisma saving throw every 10 minutes to escape. On failure, the mind remains severed from the world.
2nd-tier psychoportation
Augmenting: mystic displacement
Psi Cost: 20 psi points
Manifesting Time: 1 action
Range: 500 feet
Components: V
Duration: 1 minute
You blot out time itself in a massive zone. Choose a point within range; a 100-foot-radius sphere around that point is locked in temporal suspension. Nothing inside can move, act, or perceive, though time continues outside.
Creatures and objects are invulnerable while frozen. After 1 minute, time resumes exactly where it stopped.
2nd-tier metacreativity
Augmenting: aura beacon
Psi Cost: 19 psi points
Manifesting Time: 1 action
Range: 500 feet
Components: V, S
Duration: 1 hour
You create a realm of living thought, manifesting a semi-permanent mental domain. Within a 300-foot-radius sphere, terrain reshapes to reflect your psyche. Gravity, weather, color, and mood shift at will (no action). Creatures entering must succeed on a Charisma saving throw or become emotionally dominated, losing one action each round.
The domain can persist beyond the duration with proper anchoring rituals.
2nd-tier telepathy
Augmenting: night terror
Psi Cost: 17 psi points
Manifesting Time: 1 action
Range: 300 feet
Components: V
Duration: Instantaneous
All enemy creatures in a 100-foot-radius sphere centered on you must succeed on an Intelligence saving throw or take 15d12 psychic damage and be stunned until the end of your next turn. On a success, they take half damage and are not stunned.
Creatures that fail by 5 or more are rendered unconscious for 1 minute or until damaged.
2nd-tier psychometabolism
Augmenting: verve
Psi Cost: 16 psi points
Manifesting Time: 1 bonus action
Range: Self (60-foot cone)
Components: S
Duration: 1 round
You override your body's limits, setting your synapses ablaze. Until the start of your next turn, you gain a 60-foot movement speed and may take two additional actions. After the turn ends, you must succeed on a DC 20 Constitution saving throw or gain 3 levels of exhaustion.
2nd-tier psychoportation
Augmenting: translocation
Psi Cost: 20 psi points
Manifesting Time: 1 action
Range: 150 feet
Components: V
Duration: Concentration, up to 1 minute
You tear open a gate to a null-dimension. A 30-foot-radius black sphere appears at a point you can see. Each creature that starts its turn in the sphere must make a Strength saving throw or be pulled 15 feet toward the center.
At the start of your next turn, all creatures within the sphere are pulled in and banished forever unless they succeed on a Charisma saving throw. Creatures banished this way cannot be returned without an epic level ability.
2nd-tier psychometabolism
Augmenting: verve
Psi Cost: 18 psi points
Manifesting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
You bind your life essence into a singularity of psionic fire. Choose a creature within range—it must make a Constitution saving throw. On a failure, it takes 200 hit points of force damage, ignoring resistances and immunities. If this reduces the creature to 0 HP, its soul is obliterated, and it cannot be raised by any means short of divine intervention.
2nd-tier telepathy
Augmenting: mind thrust
Psi Cost: 15 psi points
Manifesting Time: 1 action
Range: 300 feet (150-ft cone)
Components: V
Duration: Instantaneous
You release the full library of your mind in a storm of cognition. All creatures in a 150-foot cone must make Intelligence saving throws or take 20d10 psychic damage and lose one prepared spell or power (DM’s choice). On success, they take half damage and retain their spells.
3rd-tier telepathy
Augmenting: mind thrust
Psi Cost: 30 psi points
Manifesting Time: 1 action
Range: 1 mile
Components: V
Duration: 24 hours
You impose your will over an entire domain. For the duration, all creatures in a 1-mile-radius area must succeed on a Charisma saving throw or become magically and psionically bound to your thoughts. They cannot take actions hostile to you unless they succeed on another saving throw at the start of their turn.
You can issue telepathic commands (no action) that must be followed unless they succeed another save.
3rd-tier psychoportation
Augmenting: mystic displacement
Psi Cost: 27 psi points
Manifesting Time: 1 action
Range: 120 feet
Components: V
Duration: 1 minute
You lock an enemy within a self-folding dimensional loop. Choose one creature—it must succeed on an Intelligence saving throw or be trapped in a space where time and location constantly collapse. While trapped, the creature cannot move, take actions, or be targeted. It takes 5d10 force damage at the start of each turn.
The creature may repeat the save at the end of each of its turns.
3rd-tier telepathy
Augmenting: night terror
Psi Cost: 30 psi points
Manifesting Time: 1 action
Range: 300 feet (100-ft-radius sphere)
Components: V
Duration: Instantaneous
You detonate your focused will into a mental supernova. All creatures within 100 feet must make Intelligence and Charisma saving throws. On two failures, they take 250 psychic damage and are reduced to unconscious, comatose husks for 1 hour. On one failure, they take half damage and are stunned. On two successes, they take a quarter damage.
3rd-tier psychometabolism
Augmenting: verve
Psi Cost: 26 psi points
Manifesting Time: 1 minute
Range: Touch
Components: V, S, M (a piece of the target's body)
Duration: Permanent
You rebuild a creature from the molecular memory of existence. Touch a creature that has died within the past 100 years—you may resurrect it instantly, even if disintegrated or slain by divine means. You can choose to restore them without flaws, curses, or prior memories.
This act cannot be undone by non-epic or non-divine magic.
3rd-tier metacreativity
Augmenting: aura beacon
Psi Cost: 28 psi points
Manifesting Time: 1 action
Range: 300 feet (60-ft-radius sphere)
Components: V
Duration: Instantaneous
You unleash an ancient anti-idea—the pure thought of nothingness. All non-magical matter and creatures within a 60-foot radius are disintegrated if they fail a Constitution saving throw. Creatures killed this way cannot be resurrected by non-divine means.
Magical items must succeed on a DC 25 saving throw or are destroyed.
As characters explore a world full of Epic magic, they can discover secret arcana of staggering proportions called Epic rituals. These special Epic spells are typically too powerful or impactful in a game Epic Legacy to simply be a part of an Epic character’s advancement. Instead, they must be discovered, researched, or granted by powerful beings. Each ritual has tremendous potential to shape both the combat and story of a game, and they should be considered some of the most significant tools in any Epic character’s arsenal. Epic rituals are not limited to powerful spellcasting classes and can be learned or cast by anyone as long as they are able to meet the necessary prerequisites.
Epic rituals are pieces of forgotten or well-protected lore that are typically acquired through adventuring. These spells have their intricate processes and details meticulously outlined in ancient mystic tomes, carved into the walls of forgotten tombs, or hidden away inside the minds of gods. The method by which a ritual is discovered and learned is up to the DM, but typically, once discovered, a ritual can be learned by an Epic character after intensive study, research, and experimentation with the acquired material. Some rituals are simple enough to be memorized, while others are so complex as to require a library full of books on hand to cast them safely. A simple method for learning and acquiring an Epic ritual is the possession of a text detailing its casting requirements, such as a book or spell scroll.
Epic rituals are special Epic spells with several unique properties that necessitate them being separated from their more traditional counterparts. Like spells, Epic rituals share a lot of the same anatomy, including a casting time, components, and duration. Epic rituals follow these same restrictions, with the following additional rules.
Power.
The casting and magical effects of Epic rituals have a special DC called a power DC, which replaces the primary caster’s spell save DC (when applicable) and is detailed in each ritual’s description. This DC also represents the DC that other creatures must beat when attempting to dispel, counter, or magically interfere with the casting or magical effects produced by an Epic ritual.
Casting.
An Epic ritual has special modes of casting that allow for a single primary caster and a number of potential supporting casters as detailed in its description. The primary caster for a given Epic ritual starts a ritual’s preparation, follows the ritual’s guidelines over the course of its duration, and finally casts the ritual itself once the preparations are complete. A primary caster must meet a ritual’s prerequisites to begin preparing the spell. Epic rituals that allow for supporting casters ease the herculean effort a primary caster must make to cast the spell. Supporting casters need not meet the primary caster prerequisites to participate in a ritual’s casting, but must always be Epic creatures. A supporting caster must participate fully in the ritual to grant any benefits, though the loss of a supporting caster does not cause the spell to fail. The benefits and details of using supporting casters to help cast an Epic ritual are detailed in each ritual’s preparation section.
Components.
Epic rituals require special components in order to be cast. The verbal and somatic components of a ritual function identically to non-Epic components of the same name, but the material and location components have unique rules. Some Epic rituals have a special location component, which indicates a ritual must be both fully prepared and cast within or around the specified location. This location component is detailed in each ritual’s “components” section (indicated in the list by an “L”). If the primary caster of an Epic ritual leaves this area for any reason over the course of the ritual’s preparation, the spell fails. If an Epic ritual requires a material component, all detailed materials must be provided when the casting of the ritual begins and remain within the ritual’s location for the entire preparation or the spell fails. All material components are consumed when an Epic ritual’s preparation time is completed.
Preparation.
A ritual’s casting begins with its preparation, and the primary caster must follow the guidelines detailed in the ritual’s “preparation” section until the ritual is complete. While a creature is technically “casting” a ritual over the course of its preparation, the caster is not considered to be casting a spell until its effect is unleashed. The primary caster is not prevented from casting other spells or performing other activities while preparing the ritual unless doing so would interfere with the preparation guidelines. While each ritual has a preparation time which refers to the length of its preparation, a ritual need not strictly adhere to this cast time. Additional supporting casters can reduce this duration, while other effects such as combat or interfering magic can increase it. The DM determines the impact of such factors beyond those stated in the ritual’s description. Effect. Once an Epic ritual’s preparation is complete, the primary caster must immediately take an action to unleash its effect. At this moment, the primary caster of the Epic ritual is considered to be casting a spell in the traditional sense according to 5th Edition’s general spellcasting rules.
Affair of Honor
Epic enchantment ritual
Primary Caster Restrictions: 21st level or higher, lawful alignment
Power DC: 50
Preparation Time: 8 hours
Components: V, S, M (a written contract between both participants, signed in blood), L (a location agreed upon by both participants)
Duration: 24 hours
The magic of this ritual binds two creatures together, forcing them to engage in honorable combat without any assistance from allies or outside forces.
Preparation: When you begin casting this ritual, you must touch two creatures that have agreed to be willing participants in the duel. If either creature willingly leaves the spell’s area during its preparation, it is slain instantly, and the spell fails. Over the course of the preparation, you must use precise legal language to describe the rules of the duel so that there are no loopholes or exploits, ensuring both participants understand these parameters. The duel can have special rules upon which both participants agree (such as banning spellcasting, magic items, or illegal techniques), but the duel must always be to the death.
Effect: All creatures other than the duelists are magically transported to the edge of the spell’s area and cannot enter the area by any means until the effect ends. Everything within the spell’s area is immune to all effects from sources outside the area. If any force would successfully interfere with the duel, the spell immediately ends. The spell ends when one of the duelists has slain the other or after 24 hours have elapsed. A creature slain within the spell’s area cannot be restored to life without the victorious creature’s explicit permission.
Apocalypse
Epic evocation ritual
Primary Caster Restrictions: 30th level, Epic spellcasting feature
Power DC: 60
Preparation Time: 10,000 days
Components: V, S, M (a pinch of dust from a destroyed world), L (the place the world is destined to end, which is determined by the DM)
Duration: 1 minute This ritual uses the power of a deity to bring about the utter destruction of a world. Once cast, there is no stopping the apocalypse—the world is doomed.
Preparation: When you begin casting this ritual, you must designate a willing deity with a divine rank of greater deity or higher to provide the power behind the spell. Over the course of the ritual’s preparation, you must honor the sponsoring deity with ritualistic sacrifices, extravagant prayers, and other acts of faith that are appropriate to its portfolio. Doing so requires 8 hours of strenuous activity each day and an extraordinary amount of resources whose expense is determined by the DM. A supporting caster can perform these acts with you, reducing the preparation time of the ritual by 1 day per day you are aided in this manner. The preparation time of this ritual cannot be reduced to less than 100 days by any means. During the last 7 days of the casting, you must consecrate the area within 1 mile of the ritual’s location, dedicating it to the sponsoring deity. This process takes 16 hours of strenuous activity per day in addition to the normal 8 hours of strenuous activity required to prepare the ritual. If the ritual is interrupted or fails during this time, both you and the sponsoring deity are destroyed utterly and cannot be restored to life by any means.
Effect: The apocalypse begins. Seas boil, the ground splits open, volcanoes erupt, and the sky rains death. On initiative count 20 (losing initiative ties) everything on the plane takes 10d10 points of either acid, cold, fire, or lightning damage, and 10d10 points of vile or righteous damage (your choice in both cases). At the end of the ritual’s duration, the plane explodes, and everything remaining upon it loses 100d10 hit points. Anything reduced to 0 hit points by this ritual is destroyed utterly. Each effect produced by this ritual is considered a Deific effect and cannot be prevented by any means.
Arcane Embargo
Epic abjuration ritual
Primary Caster Restrictions: 26th level or higher, 1 or more Epic levels in the archmage Epic prestige class
Power DC: 30
Preparation Time: 30 days
Components: V, S, M (a spell scroll of a 9th-level spell from the school of magic you wish to embargo), L (a 100-foot square of ground unaffected by magic)
Duration: Permanent You completely ban the use of magic from a certain school within the ritual’s area by generating a discriminatory field of antimagic.
Preparation: When you begin preparing this ritual, you must immediately choose one school of magic. Over the course of the ritual’s preparation, you must perform 8 hours of strenuous activity each day carving runes of antimagic throughout the area. If you cast this ritual again in an area already affected by this ritual, the spell ends.
Effect: A powerful aura of discerning antimagic emanates from the ritual’s location in a 10-mile radius. Spells of the school you designated when you began casting the ritual automatically fail when cast within the area by non-Deific means and the effects of such spells (other than the ritual) are suppressed within the area.
Army of Darkness
Epic necromancy ritual
Primary Caster Restrictions: 21st level or higher, ability to cast 9th-level spells using a Spellcasting feature
Power DC: 28
Preparation Time: Special (see description)
Components: V, S, M (at least one hundred humanoid corpses, up to a maximum of ten thousand), L (the site of a massacre, great battle, or other event in which hundreds were slain by violent means)
Duration: Permanent This ritual creates legions of undead that can be commanded like an army.
Preparation: Over the course of the ritual’s preparation, you inscribe profane symbols of undeath onto corpses available within the area. You can inscribe up to one hundred corpses in this manner for every 8 hours of strenuous activity you engage in, and each supporting caster can inscribe twenty-five corpses for every 8 hours of strenuous activity they engage in. The preparation time of this ritual increases depending on the number of corpses you wish to inscribe.
Effect: You speak the words “klaatu, barada, nikto” and all inscribed corpses rise as undead creatures. Each corpse becomes either a zombie or skeleton (your choice) and is friendly toward you and your supporting casters. You can use a bonus action on each of your turns to telepathically issue commands, and the undead follow your commands explicitly. When issuing such a command, you can choose to address a single undead, ten undead, or the entire army. If a humanoid creature is slain by an undead created by this ritual, it immediately rises as a zombie and becomes a member of the army. If you are slain or do not issue a command in a single 24-hour period to undead created by the ritual, the army disperses and the effect ends.
Call of the Lance
Epic conjuration ritual
Primary Caster Restrictions: 21st level or higher, Cavalry Master Epic feat
Power DC: 28
Preparation Time: 1 hour
Components: V, S, M (an adamantine lance)
Duration: Instantaneous
You call a mighty mount to serve you faithfully in battle against the mightiest of foes. This creature is a fearless companion that lives and dies by your side, shaped by your courage and worthiness as a rider.
Preparation: While you are preparing this ritual, you must engage in light activity for its entire preparation time. This activity takes the form of reciting a poem you have composed that tells of the horrors of war, the glory of battle, and the courage it takes to charge down one’s foes. The poem must end with an oath that pledges loyalty and affection to your mount. Once you begin preparing this ritual, you cannot prepare it again until you finish a long rest.
Effect: A powerful mount appears in an unoccupied space adjacent to you. The mount has the following statistics and is a celestial, dragon, fiend, or plant (your choice). The mount comes equipped with barding that cannot be removed by any means. The mount immediately disappears if you begin preparing this ritual again, it is slain, or you willingly treat the mount as though it were not a friend or ally. Whenever the mount disappears, it leaves behind any objects it was carrying or wearing besides its barding. If you willingly kill your mount, you can never cast this ritual again.
The mount is friendly toward you and serves you unquestioningly, sharing your goals and motivations. You control the mount in combat. While the mount is within 1 mile of you, you can communicate with it telepathically.
Dungeon Delver’s Delight
Epic conjuration ritual
Primary Caster Restrictions: 21st level or higher, ability to cast 9th-level spells using a Spellcasting feature
Power DC: 26
Preparation Time: 2 hours
Components: V, S, M (a solid gold cornucopia worth at least 5,000 gp), L (the entrance to a dungeon, lair, or other inhospitable, enclosed space)
Duration: 8 hours The ultimate spell for the homeless adventurer, this ritual creates an idyllic and inviting campsite for you and your companions to share.
Preparation: Over the course of the ritual’s preparation, you direct your thoughts to those of joy, good food, comfort, and companionship. These thoughts begin to manifest as the effects of the ritual, but appear as hazy mirages until the ritual is complete.
Effect: Even Epic characters must eat, and few feasts are more nourishing than the impressive dungeon delver’s delight. Created by the famous dungeoneer Mark Maximus, this ritual creates an extravagant camping site that provides you with all the necessities to brave the horrors in a nearby dungeon. The ritual produces the following effects within unoccupied spaces within 200 feet of its location.
Fantastic Feast. An extravagant feast appears before you, able to feed up to twenty individuals of Gargantuan size or smaller. A creature must spend 1 hour consuming the feast to gain the following benefits for 24 hours.
The creature gains the benefits of a heroes’ feast spell.
The first magical potion the creature drinks after consuming the feast has its duration increased to the duration of the feast’s effect.
When the creature is reduced to 0 hit points for the first time, it may choose to be immediately magically teleported to the location of the feast.
Warding Campfire. A roaring firepit supplies warmth to any who rest near it. The area within 300 feet of the campfire causes the following effects.
Allies that finish a long rest recover all of their hit dice instead of half.
All non-Epic weather effects that would be harmful or unpleasant to creatures within the area are negated.
You are telepathically alerted if an enemy creature attempts to enter the area without your express permission. Such creatures must succeed on a DC 26 Wisdom saving throw or be unable to willingly enter the area.
Force Field
Epic evocation ritual
Primary Caster Restrictions: 22nd level or higher, 1 or more levels in the archmage Epic prestige class
Power DC: 28
Preparation Time: 8 hours
Components: V, S, M (one adamantine cube worth 1,000 gp for each 20-foot cube of the spell’s area)
Duration: Permanent
You create a nearly impenetrable field of force that totally encompasses an area. You can raise or lower this field with a mere word.
Preparation: When you begin preparing the ritual, you must draw a line upon the ground that forms the outline of the area you wish to affect with the ritual, which becomes its location. Over the course of the ritual’s casting, you must engage in strenuous activity during which you perfectly determine the exact arcane geometry of the spell. The area of the spell is a 20-foot cube for each material component you provide, each of which must be adjacent to the other. At the end of the ritual’s casting, you must designate a password that can be used to raise or lower the forcefield when spoken.
Effect: As a bonus action, when you or another creature speaks the designated password within 5 feet of the ritual’s area, a mighty barrier of pure force forms around the perimeter of the spell’s area. Speaking the password again while within 5 feet of the ritual’s area causes the barrier to disappear. The barrier is 1 foot thick and prevents the passage of any physical object, creature, or magical effect. Anything attempting to leave or enter the area of the spell by magical means must succeed on a DC 28 Charisma saving throw, or the effect fails. Effects that would ordinarily destroy force effects (such as a disintegrate spell) instead destroy a 10-foot section of the barrier. Unless the barrier is completely destroyed, any destroyed sections of the barrier are magically repaired after 1 minute.
Immortal Legend
Epic necromancy ritual
Primary Caster Restrictions: 24th level or higher, 1 or more levels in primordial Epic prestige class
Power DC: 35
Preparation Time: 7 days Components: V, S, M (a solid gold statue of the target, forged on a 1:1 scale)
Duration: Instantaneous
You restore a dead creature to life with the power of Epic magic, allowing it to return regardless of how it died.
Preparation: When you begin preparing the ritual, you must touch the statue used as the spell’s material component and willingly maintain physical contact with it for the entire preparation. During this time, you channel your power into the statue, slowly transforming it into the target creature A secondary caster can aid in the ritual’s casting by duplicating this process, reducing the preparation time by 1 day for each supporting caster that does so, to a minimum of 1 day.
Effect: The statue is magically transformed into a new body for the dead creature, which is returned to life in its place. This is a Deific effect and is able to restore all aspects of a slain creature (such as a new soul, truename, or similar characteristics). If the creature died of old age, it returns to life at an age of your choice. Once a creature has been restored to life by this ritual, it can never be affected by it again for a period of 1,000 years.
Legacy of Steel
Epic enchantment ritual
Primary Caster Restrictions: 21st level or higher, 1 or more levels in an Epic prestige class, proficiency with martial weapons
Power DC: 34
Preparation Time: 6 months
Components: V, S, M (a nonmagical weapon or piece of armor that you have wielded for at least 5 years), L (a smithy)
Duration: Instantaneous You spend countless hours perfecting a piece of equipment that is significant to you, reforming it into a mighty tool of great power.
Preparation: When you begin preparing this ritual, you begin augmenting the item chosen as the ritual’s material component. Over the course of the ritual’s preparation, you must honor the history that you and the chosen item share. Doing so involves 8 hours of light activity each day during which you contemplate your relationship with the item. You reflect on battles you have fought, foes you have slain, and lives you have saved, all with the faithful assistance of this veteran piece of equipment. Additionally, you must spend 8 hours of strenuous activity each day improving, augmenting, and enchanting the item using various tools, magic, and skills. Doing so involves expending at least 2,000 gp of exceedingly rare materials per day appropriate to the composition of the item.
Effect: With the masterwork stroke of your tools, your formerly mundane piece of equipment is reborn as an artifact. The item gains the magical properties of a single magical weapon (if the item was a weapon) or armor (if the item was a piece of armor) of legendary quality or lower magic item of your choice. The DM determines what properties are available to choose from, and you must attune to the item to benefit from its properties. The type of weapon or armor of your item need not correspond to the property of the original item. For example, you can use this ritual to give a glaive the properties of a flame tongue sword. At your DM’s discretion, your item may be intelligent. In such cases, the item is friendly toward you and aspires to follow your ideals. Other creatures cannot attune to the item, and while you are attuned to the item you are aware of its exact location as long as it is on the same plane as you.
Natural Disaster
Epic conjuration ritual
Primary Caster Restrictions: 21st level or higher, 1 or more levels in the primordial Epic prestige class
Power DC: 32
Preparation Time: 12 hours
Components: V, S, M (the skull of a creature from an extinct species), L (within at least 50 miles of an artificial structure)
Duration: Instantaneous You invoke the vengeful spirits of nature to create a cataclysmic disaster that is nonmagical in nature.
Preparation: When you begin preparing this ritual, you target a single artificial structure you can see, which nature acknowledges with ominous force. The earth rumbles, winds blow, seas churn, and trees murmur. Over the course of the ritual’s preparation, you cannot move or take actions as you continue to point at your target. Supporting casters can do the same if they stand adjacent to you. For each supporting caster that aids you in this manner, the casting time of the ritual is reduced by 2 hours.
Effect: An endless onslaught of deadly natural phenomena causes the following effects in a 1-mile radius centered on the target, which occur in a specific order. None of the effects are considered magical, with a save DC equal to the ritual’s power DC. The DM determines which sections of the area are affected, along with the behavior of the ritual’s effects. Each effect lasts for its entire duration.
Immediately. Five gigantic waves wash over the affected area. Each of the waves is equivalent to the tsunami spell.
After 10 Minutes. A volcano erupts, creating a flowing source of lava. The volcano is equivalent to the Epic spell caldera cast as a tier 3 Epic spell.
After 20 Minutes. Ten tornados descend from the sky. Each tornado is equivalent to the whirlwind spell.
After 30 Minutes. Massive tremors shake the ground. The effect is equivalent to the earthquake spell.
After 40 Minutes. If all artificial structures and objects in the affected area are destroyed, the effects end. Otherwise, the ritual’s effects repeat themselves as though it were cast again.
Obliterate
Epic evocation ritual
Primary Caster Restrictions: 26th level or higher, Epic Spellcasting class feature, 1 or more levels in the archmage or unbound mind Epic prestige class
Power DC: 36
Preparation Time: 24 hours
Components: V, S, M (twelve perfectly cut diamond prisms, worth 1,000 gp each)
Duration: Instantaneous
When a situation calls for overwhelming, excessive force, spellcasters turn to the obliterate Epic ritual. This spell unleashes a beam of incalculable power that lays waste to anything in its path.
Preparation: When you begin the ritual’s preparation, you conjure a sphere of destructive force and must hold it in your hand. Once per day while you are preparing this ritual, you must gather additional magical power within the sphere. Doing so takes 1 hour of uninterrupted concentration (as though you were concentrating on a spell) during which you cannot move or take actions. At the end of that hour you must succeed on a DC 20 Constitution saving throw. Each time you succeed on this saving throw, the DC of the next time you would attempt the saving throw increases by 2. This effect is cumulative for each time you attempt the saving throw. If you fail the saving throw, if your concentration is interrupted, if the spell fails, or if you attempt to prepare the ritual for more than 10 days, the sphere explodes violently in a 100-foot radius centered on you. You and everything else within the area must succeed on a Dexterity saving throw versus the power DC or take the spell’s damage (see the “effect” section), or half as much on a success. You can choose to cast the ritual at any point after the first day of preparation.
Effect: You unleash a devastating beam of pure force from your hands in a 5-foot-wide line of infinite length. Each creature in the effect’s area must succeed on a Dexterity saving throw or take 30d10 force damage for each day you spent in preparation of the ritual, or half as much on a success.
Stronghold of Epic Power
Epic transmutation ritual
Primary Caster Restrictions: 22nd level or higher
Power DC: 70
Preparation Time: 1 year
Components: V, S, M (500,000 gp worth of treasure, which the spell consumes to furnish the stronghold), L (a structure you rightfully own or have created, the total space of which must have a combined area of between a 120-foot cube and a 500-foot cube)
Duration: Permanent You build a mighty structure that stands as a testament to your ability. The stronghold is a unique architectural wonder of your own design which serves as a base of operations for you and your allies.
Preparation: When you begin preparing this ritual, you must bury a single platinum piece with your initials carved into it somewhere in the location’s foundation. Over the course of the ritual’s preparation, you must spend 8 hours of strenuous activity each day integrating the spell’s material components into the ritual’s location. This fashions a structure of extraordinary extravagance thematic to you, in addition to any properties the structure may have. During the last month of the ritual’s preparation, you must finish a long rest within the ritual’s location each day. On the final day of the ritual’s preparation, you must finish an entire alcoholic beverage by yourself at the ritual’s location as a form of celebration. If you cast this ritual again before the duration ends, the structure is destroyed.
Effect: The ritual’s location becomes a magical structure and is resistant to all damage. When you finish a long rest within it, the structure regains 100 hit points. Additionally, the structure gains the following properties.
Enhanced Productivity. While within the structure, the time required to perform downtime activities is halved.
Hidden Refuge. Unless its location is common knowledge, the location of the structure cannot be divined by non-Epic magic, and non-Epic creatures cannot find the structure by any means unless you will it.
Lair Actions. While you are in the structure, on initiative count 20 (losing initiative ties), you can take a lair action to cause one of the following effects. You can’t cause the same effect twice within 1 minute. If you already have a lair action feature, these actions become a part of that feature.
You magically teleport to any unoccupied space within the structure.
You magically summon a creature friendly to you in an unoccupied space you can see within the structure. The creature remains for 1 hour before being dismissed back to its place of origin, or until you take an action to dismiss it.
You instantly gain the benefits of finishing a short rest.
Sense Intruder. You become aware of the presence of any creature not friendly to you within the ritual’s area, in addition to its creature type and whether it is non-Epic, Epic, or Deific.