Epic Paths - Spells

Epic Spells

Epic spells work much like Epic boons and are awarded in the same manner.

Spell Levels. Every Epic spell has a level from 1 to 3. A spell’s level is a general indicator of how powerful it is. For purposes of effects that are calculated based on spell levels (such as the counterspell spell), a 1st level Epic spell is equivalent of a 15th level spell, a 2nd level Epic spell is equivalent of a 17th level spell, and a 3rd level Epic spell is equivalent of a 19th level spell.

Spells Known. When you’re eligible to learn a Epic spell, you can select it from your class’s Epic Spell list. You must be at least 17th level in a class to select spells from its Epic Spell list (and 30th character level). Once you have learned a spell, you know the spell and always have it fixed in your mind.

You must learn four 1st level Epic spells before you can learn 2nd level Epic spells. In a similar fashion, you must learn at least four 2nd level Epic spells, before you can learn a 3rd level Epic spell.

Spell Slots. When you learn a Epic spell you also gain a spell slot equal to the spells level. For example, if you learn the 2nd level Epic spell antimagic cage, you would also gain a 2nd level Epic spell slot.

When you cast a Epic spell, you expend a Epic slot of that spell’s level or higher, effectively “filling” a slot with the spell. Just as with regular spells, you can always cast a lower level Epic spell using a higher level Epic spell slot. You can’t, however, cast regular spells using your epic spell slots; they can only be used to cast Epic spells.

Finishing a long rest restores any expended Epic spellslots.

Bard Epic Spells
1st Level
Chill of the Tomb (necromancy)
Peripety (abjuration)
Purge Magic (abjuration)
Seyser’s Greatest Trick (enchantment)
Soul Scry (divination)
Spell Worm (enchantment)

2nd Level
All-See (divination)
Eidolon (enchantment)
Enslave (enchantment)
Eternal Freedom (abjuration)

3rd Level
Genesis (transmutation)
Soul Dominion (enchantment)

Cleric Epic Spells
1st Level
Chill of the Tomb (necromancy)
Delayed Healing Surge (evocation)
Divine Prayer (abjuration)
Peripety (abjuration)
Soul Scry (divination)
Vengeful Gaze (transmutation)
2nd Level
All-See (divination)
Eternal Freedom (abjuration)
Repulsion (abjuration)
Surge of Soothing (evocation)
3rd Level
Boundless Radiance (evocation)
Contingent Resurrection (necromancy)
Genesis (transmutation)
Surge of Rejuvenation (evocation)

Druid Epic Spells
1st Level
Delayed Healing Surge (evocation)
Living Lightning (evocation)
Soul Scry (divination)
Verdigris Tsunami (conjuration)
2nd Level
All-See (divination)
Awaken Woods (transmutation)
Eternal Freedom (abjuration)
Raise Island (transmutation)
Repulsion (abjuration)
Surge of Soothing (evocation)
3rd Level
Crown of Vermin (conjuration)
Genesis (transmutation)
Greater Reverse Gravity (transmutation)
Pestilence (necromancy)
Nova of Soothing (evocation)
Surge of Rejuvenation (evocation)


Sorcerer Epic Spells

1st Level
Aegis (abjuration)
Chill of the Tomb (necromancy)
Conjure Dragon (conjuration)
Destroy Magic
Kinetic Control (abjuration)
Purge Magic (abjuration)
Spell Spark (abjuration)
Spell Worm (enchantment)

2nd Level
Conjure Dragonflight (conjuration)
Eidolon (enchantment)
Eternal Freedom (abjuration)
Nova of Force (evocation)

3rd Level
Genesis (transmutation)
Greater Reverse Gravity (transmutation)
Ruin (evocation)
Ultimate Wish (conjuration)

Warlock Epic Spells
1st Level
Circle of Incursion (conjuration)
Odeon’s Quintessential Armor (abjuration)
Purge Magic (abjuration)
Spell Worm (enchantment)

2nd Level
All-See (divination)
Antimagic Cage (abjuration)
Enslave (enchantment)
Nightmare Lord (transmutation)

3rd Level
Genesis (transmutation)
Rift (evocation)
Ruin (evocation)
Soul Dominion (enchantment)


Wizard Epic Spells

1st Level
Aegis (abjuration)
Chill of the Tomb (necromancy)
Circle of Incursion (conjuration)
Destroy Magic (abjuration)
Conjure Dragon (conjuration)
Kinetic Control (abjuration)
Nail to the Sky (transmutation)
Spell Spark (abjuration)
Tenser’s Floating Prison (abjuration)
Transport Area (conjuration)

2nd Level
All-See (divination)
Antimagic Cage (abjuration)
Conjure Dragonflight (conjuration)
Eidolon (enchantment)
Raise Island (transmutation)
Nova of Force (evocation)

3rd Level
Genesis (transmutation)
Greater Reverse Gravity (transmutation)
Ruin (evocation)
Ultimate Wish (conjuration)

Wingrave’s Vindictive Vortex (evoca-
tion)

Epic Spell Descriptions


Aegis
1st-level Epic abjuration
Casting Time: 1 reaction, which you take when you are hit
by an attack or targeted by a spell that deals force damage
Range: Self
Components: V, S
Duration: 1 round
An invisible barrier of magical force appears and protects
you. Until the start of your next turn, you have a +10 bonus
to AC, including against the triggering attack, and you are
immune to force damage.


All-See
2nd-level Epic divination
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 48 hours
Describe or name a creature, object, or location as your
target. You attempt to find your target, magically scanning
through hundreds or even thousands of mental images. The
time it takes you to locate your target depends on your familiarity with the target and the distance to it, as shown in

the table below.
Familiarity 1 mile 10 miles 100
miles
1000
miles
> 1000
miles

Very
familiar Instantly 1 minute 10

minutes 1 hour 4 hours

Familiar 1 minute 10

minutes 1 hour 4 hours 8 hours

Seen
casually
10
minutes 1 hour 4 hours 8 hours 12 hours
Seen once 1 hour 4 hours 8 hours 12 hours 24 hours
Description 4 hours 8 hours 12 hours 24 hours 48 hours
Once you have located your target, you sense the distance
and most direct route to it. If the target is moving, you know
the direction of its movement.
If the target is on a different plane of existence than you,
you spend the entire duration searching for the target but
don’t learn anything in the end.
When the spell ends, you stop perceiving in this manner.
Familiarity. “Very familiar” is a creature or object you
have had daily contact with for a long time, such as a sibling
or your favorite weapon, or a location you have frequented
daily such as an old home or a school you attended.
“Familiar” is a creature or object you know very well, such
as an uncle or a parent’s favorite hat, or a location you have
frequented regularly, such as a lake near your childhood
home.
“Seen casually” is a creature, object, or location you have
seen more than once.
“Seen once” is a creature, object, or location you have
seen once, possibly by using magic.
“Description” is a creature, object, or location you know

through someone else’s description, perhaps from a draw-
ing, a text, or a map. If such a target is more than 1,000

miles away from you, you sense the distance and most di-
rect route for but a second before the spell ends.



Antimagic Cage
2nd-level Epic abjuration
Casting Time: 1 action
Range: 100 feet
Components: V, S, M (a pinch of powdered iron and ruby
dust worth 10,000 gp which the spell consumes)
Duration: 1 hour
An immobile, invisible, cube-shaped prison composed of
magical force springs into existence around an area you
choose within range. The prison is a solid box.

The prison can be up to 10 feet on a side, creating a sol-
id barrier that prevents any matter from passing through it

and blocking any spells cast into or out of the area.
When you cast the spell, any creature that is completely
inside the cage’s area is trapped. Creatures only partially
within the area, or those too large to fit inside the area, are

pushed away from the center of the area until they are com-
pletely outside the area.

The inside of the prison is divorced from the magical en-
ergy that suffuses the multiverse. Within the prison, spells

can’t be cast, summoned creatures disappear, and even
magic items become mundane.
Spells and other magical effects, except those created by
an artifact or a deity, are suppressed in the prison and can’t
protrude into it. A slot expended to cast a suppressed spell

is consumed. While an effect is suppressed, it doesn’t func-
tion, but the time it spends suppressed counts against its

duration.
Targeted Effects. Spells and other magical effects, such
as magic missile and charm person, that target a creature
or an object in the prison have no effect on that target.

Areas of Magic. The area of another spell or magical ef-
fect, such as fireball, can’t extend into the prison. If the pris-
on overlaps an area of magic, the part of the area that is cov-
ered by the prison is suppressed. For example, the flames

created by a wall of fire are suppressed within the prison,
creating a gap in the wall if the overlap is large enough.

Spells. Any active spell or other magical effect on a crea-
ture or an object in the prison is suppressed while the crea-
ture or object is in it.

Magic Items. The properties and powers of magic items
are suppressed in the prison. For example, a +1 long sword
in the prison functions as a nonmagical long sword.
Magical Travel. Teleportation and planar travel fail to
work in the prison, whether the prison is the destination
or the departure point for such magical travel. A portal to
another location, world, or plane of existence, as well as an
opening to an extradimensional space such as that created
by the rope trick, temporarily closes while in the prison.
Creatures and Objects. A creature or object summoned
or created by magic temporarily winks out of existence in
the prison. Such a creature instantly reappears once the
space the creature occupied is no longer within the prison.
If a captured creature tries to leave the cage by using
teleportation or interplanar travel from an effect that isn’t
a spell, it must first make a Charisma saving throw. On a
success, the creature can use that effect to exit the cage.
On a failure, the creature can’t exit the cage and remains
imprisoned. The cage also extends into the Ethereal Plane,
blocking ethereal travel.
Spell and magical effects such as dispel magic and purge
magic have no effect on the prison, and an antimagic field
doesn’t suppress it.




Awaken Woods
2nd-level Epic transmutation
Casting Time: 8 hours
Range: Touch
Components: V, S, M (an agate worth at least 20,000 gp,
which the spell consumes)
Duration: Instantaneous
After spending the casting time tracing magical pathways
within a precious gem stone, you plant it into the ground.

Plants in a 100-foot radius centered on you with no Intel-
ligence score or an Intelligence of 3 or less, gain an Intelli-
gence of 10. All plants awakened in this manner also gain

the ability to speak one language you know and gain the
ability to move their limbs, roots, vines, creepers, and so

forth. Lastly, awakened plants gain senses similar to a hu-
man’s.

Plants that have been awakened in this manner can’t trav-
el further than 1 mile from the space in which it was awak-
ened. If it does, it immediately returns to the state it was in

before it was awakened.
Your DM chooses statistics appropriate for all awakened

plants, such as the statistics for awakened shrubs or awak-
ened trees.

An awakened plant is charmed by you for 30 days or until
you or your companions do anything harmful to it. When
the charmed condition ends, the awakened plant chooses
whether to remain friendly to you, based on how you treated
it while it was charmed.
At Higher Levels. When you cast this spell using a Epic
spell slot of 3rd level, the spell affects plants within 1 mile.
Boundless Radiance
3rd-level Epic evocation
Casting Time: 1 action
Range: Self
Components: V, S, M (A reliquary worth at least 50,000 gp
containing a sacred relic of legend)
Duration: Concentration, up to 1 minute
Divine radiance surrounds you, creating bright light in a 30-
foot radius around you and dim light for an additional 30
feet. This light is sunlight. A fiend or undead that starts its
turn in this light must succeed a Constitution saving throw
or take 100 radiant damage and become blinded until the
start of its next turn. In addition, you can’t be reduced below
1 hit point for the duration.
When the spell ends, the light washes outwards from you,
illuminating a 1-mile radius area for a split second. A fiend
or undead in the illuminated area must make the saving
throw.

Circle of Incursion
1st-level Epic conjuration
Casting Time: 24 hours
Range: 60 feet
Components: V, S, M (rare chalks and inks infused with
precious gems worth 5,000 gp, which the spell consumes)
Duration: 7 days
As you cast the spell, you draw a 60-foot-diameter circle on
the ground inscribed with sigils that link your location to a
location you know on any plane of existence. A shimmering
portal opens within the circle you drew and remains open
for 7 days. For the duration, an identical circle appears at

your chosen destination. Any creature that enters either cir-
cle instantly appears within 5 feet of the other circle or in

the nearest unoccupied space if that space is occupied.

While they exist, both circles count as permanent telepor-
tation circles, and allow incoming teleportation if a caster

knows their sigil sequences.

Chill of the Tomb

1st-level Epic Necromancy

Casting Time: 1 action

Range: 60 feet

Components: V, S, M (handful of dust from a greater undead worth at least 1000 gp which the spell consumes)

Duration: Instantaneous

Target: 1 creature

You infect a single target with a powerful force of negative energy made from the cries of the enraged dead. Make a spell attack against a target creature. On a successful hit, the target takes 10d6 points of necrotic damage and becomes infused with negative energy for 1 minute. The target is unable to regain hit points or benefit from any healing or cure spell. Once the spell prevents a target from regaining 100 hit points in this manner, the effect ends.

At Higher Levels. For each spell level higher, the damage of the spell attack increases by 10d6, and the amount of hit points of healing the spell prevents increases by 100.


Conjure Dragon
1st-level Epic conjuration
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (dragon scales worth at least 5,000
gp which the spell consumes)
Duration: Concentration, up to 1 minute
You summon an adult chromatic or metallic dragon, which
appears in an unoccupied space that you can see within
range. The dragon disappears when it drops to 0 hit points
or when the spell ends.
The dragon is friendly to you and your companions for the
duration. Roll initiative for the dragon, which has its own
turns. It obeys any verbal commands that you issue to it (no
action required by you). If you don’t issue any commands
to the dragon, it defends itself from hostile creatures but
otherwise takes no actions.

The dragon’s color is identical to the scales you provided as a material component for this spell.



Conjure Dragonflight
2nd-level Epic conjuration
Casting Time: 1 minute
Range: 300 feet
Components: V, S, M (dragon scales worth at least 50,000
gp which the spell consumes and a brazier or container
filled with a material dependent on the color of the dragon
scales)
Duration: Concentration, up to 1 minute
You summon ten adult chromatic or metallic dragons, which
appear in unoccupied spaces that you can see within range.
The dragons disappear when they drops to 0 hit points or
when the spell ends.
The dragons are friendly to you and your companions for
the duration. Roll initiative for the dragons, which have their
own turns. They obey any verbal commands that you issue
to them (no action required by you), but they can’t be given
individual commands. If you don’t issue any commands to
the dragons, they defend themselves and each other from
hostile creatures but otherwise take no actions.
The additional materials needed are as follows:
Scale Color Additional Material
Black 1 gallon of acid
Blue 10 metal rods
Brass 5 lbs. of coal and a fire
Bronze 10 metal rods
Copper 1 gallon of acid
Gold 5 lbs. of coal and a fire
Green 1 gallon of poison harvested from plants
Red 5 lbs. of coal and a fire
Silver 5 lbs. of snow or ice
White 5 lbs. of snow or ice

The color of the dragons is identical to the scales you pro-
vided as a material component for this spell. The DM has

the statistics for the dragons.


Contingent Resurrection
3rd-level Epic necromancy
Casting Time: 1 hour
Range: Touch
Components: V, S, M (diamonds worth at least 20,000 gp,
which the spell consumes)
Duration: 24 hours
You touch a willing creature for the duration of the casting.
For the duration of the spell, if the creature dies, it returns
to life at the start of its next turn with all its hit points. If the
soul isn’t free or willing, it is forcefully freed from whatever
magic or prison is holding it back.
This spell neutralizes any poisons and cures curses and
diseases afflicting the creature when it died.
This spell also closes all mortal wounds and restores any
missing body parts when it restored a creature to life.
Coming back from the dead is an ordeal. The target takes
a −4 penalty to all attack rolls, saving throws, and ability

checks. Every time the target finishes a long rest, the penal-
ty is reduced by 1 until it disappears.

Crown of Vermin
3rd-level Epic conjuration
Casting Time: 1 action
Range: Self
Components: V, S
Duration: 1 minute
Ten thousand insects appear from thin air and cover you
as a second layer of skin, granting you 100 temporary hit
points. Whenever you lose 1 temporary hit point, 100 of
these insects die and disappear with a faint popping noise.

While you have more than 50 temporary hit points remain-
ing, you have total cover against attacks and effects.

If a creature hits you with a melee attack while you have
temporary hit points remaining, the insects bite the attacker
before dying, causing the attacker to take magical piercing
damage equal to the number of temporary hit points you
lost from the attack.



Delayed Healing Surge
1st-level Epic evocation
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: 1 hour
You touch a willing creature, sending a surge of magical
healing through its body that lies dormant. The healing
surge is a pool of 100 hit points. For the duration, when
the target takes damage it instantly regains a number of hit
points equal to the damage taken but to a maximum of the
remaining pool. When there are no more hit points in the
pool, the spell ends.
Each time the target is healed by the pool, the spell also

ends blindness, deafness, and any diseases affecting the tar-
get.

This spell has no effect on constructs or Undead.
At Higher Levels. When you cast this spell using a Epic
spell slot of 2nd level or higher, the pool of stored healing
increases by 50 for each Epic spell slot above 1st.

Divine Prayer
1st-level Epic Abjuration
Casting Time: 1 Bonus Action
Range: 300 feet
Components: A strand of hair or personal item of the target creature.
Target: Creature
Duration: 1 round
You shield the target in a nimbus of silver light that protects them from harm.
The creature is immune to damage until the start of its next turn.


Destroy Magic

1st-level Epic abjuration

Casting Time: 1 action

Range: 300 feet

Components: V, S

Duration: Instantaneous

Choose one creature, object, or magical effect within range. Any spell of 9th level or lower or Epic Spell of 1st level on the target ends. For each Epic Spell of 1st level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a successful check, the spell ends.

At Higher Levels. When you cast this spell using a Epic spell slot of 2nd level, it also ends Epic spells of 2nd level or lower, and when you cast this spell using an Epic spell slot of 3rd level, it also ends Epic spells of 3rd level or lower.

Eidolon 2nd-level Epic enchantment Casting Time: 1 hour Range: Touch Components: V, S, M (a strand of hair, a nail, or some other physical token from your body) Duration: 8 hours You create an exact duplicate of yourself. For the duration, you and your duplicate can communicate telepathically with each other, and the duplicate obeys your telepathic com- mands. The duplicate has all of the same abilities, spells, and class features as you do. For the duration of the spell, both you and the duplicate have disadvantage on ability checks, attack rolls, and saving throws, and the spell save DC for both of you is reduced by 5. The duplicate disappears when it drops to 0 hit points or when the spell ends. If you die while your duplicate yet lives, your consciousness is magically transferred to the du- plicate, making its body your new body, after which the spell ends. Enslave 2nd-level Epic enchantment Casting Time: 1 action Range: Touch Components: V, S, M (an object the target remembers fondly from its childhood) Duration: Instantaneous You touch a creature that you can see. The target must suc- ceed on a Wisdom saving throw or be magically charmed by you until you die or until you are on a different plane of existence from the target. The charmed target is under your control and can’t take reactions, and the you and the target can communicate telepathically with each other over any distance. Whenever the charmed target takes damage, the target can repeat the saving throw. On a success, the effect ends. No more than once every 24 hours, the target can also re- peat the saving throw when it is at least 1 mile away from you. Eternal Freedom 2nd-level Epic abjuration Casting Time: 1 action Range: Self Components: V, S, M (a broken chain link made of adaman- tine and a bird feather) Duration: Up to 24 hours For the duration, your movement is unaffected by difficult terrain, and spells and other magical effects can neither re- duce your speed nor cause you to be paralyzed or restrained. You can also spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has you grappled. Finally, being underwater imposes no penalties on your movement or attacks and you gain a flying speed equal to your walking speed The spell ends when you finish a long rest. Genesis 3rd-level Epic transmutation Casting Time: Special Range: Special Components: V, S Duration: Special You attempt to create your own plane within the Astral Plane. In order to create your plane, you must cast this spell each day for a year. If you miss a single day, you must start over. When you are finished, your plane is created. Your plane is of a size as you define, from a 1-mile radius area to an infinite space. You can name it however you like and can shape it in any way you want, though it must befit your alignment to which the plane becomes bound. Once per day, while on your plane, you can cast this spell to try and shape an additional layer on your plane. In order to do so, you must cast this spell each day for 6 months. The second layer can be different from the first, and you decide how transportation is possible from one layer to another. Once your plane is willed into existence, you can always teleport to it using an action, or teleport back to the location you left, also by using an action. If you die, unless your body was destroyed, you reform within your plane 1 year after your death. Your plane might eventually attract other inhabitants such as celestials, fiends, or even more exotic creatures, at your DM’s discretion. Greater Reverse Gravity 3rd-level Epic transmutation Casting Time: 1 action Range: Special Components: V, S Duration: 1 hour This spell reverses gravity in a 1-mile-radius, 1-mile high cylinder centered on you. All creatures and objects that ar- en’t somehow anchored to the ground in the area fall up- ward and reach the top of the area when you cast this spell. A creature can make a Dexterity saving throw to grab onto a fixed object it can reach, thus avoiding the fall. If some solid object (such as a ceiling) is encountered in this fall, falling objects and creatures strike it just as they would during a normal downward fall. If an object or crea- ture reaches the top of the area without striking anything, it remains there, oscillating slightly, for the duration. At the end of the duration, affected objects and creatures fall back down. Kinetic Control 1st-level Epic abjuration Casting Time: 1 action Range: Self Components: V, S, M (a dry sponge) Duration: Concentration, up to 1 minute You create a magical barrier around yourself that absorbs kinetic energy. The barrier can absorb up to 100 points of damage, storing it within you for later use. The damage it absorbs can only be bludgeoning, force, piercing, or slash- ing damage. The spell ends early if it absorbs the maximum amount of damage it can. Benign Discharge. For the duration of the spell, you can use an action to discharge the kinetic energy you have stored within you, targeting a creature or object within 5 feet of you. The target takes force damage equal to the damage your kinetic barrier has absorbed. The spell then ends. Malign Discharge. If the spell ends before you discharge the stored kinetic energy, you take force damage equal to the damage your kinetic barrier has absorbed and become stunned until the end of your next turn. At Higher Levels. When you cast this spell using a Epic spell slot of 2nd level or higher, the spell can absorb an additional 50 points of damage for each Epic spell slot above 1st. Living Lightning 1st-level Epic evocation Casting Time: 1 action Range: 60 feet Components: V, S, M (a small silver rod) Duration: Concentration, up to 1 minute You create a bolt of lightning that arcs toward a target of your choice that you can see within range. The target must make a Dexterity saving throw. The target takes 10d8 light- ning damage on a failed save, or half as much damage on a successful one. As the lightning crackles around the target, the lightning forms into a living entity; a reflection of your will in the form of pure electrical energy. Statistics. The living lightning has the statistics of an air elemental but none of its actions. It also can’t move. The liv- ing lightning is friendly to you and your companions for the duration. Roll initiative for the living lightning, which has its own turns. It doesn’t obey your commands but is anchored to your emotions. A creature that starts its turn in the living lightning’s space takes 10d8 lightning damage. A creature that hits the living lightning with a melee weapon attack while within 5 feet of it, takes 5d8 lightning damage. Lightning Spawn. The living lightning can use its action only to cast the living lightning Epic spell, potentially cre- ating more of its kind. The save DC of this casting of living lightning is the same as if you would cast it yourself. At Higher Levels. When you cast this spell using a myth- ic spell slot of 2nd level, all lightning damage increases to d10s, and when you cast this spell using a Epic spell slot of 3rd level, all lightning damage increases to d12s. --- Dream Larva Large aberration (abomination), unaligned Armor Class 23 (natural armor) Hit Points 435 (30d10 + 270) Speed 60 ft., fly 120 ft. (hover) STR DEX CON INT WIS CHA 25 (+7) 14 (+2) 28 (+9) 13 (+1) 21 (+5) 25 (+7) Saving Throws Int +9, Wis +13, Cha +15 Skills Athletics +15, Perception +13, Stealth +10 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities cold, fire, psychic Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned Senses truesight 120 ft., passive Perception 23 Languages telepathy 120 feet Challenge 26 (90,000 XP) Immutable Form. The larva is immune to any spell or effect that would alter its form. Innate Spellcasting. The larva’s innate spellcasting ability is Charisma (spell save DC 23, +15 to hit with spell attacks). It can innately cast the following spells, requiring no components: At will: haste, prismatic spray, weird Magic Weapons. The larva’s weapon attacks are magical. Magic Resistance. The larva has advantage on saving throws against spells and other magical effects. Nightmare Form. The larva’s true form is an intangible mass of worms and nightmare, but the larva is perceived in the form of whatever a creature finds most fearsome or horrible in the world. A creature that starts its turn within 30 feet of the larva and can see the larva must make a DC 23 Wisdom saving throw. On a failed save, the creature is frightened for 1 minute. At the end of each of the frightened creature’s turns, it must succeed on a Wisdom saving throw or take 4d10 psychic damage. On a successful save, the creature is no longer frightened and is immune to the larva’s Nightmare Form for the next 24 hours. Tongue of Darkness. The larva can’t speak, but any creature that can understand a language can understand the larva’s telepathy. In addition, the larva understands all spoken languages. Actions Multiattack. The larva makes one bite attack and four claw attacks. Alternatively, it makes two attacks with its Nightmare Blast. Bite. Melee Weapon Attack: +15 to hit, reach 5 ft., one creature. Hit: 29 (4d10 + 7) piercing damage. If the target is a creature, it must make a DC 23 Wisdom saving throw, or fall into a catatonic state for 1 minute where it is assaulted by mind-wrecking nightmares. While in this catatonic state, a creature is unconscious and takes 18 (4d8) psychic damage at the start of each of its turns. The creature wakes up only if another creature takes an action to shake it awake. Claw. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 25 (4d8 + 7) piercing damage plus 18 (4d8) psychic damage. Nightmare Blast. Ranged Spell Attack: +15 to hit, range 120 ft., one creature. Hit: 33 (4d12 + 7) psychic damage and the target must make a DC 23 Wisdom saving throw, or fall into a catatonic state for 1 minute where it is assaulted by mind-wrecking nightmares. While in this catatonic state, a creature is unconscious and takes 18 (4d8) psychic damage at the start of each of its turns. The creature wakes up only if another creature takes an action to shake it awake. --- Nightmare Lord 2nd-level Epic conjuration Casting Time: 1 action Range: Self Components: V, S Duration: Up to 1 minute You contact a creature of pure nightmare, allowing it to use you as a means to enter the world. You disappear and a dream larva appears in your space. Roll initiative for the dream larva, which has its own turns. The dream larva is not friendly to your allies and acts in accordance with its own will. More often than not, dream larvae simply seek to spread as much malice as they can. For the duration of the spell, you are incapacitated and at the start of each of your turns, you take 4d8 psychic damage as you float aimlessly in the dream larva’s aberrant home world, witnessing cruel nightmares not meant for mortal eyes. If the dream larva is reduced to 0 hit points, it disappears back to whence it came and you reappear prone in its space. The spell then ends. Odeon's Quintessential Armor 1st-level Epic abjuration Casting Time: 1 action Range: Self Components: S, M (a fresh piece of brain from an intellect devourer which the spell consumes) Duration: 1 minute You squint your eyes as psychic energies envelop you. You gain 50 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature must make a Wisdom saving throw. On a failed save, the attacker takes 50 psychic damage and becomes unable to breathe until it receives magical healing. On a suc- cessful save, the attacker takes half the damage and doesn’t become unable to breathe. At Higher Levels. When you cast this spell using a myth- ic spell slot of 2nd level or higher, both the temporary hit points and the psychic damage increase by 50 for each Epic spell slot above 1st. Nova of Force 2nd-level Epic evocation Casting Time: 1 action Range: Special Components: V, S Duration: Instantaneous A massive nova of force bursts outwards from you and through all creatures, objects, structures within 1 mile. The nova can move around a creation of magical force, such as the wall created by the wall of force spell, but it can’t move through it. A creature within range takes 1d10 force damage. If a creature is Large or smaller, it is also knocked prone. Nova of Soothing 3rd-level Epic evocation Casting Time: 1 action Range: Special Components: V, S Duration: Instantaneous A massive nova of positive energy washes outwards from you and through all creatures within 1 mile. An affected creature regains hit points equal to half its hit point maxi- mum. The spell also ends blindness, deafness, one level of exhaustion, and any diseases affecting the target. This spell has no effect on constructs or undead. Peripety 1st-level Epic abjuration Casting Time: 1 action Range: Touch Components: V, S Duration: 1 minute You create a field of abjuration magic around the target. For the duration, when the target is hit by a ranged attack, the attack instead misses the target and is instead reflected back at the attacker unless the attacker is a deity. Once three attacks have been forced to miss in this man- ner, the spell ends. At Higher Levels. When you cast this spell using a Epic spell slot of 2nd level or higher, the spell can force two addi- tional attacks to miss for each Epic spell slot above 1st. Pestilence 3rd-level Epic necromancy Casting Time: 1 minute Range: 1 mile Components: V, S Duration: Instantaneous A wave of illness washes through the air inside a 1,000-foot cube within range. Each creature within the area must make a Constitution saving throw against disease or be infected with slimy doom for 30 days. The disease is not contagious. Since this spell induces a natural disease in its target, any effect that removes a disease or otherwise ameliorates a disease’s effects apply to it. A creature infected with slimy doom begins to bleed un- controllably. The creature has disadvantage on Constitution checks and Constitution saving throws. In addition, when- ever the creature takes damage, it is stunned until the end of its next turn. The area in which the disease was released begins to reek of rot and decay, and nonmagical plants in the area wither and die over the next 24 hours. Raise Island 2nd-level Epic transmutation Casting Time: 1 hour Range: Touch Components: V, S Duration: Instantaneous While touching a body of water, you cause an island raise out of the water beneath your hand. The island can be san- dy or rocky, as determined by the DM, but it is a barren pro- trusion that is stable and remains in place permanently. The island’s size is 10 x 1d20 feet north to south and 10 x 1d20 east to west. This spell can form an isthmus between two landmasses by continually raising new islands in connection with each other, in which case they will form to connect naturally. An island created in this manner can sink back into the sea if targeted by an earthquake spell or similar effect, at the DM’s discretion. Repulsion 2nd-level Epic abjuration Casting Time: 1 action Range: Self Components: V, S Duration: Concentration, up to 1 hour Choose a type of creature when you cast this spell other than your own type. For example, you could choose fey, gi- ants, or undead. A shimmering barrier extends out from you in a 10- foot radius and moves with you, remaining centered on you and hedging out creatures of the type you chose. The barrier lasts for the duration. The barrier prevents an affected creature from passing or reaching through. An affected creature also can’t cast spells or make attacks with ranged or reach weapons through the barrier. If you move so that an affected creature is forced to pass through the barrier, the spell ends. Deities are unaffected by the spell. Rift 3rd-level Epic evocation Casting Time: 1 hour Range: Sight Components: V, S, M (a hoard of black gemstones worth at least 50,000 gp which the spell consumes) Duration: 1 minute You magically force open a rift in reality, creating a gateway from the Far Realm. The rift is a 100-foot radius sphere of magical darkness. From the rift appear multiple, massive tentacles. Anything in the sphere’s space is pulled into the Far Realm. Each creature within 1 mile of the rift that isn’t in total cover must succeed a Strength saving throw or be magical- ly moved 50 feet closer to it. Creatures within 100 feet of the rift have disadvantage on the saving throw. All objects within 1 mile of the rift that aren’t being worn or carried, regardless of their size, are sucked into the Far Realm. A creature or object that is pulled into the Far Realm can only be brought back with a wish spell. The casting of the spell is visible as far as 5 miles away. Ruin 3rd-level Epic evocation Casting Time: 1 action Range: 120 feet Components: V, S, M (an amethyst, a diamond, an emerald, a ruby, a sapphire, and a topaz, each worth at least 1,500 gp which the spell consumes) Duration: Instantaneous You target a creature within range, causing it’s body to tear itself apart at a molecular level. The target must make a Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma saving throw. For each failed save, the target takes 20d10 force damage. If this damage reduces a crea- ture to below 100 hit points, it is annihilated and can only be resurrected with a true resurrection or wish spell. Constructs and oozes have disadvantage on all saving throws. Seyser's Greatest Trick 1st-level Epic enchantment Casting Time: 1 action Range: Self Components: V, S Duration: Concentration, up to 1 hour Each creature within 120 feet of you that can see you must make a Wisdom saving throw. On a failed save, for the du- ration of the spell a creature forgets that you exist and you become invisible to it. The effect ends for a creature, if you target it with an attack or a spell, or if you deal damage to it. At Higher Levels. When you cast this spell using a Epic spell slot of 2nd level, the duration increases to Concentra- tion, up to 8 hours. When you cast this spell using a Epic spell slot of 3rd level, the duration increases to Concentra- tion, up to 24 hours. Soul Dominion 3rd-level Epic enchantment Casting Time: 1 action Range: Special Components: V, S Duration: Concentration, up to 1 hour Choose a creature known to you as the target of this spell. The target must be on the same plane of existence as you and it can’t have a CR or level higher than yours. You at- tempt to magically beguile the creature. It must succeed on a Wisdom saving throw or be charmed by you for the duration. While the creature is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue com- mands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as “Attack that creature,” “Run over there,” or “Fetch that object.” If the creature completes the order and doesn’t receive further di- rection from you, it defends and preserves itself to the best of its ability. You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn’t do anything that you don’t allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well. Each time the target takes damage, it can make a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends. Soul Scry 1st-level Epic divination Casting Time: 1 action Range: Special Components: V, S, M (A focus worth at least 10,000 gp, such as a crystal ball, a silver mirror, or a font filled with holy water) Duration: Concentration, up to 1 hour Choose a creature known to you as the target of this spell. The target must be on the same plane of existence as you and it can’t have a CR or level higher than yours. The tar- get must make a Wisdom saving throw. On a failed save, you can use your action to see through the target’s eyes and hear what it hears, and continue to do so until you use your action to return to your normal senses. While perceiving through the target’s senses, you gain the benefits of any special senses possessed by the target, though you are blinded and deafened to your own surround- ings. Spell Spark 1st-level Epic abjuration Casting Time: 1 action Range: Self Components: V, S Duration: 1 hour You create an invisible spark that takes hold within you. For the duration, the next time you become the target of a 9th level spell or lower, the spell has no effect on you as it is ab- sorbed by the spark within you. This spell then ends. At Higher Levels. When you cast this spell using a Epic spell slot of 2nd level, it also absorbs the effects of Epic spells of 1st level, and when you cast this spell using a Epic spell slot of 3rd level, it also absorbs Epic spells of 2nd level or lower. Spell Worm 1st-level Epic enchantment Casting Time: 1 action Range: 60 feet Components: V, S Duration: Concentration, up to 1 minute You target a creature within range. The target must succeed at a Wisdom saving throw. On a failed save, the target is infected by a spell worm; an intangible, mental construct within its mind. While affected, the target loses its highest level spell slot at the start of each of its turns, unless it spends its action mentally combating the worm and thus ending the spell. Surge of Rejuvenation 3rd-level Epic evocation Casting Time: 1 action Range: 30 feet Components: V, S Duration: Instantaneous Choose a creature that you can see within range. A mas- sive surge of positive energy washes through the creature, causing it to return to its hit point maximum. The spell also ends blindness, deafness, all exhaustion, and any diseases or poisons affecting the target. This spell has no effect on constructs or undead. Surge of Soothing 2nd-level Epic evocation Casting Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous Choose a creature that you can see within range. A mas- sive surge of positive energy washes through the creature, causing it to regain hit points equal to half its hit point max- imum. The spell also ends blindness, deafness, one level of exhaustion, and any diseases affecting the target. This spell has no effect on constructs or undead. Tenser's Floating Prison 1st-level Epic abjuration Casting Time: 1 action Range: 20 feet Components: V, S, M (a drop of mercury and ruby dust worth 5,000 gp which the spell consumes) Duration: 1 hour An invisible, cube-shaped prison composed of magical force springs into existence around an area you choose within range. The prison can be up to 10 feet on a side, creating a sol- id barrier that prevents any matter from passing through it and blocking any spells cast into or out of the area. When you cast the spell, any creature that is completely inside the cage’s area is trapped. Creatures only partially within the area, or those too large to fit inside the area, are pushed away from the center of the area until they are com- pletely outside the area. A creature inside the cage can’t leave it by nonmagical means. If the creature tries to use teleportation or interpla- nar travel to leave the cage, it must first make a Charisma saving throw. On a success, the creature can use that magic to exit the cage. On a failure, the creature can’t exit the cage and wastes the use of the spell or effect. The cage also ex- tends into the Ethereal Plane, blocking ethereal travel. After creation, the prison begins to hover 3 feet above the ground. It is immobile while you are within 20 feet of it. If you move more than 20 feet away from it, the prison follows you so that it remains within 20 feet of you. It can move across uneven terrain, up or down stairs, slopes and the like, but it can’t cross an elevation change of 10 feet or more. For example, the disk can’t move across a 10-foot- deep pit, nor could it leave such a pit if it was created at the bottom. If you move more than 100 feet from the prison (typically because it can’t move around an obstacle to follow you), the spell ends. This spell can’t be dispelled by Dispel Magic or Purge Magic. Transport Area 1st-level Epic conjuration Casting Time: 8 hours Range: Sight Components: V, S Duration: Instantaneous You target an area that you can see, attempting to transport it to another area within the same plane of existence. The targeted area is a 30-foot tall, 30-foot radius cylinder. For each additional hour your spend on casting the spell beyond 8 hours, you can increase the radius or the height of the cylinder by 30 feet. When you complete the spell, the area is transported to a location that you know within the same plane of existence. Creatures, objects, and structures in the area are transported with it. When the landmass appears at its destination, any crea- ture that occupies a space in the area is ejected to the near- est unoccupied space. Ultimate Wish 3rd-level Epic conjuration Casting Time: 1 action Range: Sight Components: V, S Duration: Instantaneous Ultimate wish is the mightiest spell a creature can cast. By simply speaking aloud, you can alter the very foundations of reality in accord with your desires. The basic use of this spell is to duplicate any other spell of 1st or 2nd Epic lev- el, or a 9th level spell or lower as if cast with a 12th level spell slot. You don’t need to meet any requirements in that spell, including costly components. The spell simply takes effect. Alternatively, you can create one of the following effects of your choice: • You create one object of up to 100,000 gp in value that isn’t a magic item. The object can be no more than 1,000 feet in any dimension, and it appears in an unoccupied space you can see on the ground. • You allow any number of creatures that you can see to regain all hit points, and you end all effects on them de- scribed in the greater restoration spell. • You grant up to ten creatures the benefits of a long rest. • You grant up to ten creatures you can see immunity to one spell school for 8 hours. For instance, you could make yourself and all your companions immune to evocation magic. • You can turn back time by 1 minute. You might be able to achieve something beyond the scope of the above examples. State your wish to the GM as pre- cisely as possible. The GM has great latitude in ruling what occurs in such an instance; the greater the wish, the greater the likelihood that something goes wrong, just as with a 9th level wish spell. However, if you are not satisfied with the outcome of your wish, you can decide to unmake the effect but must do so immediately. If you cast this spell to produce any effect other than dupli- cating another spell, you can’t cast ultimate wish again for 30 days. In addition, there is a 33 percent chance that you permanently lose one 3rd-level Epic spell slot. Verdigris Tsunami 1st-level Epic conjuration Casting Time: 1 minute Range: Sight Components: V, S Duration: Concentration, up to 1 minute A wall of leaves, roots, and vines springs into existence at a point you choose within range. You can make the wall up to 500 feet long, 500 feet high, and 50 feet thick. The wall lasts for the duration. When the wall appears, each creature within its area must make a Strength saving throw. On a failed save, a creature takes 10d10 bludgeoning damage, or half as much damage on a successful save. If the creature is Huge or smaller, it is trapped inside the wall. At the start of each of your turns after the wall appears, the wall, along with any creatures in it, moves 50 feet away from you. Any Huge or smaller creature inside the wall or whose space the wall enters when it moves must succeed on a Strength saving throw or take 9d10 bludgeoning dam- age. A creature can take this damage only once per round. At the end of the turn, the wall’s height is reduced by 50 feet, and the damage creatures take from the spell on sub- sequent rounds is reduced by 1d10. When the wall reaches 0 feet in height, the spell ends. A creature caught in the wall is grappled by it, but can move 5 feet within the wall with a successful Strength (Ath- letics) or Dexterity (Acrobatics) check against your spell save DC. If it fails the check, it can’t move. A creature that moves out of the area falls to the ground. Vengeful Gaze 1st-level Epic transmutation Casting Time: 1 action Range: Sight Components: V, S Duration: Instantaneous You target a creature that you can see, attempting to smite it with divine retribution. The target must make a Wisdom saving throw. On a failed save, the target takes 10d10 + 100 radiant damage. If this damage reduces the target to 0 hit points, it is disintegrated. A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. The creature can be restored to life only by means of a true resurrection or a wish spell. Deities automatically succeed on the saving throw. At Higher Levels. When you cast this spell using a Epic spell slot of 2nd level or higher, the spell’s damage increases by 5d10 + 50 for each Epic spell slot above 1st. Wingrave's Vindictive Vortex 3rd-level Epic evocation Casting Time: 1 action Range: Self Components: V, S, M (a piece of straw and a toothpick) Duration: Concentration, up to 1 minute A massive whirlwind, filled with thousands of tiny blades of magical force, begins to howl all around you. The whirlwind is a 20-foot-radius, 60-foot-high cylinder with a 10-foot radi- us hollow center centered on you. Until the spell ends, the whirlwind moves with you, centered on you. The whirlwind sucks up any Medium or smaller objects that aren’t secured to anything and that aren’t worn or carried by anyone. A creature must make a Dexterity saving throw the first time on a turn that it enters the whirlwind or that the whirl- wind enters its space, including when the whirlwind first appears. A creature takes 10d10 bludgeoning damage and 10d10 force damage on a failed save, or half as much dam- age on a successful one. In addition, a Large or smaller creature that fails the save must succeed on a Strength sav- ing throw or become restrained in the whirlwind until the spell ends. When a creature starts its turn restrained by the whirlwind, the creature is pulled 10 feet higher inside it, un- less the creature is at the top. A restrained creature moves with the whirlwind and falls when the spell ends, unless the creature has some means to stay aloft. A restrained creature can use an action to make a Strength or Dexterity check against your spell save DC. If successful, the creature is no longer restrained by the whirlwind and is hurled 6d6 × 10 feet away from it in a random direction. The whirlwind imposes disadvantage on ranged weapon attack rolls out of or into the it. The whirlwind also extin- guishes open flames, and disperses fog A creature that can fly by magical means that is caught in the whirlwind automatically succeeds its Strength or Dexterity check to escape the whirlwind, but is then hurled away as any other creature.