Antipathy/Sympathy (Enchantment)
| Type |
Frequency |
Target |
Attack |
Hit |
Miss |
| Close spell |
At-Will Quick Action |
One enemy within faraway range |
Int + Level vs MD |
6d10 psychic damage and the target must either engage someone of your choice or stay away from someone of your choice (hard save ends). |
3d10 psychic damage |
-
Epic Feat: Raise the save difficulty to 18+.
The Charm of Forlorn Encystement (Alteration)
An invisble hammer pounds the target into the ground like a spike.
| Type |
Frequency |
Target |
Attack |
Hit |
Miss |
| Ranged Spell |
Daily |
One foe within nearby range |
Int + Level vs PD |
18d10 force damage and stuck |
9d10 damage and dazed (hard save ends) |
-
If the target is reduced to 0 or less HP by the spell: The target is imprisoned underground until rescued by digging or magic. However, they will not bleed to death while imprisoned, but sink into suspended animation; they may still make death saves.
-
Epic Feat: You may use this as a Close spell
Feeblemind (Enchantment)
| Type |
Frequency |
Target |
Attack |
Hit |
Miss |
| Ranged spell |
Daily |
One enemy within faraway range |
Int + Level vs MD |
The target is reduced to minimal intelligence and instinctual behavior (hard save 16+ ends). The target can still physically defend itself and fight, and it recognizes friend from foe, but it can’t speak, cast spells, or use any advanced tactics. This is effectively a stronger version of the hampered condition. |
dazed (hard save ends) |
-
Epic Feat: If you hit the target, you also inflict confused on the target.
Foresight (Divination)
| Type |
Frequency |
Target |
| Close quick spell |
Daily |
Yourself or an ally within nearby range |
Effect: The target rolls a number of d20s equal to your Inteligence bonus. You can use each die once as a free interrupt action to substitute the die result for a d20 roll by allies or foes. The action or save is then resolved.
-
Epic Feat: The target treats all foes as vulnerable.
Lugwiller's Dismal Itch (Alteration)
| Type |
Frequency |
Target |
Attack |
Hit |
Miss |
| Ranged spell |
Daily |
1d3 nearby foes |
Int + Level vs PD |
18d10 damage and hampered due to scratching. |
You can repeat the attack against the target once during your next turn as a quick action. |
-
Epic Feat: If you hit the foe, it is also weakened.
Maze (Conjuration)
| Type |
Frequency |
Target |
Attack |
Hit |
Miss |
| Ranged spell |
Daily |
One enemy within faraway range |
Int + Level vs MD |
The target is removed from the battlefield and teleported to a labyrinth-like demiplane, where it has to search for the exit. At the end of each turn, it makes a normal save (11+). If it succeeds, it immediately rolls another save that turn, otherwise it starts saving again at the end of its next turn. It needs three successes to escape from the maze. Enemies whose MD is higher than yours only need two successes. Minotaurs always succeed at their save against this spell. |
The target loses its next move action. |
-
Epic Feat: Enemies now need four successes to escape the maze (three if their MD is higher than yours).
Power Word Kill (Necromancy)
| Type |
Frequency |
Target |
Attack |
Hit |
Miss |
| Ranged spell |
Daily |
One enemy within faraway range |
Int + Level vs MD |
The target takes 100 ongoing necrotic damage. If it rolls a natural 5 or less on its save, increase the ongoing damage by 50. |
50 ongoing necrotic damage |
| Type |
Frequency |
Target |
Attack |
Hit |
Miss |
| Ranged spell |
Daily |
One random nearby enemy per point of Intelligence modifiere |
Int + Level vs PD |
Roll 1d8 and consult table below to see results |
Roll 1d8 to determine the ray color, but the target takes half damage and ignores any non-damage effect. |
- Red. The target takes 2d8 x 10 ongoing fire damage.
- Orange. The target takes 3d8 x 10 acid damage.
- Yellow. The target takes 3d8 x 10 lightning damage.
- Green. The target takes 2d8 x 10 ongoing poison damage. If it fails a save while it has 150 hp or fewer, it dies.
- Blue. The target takes 3d8 x 10 cold damage.
- Indigo. The target is hampered (save ends). After the third failed save, it is permanently turned into stone.
- Violet. The target is blinded (treat as weakened, -4 to attacks and defenses). If it fails its save three times, it is transported to another plane of existence of the GM’s choosing. (Typically, a creature that is on a plane that isn’t its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal planes.)
- The target is struck by two rays. Roll twice more, rerolling any 8s.
-
Epic Feat: The first target you roll to hit is chosen by you, while the rest are random.
Repulsion (Abjuration)
| Type |
Frequency |
Target |
Attack |
Hit |
Miss |
| Close |
Daily |
All foes engaged with one ally within faraway range or yourself |
Int + Level vs PD |
The target is flung to a location of your choice within line of sight within faraway range and takes 12d10 damage and dazed (hard save ends) |
6d10 damage and dazed (hard save ends) |
-
Epic Feat: If you hit the target, they are stuck at the location they land at until they save.
Twisted Nightmare (Illusion)
| Type |
Frequency |
Target |
Attack |
Hit |
Miss |
| Ranged spell |
Daily |
One nearby enemy with 750 hp or fewer |
Int + Level vs MD |
The target is confused (save ends). It takes a penalty to the save equal to the escalation die. Whenever the target hits its own ally, it takes psychic damage equal to half the damage it dealt. Whenever the target takes damage, increase the damage of its attacks by its level until the end of the battle (even after the spell ends). |
You can repeat the attack against the target once during your next turn as a quick action. |
-
Epic Feat: If you hit the foe, it suffers -4 to its defenses until it saves against the confusion.
Wish (By the result)
| Type |
Frequency |
Target |
| Close spell |
Daily |
Yourself or an ally within nearby range |
Effect: You utter the words “I wish …”, and the literal wording of that Wish becomes reality. Wish is the ultimate freeform spell, as it can make anything happen. It can heal wounds, transport you anywhere, summon items, and make bad things happen to your enemies. However, the universe has a way to reflect overly ambitious Wishes back at the caster, by giving them exactly what they wanted.
Special: You cannot, or rather should not attempt to cast this spell more than three times in a lifetime. Stories are vague as to the reason, but the most common legend is that the genie who fulfills your wishes is freed after the third casting, and a fourth attempt will force the caster to take their place.