Epic Magic Epic Magic Spells
T Introduction his document lists the complete homebrew epic spell list I use for the campaigns I run in Dungeons & Dragons 5th edition. I originally created this document in Word, for the benefit of me as the DM and my players. However, I see no reason not to make this freely available for others, provided of course that all sources are cited and credited, and that I seek no financial reimbursement. This applies to the spells of my own creation, which I am happy to share for free. Some entries were loosely inspired by spells from older editions of Dungeons & Dragons that I missed too much to leave out. Others are spells that exist in two CRPGs that I enjoyed and wished to see represented in the campaigns I run. Finally, some are creations of my own mind. In all instances, I have, where necessary, made (minor) amends to certain mechanics so as to ensure consistency in 5th edition. As those whose sources both happen to be Dungeons & Dragons CRPGs, this wasn't an overly onerous task, at least in terms of mechanics. The trickier part comes trying to balance spells whose power exceeds 9th-level spells whilst respecting 5th edition's undeniably less dangerous, more player character-tilted challenge curve. All the same, I have endeavoured to accredit the original. In any event, it is my hope that this collection of spells piques your interests, takes your fancy and ends up in your wizard's spellbook, cleric's mind...or, as the DM, your villainous NPC's spell list, to catch your players unawares! A Note on Epic Tier Play Officially, character progression ends at 20th level. That's perfectly fine. After all, only four percent of campaigns registered on D&DBeyond progress to 14th level or higher. However, there are some stories that take longer to tell and some players that want to take their heroic character further. To do this, my group makes use of Quill and Cauldron's excellent Epic Characters product, available online at DMs Guild. This is unofficial content, not that you'd know it. I happily vouch for its balance, its flavour and its accessibility. Why not go ahead and take a look? One word of warning, if I may. Spells of this power are quite rightly formidable, to the point of being overwhelming. They aren't to be used lightly. In the aforementioned game system I use to manage epic tier play, characters reaching 21st, 25th and 29th level gain the Ability Score Improvement feature. What I've done is give full-spellcasters the option to take one epic spell slot at one of those levels of their choosing. Four epic spells refer to the homebrew Unconquerable trait that a handful of my nastier baddies have. See the memo at the top of the next page for more details. How do Epic Spells Work? Rules for epic spells and epic spellcasting are detailed on page 8. These are my creation and are woven into a product I've purchased that supports this tier of play. Epic Spells for Epic Characters Epic spells are deigned to exceed the power of 9th-level spells. Technically beyond the reach of mortals, only the mightiest of adventurers get their hands on them. But are they really the mightiest spells? The truth is out there... 2
Sources Baldur's Gate II: Throne of Bhaal by BioWare Improved Alacrity Spell Trap Neverwinter Nights 2: Mask of the Betrayer by Obsidian Damnation Entropic Husk Epic Gate Hellball Mass Drown Mass Fowl Vampiric Feast Reminder! This compilation of epic spells is for my players and me, for use in our weekly games. I'm sharing it freely and with no expectation of any financial reimbursement. All original material is credited to and owned by the respective parties mentioned here. If you want to share your thoughts or appreciation, just drop me a Thank you at u/Olster20 Pre Edi by W Pr My by u As As El Ex My Sh Vo Unconquerable If [the creature] is subjected to any effect that would reduce its hit points to 0 or kill it, but that does not deal damage, [the creature] takes 10d10 force damage instead. This excludes power word kill. [The creature] also can’t be transmuted in any way. 3
Epic Spell List by Class Bard Elemental master (conjuration) Premonition (divination) Cleric Ashes to ashes (necromancy) Aspect of the deity (transmutation) Damnation (conjuration) Entropic husk (transmutation) Epic gate (conjuration) Exercitum ex mortis (necromancy) Premonition (divination) Druid Aspect of the deity (transmutation) Elemental master (conjuration) Epic gate (conjuration) Mass drown (transmutation) Mass fowl (transmutation) Premonition (divination) Vampiric feast (necromancy) Sorcerer Epic gate (conjuration) Elemental master (conjuration) Exercitum ex mortis (necromancy) Hellball (evocation) Improved alacrity (enchantment) Mystra's Overchannel (transmutation) Premonition (divination) Shades of terror (illusion) Spell trap (abjuration) Vampiric feast (necromancy) Vorpal strike (necromancy) Warlock Aspect of the deity (transmutation) Damnation (conjuration) Entropic husk (transmutation) Epic gate (conjuration) Exercitum ex mortis (necromancy) Hellball (evocation) Premonition (divination) Shades of terror (illusion) Vampiric feast (necromancy) Wizard Elemental master (conjuration) Entropic husk (transmutation) Epic gate (conjuration) Exercitum ex mortis (necromancy) Hellball (evocation) Improved alacrity (enchantment) Mystra's Overchannel (transmutation) Premonition (divination) Shades of terror (illusion) Spell trap (abjuration) Vampiric feast (necromancy) Vorpal strike (necromancy) Forbidden Magic --- Mystra's Ban One effect of the ban was to limit spellcasting for mortals to spells of a maximum of 9th-level, with epic spells being more powerful than that. If you're reading this, either you've found a way around the ban. Or, you're no longer mortal. 4
Epic Spells Ashes to Ashes Epic necromancy (cleric) Casting Time: 1 action Range: Touch Components: V, S Duration: Instantaneous You speak aloud the words, ‘Ashes to ashes,’ and make a melee spell attack on a single creature. On success the target takes 100 hit points of force damage and must succeed on a Constitution saving throw, or else take necrotic damage equal to your three times your caster level. If a creature’s hit points are reduced to 0 by the necrotic damage, the creature is instantly disintegrated, leaving just a pile of fine ash behind. Non-magical items are also affected but magical items are not. Constructs are unaffected. Aspect of the Deity Epic necromancy (cleric, druid, warlock) Casting Time: 1 action Range: Self Components: V Duration: 1 minute You are flooded with such divine power from your deity or patron, that for the duration, you become infused with an amount of their self. You have great latitude in determining what changes take place physically or aesthetically and may assume the form of either any creature up to two sizes smaller or larger than you, or you may choose to appear as an incarnate embodiment of your deity or patron. You do not gain or lose feats, features or traits as a result of the change. However, regardless of that form, you shed bright light up to 30 feet and dim light up to 3o feet, and gain the following benefits: If taking the Attack action, you can make one additional attack per turn When making an attack, treat any to hit roll lower than a 10, as a 10 and when rolling damage dice you roll two extra dice per attack You gain a +5 bonus to your AC You gain resistance to all damage and Spell Resistance (both equal to 5 plus half your caster level) You cannot be transported to a different plane against your wishes. Additionally, any creatures of your choice within the dim light you emit, excluding yourself, regain 5 hit points per turn spent inside, provided they can see the light. Damnation Epic conjuration (cleric, warlock) Casting Time: 1 action Range: Touch Components: V Duration: Instantaneous You banish a single creature to the Hells, with almost no possibility of return. If you succeed at a melee spell attack, the target must make a Wisdom saving throw. Failure means the creature is dragged to the Hells by shadowy creatures, to be tormented and ultimately devoured by fiends. A cre from incap Cre to the turns fails b maxim in thi need Co Ele Epic Casti Rang Comp Dura You c fire a and t within eleme conju eleme the fo You conju them range plane In t accor to. Th they t rende disap Ent Epic Casti Rang Comp Dura You o meta melee on a C resist physi powe On its bo the cr point gains rando 5 Epic Magic
t h e c r e a t u r e’s b o d y b u r n s i t s e l f o u t a n d t h e c r e a t u r e c o l l a p s e s i n t o d u s t. Creatures with th e U n c o n q u e r a b l e t r a i t t h a t fa i l t h e i n i t i a l s av e d o n o t i m m e d i a t e l y s u c c u m b t o t h e s p e l l’s e ffe c t, a n d m ay r e p e a t t h e s av e a t t h e e n d o f e a c h o f i t s s u b s e q u e n t t u r n s, e n d i n g t h e s p e l l o n 3 s u c c e s s e s, b u t fa l l i n g u n d e r t h e e ffe c t o f p o w e r w o r d p a i n. I f t h e c r e a t u r e s c o r e s 2 m o r e fa i l s b e fo r e 3 s u c c e s s e s, i t i s i m m e d i a t e l y s u bj e c t t o t h e e ffe c t o f t h e s p e l l. T h e fa i l s o r s u c c e s s e s n e e d n o t b e c o n s e c u t i v e. This spell has no e ffe c t o n d e m i p o w e r s o r d e i t i e s, o r a c r e a t u r e t h a t d o e s n o t p o s s e s s i t s o w n s o u l i n i t s b o d y. Epic Gate Epic conjuration (cleric, druid, sorcerer, warlock, wizard) Casting Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous You open a portal to the Lower Planes and calls forth a balor to assail your foes for the duration. If it is slain, a second one is immediately summoned in its place. The strength of this conjuration is such that the demons are bound to your will, and you need not have cast any spell o r m a i n t a i n c o n c e n t r a t i o n t o p r e v e n t t h e m fr o m a t t a c k i n g y o u. The balor always attacks whichever of your enemies is closest. A summoned balor disappears back through a portal 1 minute after you cast this spell. Exercitum Ex Mortis Epic necromancy (cleric, sorcerer, warlock, wizard) Casting Time: 1 minute Range: 120 feet Components: V, S Duration: Instantaneous You flood corpses with negative and transmutational energy and raise an army of the dead for you to command. This spell can't create undead from nothing --- there must be at least 10 corpses within range, and enough room for the army to rise. You determine the nature of each undead, although a creature’s Challenge Rating can't exceed 3, and the undead must be corporeal. Your command of the undead is absolute and as a bonus action, you telepathically give instructions to them as a whole. You must be on the same plane of existence as the undead created to do this. In the absence of instruction, the undead behave according to type but will not harm anyone you forbid them to. The undead remain until slain, you or they travel to a different plane of existence, or you die, at which point they turn to dust. If you cast this spell again whilst any undead you created remain, those remaining turn to dust once you create one or more new undead from the new casting. This spell can raise a maximum Challenge Rating of undead equal to five times your level. Hellball Epic evocation (sorcerer, warlock, wizard) Casting Time: 1 action Range: 150 feet Components: V, S D u r a t i o n : I n s t a n t a n e o u s Yo u u p o i n t r a d i u o r t a k t h u n d H e l l b I m p r Ep i c C a s t i R a n g C o m p D u r a Yo u b c a p a c y o u r w n e c e s Fo r t o t w o a c t i o n y o u h s e c o n e a c h l e v e l F i n o n u p l o s e c a n d y a l a c r i s w e e w h i c h s t u n n t a ke t r e d u c r e c o v M a s Ep i c C a s t i R a n g C o m p D u r a Yo u c c h o i c b e g i n s av i n C r e u n d e M a s Ep i c C a s t i R a n g C o m p D u r a Yo u t r s e e w c h i c k W i s d t r a n s c a r r i e t r a n s 6 E p i c Ma g i c
Mystra’s Overchannel Epic evocation (sorcerer, wizard) Casting Time: 1 action Range: Self Components: V, S Duration: Up to 1 minute You call on the Weave to flood you with a portion of Mystra’s own power, infusing your damaging spells with unearthly potency. For the next minute, for each evocation spell of 1st to 8th level you cast at its default level that involves rolling damage dice, you roll double the usual number of damage dice, and each such spell attracts the epic spell modifier to your spell save DC (i.e. +1). Starting from the second time you choose to invoke this ability and each time thereafter, roll a d6. On a 1, either you again one level of exhaustion, or this spell ends early (your choice). You can use a higher level spell slot to cast evocation spells whilst under the effect of this spell, but they are treated as still being cast at their default level. When the spell ends, you experience burn out from the Weave, and either take 10d6 force damage, which can't be resisted or avoided in any way, or you can't cast spells for the next hour, (your choice). If you take the force damage, your hit point maximum is also reduced by the same amount. These hit points can only be recovered by finishing a long rest. Premonition Epic divination (cleric, druid, wizard) Casting Time: 1 minute Range: Self Components: V, S Duration: 1 hour This epic spell bestows a partial ability to see into the immediate future. For the duration, you can't Be surprised Roll less than 10 on attack rolls, ability checks, and saving throws. This insight into the future also gives you Resistance (10) to all damage for the duration. Additionally, other creatures have disadvantage on attack rolls against you and cannot score a critical hit on you for the duration. Shades of Terror Epic illusion (sorcerer, wizard) Casting Time: 1 action Range: 120 feet Components: V, S Duration: Up to 1 minute You draw on the deepest fears of a group of creatures, allowing you to create illusory creatures in their minds, visible only to them. Each creature of your choice in a 30-foot-cube centred on a point you choose within range must make a Wisdom saving throw. On a failed save, a creature takes 10d10 psychic damage and becomes frightened for the duration. While frightened by this spell, the creature’s speed becomes 0 and it can't cast spells. For each creature affected, the illusion manifests as its worst nightmare, posing as an implacable threat. At the end of each of the frightened creature’s turns, it mu psych On some the sp Spel Epic Casti Rang Comp Dura You c For th level, you r that o an ex Th Th caste excee spell don't early. You Vam Epic Casti Rang Comp Dura You fo range choic lose a A c its cu savin necro curre You you to of the Cre of the Vor Epic Casti Rang Comp Dura You im durat weap that c die. T use th 7 Epic Magic
Epic Spells Rules These rules set out the acquisition of spells of greater power than 9th-level and apply to Epic Characters. Epic spells only become available to learn at 21st caster level and above. As such, these spells are considered amongst the most potent magics known across Faerûn and rival demipowers in power. Epic spells represent the next stage of spell power beyond 9th level. As the ability to cast 9th-level spells is a fundamental requirement to cast even more powerful spells, only full casters have the ability to cast epic spells. Full casters include bards, clerics, druids, sorcerers, warlocks and wizards. Epic Spell Slots At 21st, 25th and 29th level, you gain the Ability Score Improvement feature. Once, provided you have at least 21 caster levels, instead of this feature, you can choose to gain one epic spell slot, in lieu of the Ability Score Improvement feature. Regardless of how many epic spells you eventually learn, you only ever have one epic spell slot per long rest. With the Epic Spell Capacity feature, beginning at 29th level, you also gain 10th, 11th and 12th-level spell slots. These spell slots can't be used to cast an epic spell --- you use these higher slots for upcasting purposes of 1st to 9thlevel spells only. Learning epic spells In order to learn an epic spell, you must find the necessary notes and research in order to cast it. This may take the form of multiple spellbooks, parchments, lost tomes or even strange runes inscribed either with energy or physically somewhere. Perhaps you encounter a willing demipower to teach you... Epic spells are so complex and dense that few creatures have the mental capacity to know more than three as a maximum. You gain the ability to know a second at 23rd and a third at 25th level. Epic spells: Can’t be counterspelled Bypass spell resistance Are only be dispelled by dispel magic cast using a 10thlevel spell slot or above Don’t require concentration. Casting Epic Spells Epic spells are more difficult to resist than less powerful spells. When you force a creature to make a saving throw against an epic spell, your spell save DC increases by 1 for this spell. Even legendary resistance doesn’t automatically work against an epic spell. If a creature is obliged to make a saving throw and chooses to use legendary resistance, it must make a Legendary Resistance check and roll 5 or higher on a d20. if it fails, it can choose to repeat the check, provided it has one or more uses of legendary resistance remaining. Casti Mystr and d let alo make rollin of two Th as wi spell, of exh disap E W y s 8 Epic Magic
Wield the Magic of Demipowers This compendium contains all 17 epic spells from all eight schools of magic, available to full-casters at epic level play. Unleash overwhelming magic against the enemy: obliterate souls, channel the raw energies of the goddess of magic, and even damn others to the Hells! That pesky nuisance of a BBEG that's made your life hell throughout the campaign? You've an epic spell with its name on! Fewer than 1% of adventurers make it this far. You've found, at last, the door to power reserved for immortals. Dare you push? Cover Art: Arcvein In the hope that whether you're the caster or the target, you enjoy these spells as much as I. Art Credits 1. Chain Lightning by Arcvein 2. Dispel by Chasestone 3. Pyromancer by Tavenerscholar 4. Eternal Winter by papugaka 5. Archmage Rises Title Screen Illustration by RogierB 6. Jason-Felix-MTG-unity by Jason Felix Fan Content Policy Content is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
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