Epic Spellcasting Revised
Epic Spellcasting Revised
To keep it
short, this is a heavy revision of a 3.0 rule system made by a fan of D&D and Pathfinder. This work
assumes access to the Epic Player’s Handbook. There is no license attached to any of this work.
All epic spellcasting is as it is in the Epic Player’s Handbook except for noted here.
First and foremost, the spellcraft dc is now a caster level check. You may take a 10 on this caster level
check.
You have a number of epic spell slots equal to your caster level minus 20. So a 21 st level wizard has 1
epic spell slots to use, and a 25th level wizard has 5.
The DC for any spell is 10 + 1/3 the caster level required to cast the spell + your relevant ability modifier.
This is before any factors are added in.
You may never deal more damage dice more than you have caster levels, regardless of the size of the
die. For example, a 25th level wizard could never cast a spell dealing 26d6, but he could cast one dealing
25d8.
Other: increase damage die by one step. You may do this up to 2 times. Max d12. The order is d4 > d6 >
d8 > d10 > d12. Each time you do this, the amount of dice is reduced by two. For example, if you
modified your 20d4 spell with this factor, it would turn into an 18d6.
Xp burn: replaced by gold. 500 gp per -1, max 100,000 gp. The material component must always be
something rare and valuable; something you can’t just find lying around. So, you can have a spell with
1,000 gp of ruby shards, but never 1,000 gp of dirt, or birch wood, or even iron ore. Keep it to gems and
rare metals.
”Increase the casting time by 1 day” now gives you a -4 instead of simply a -2
Seeds: (unless otherwise noted, convert the spellcraft dc into caster level by halving it, except for the
seed dc itself, which is reduced by 10)
Afflict: the ability damage is a base of 2d6. For each additional 1d6, add 4 to the caster level check.
Animate dead: Undead created are not automatically under your control. If you are capable of
commanding undead, you may attempt to do so as it forms. Meaning if you had “free HD” from animate
dead, you could substitute the newly created undead with those. Any part of the seed explaining how to
command more undead than this norm is removed.
Armor: The additional types to choose from are limited to divine, insight, and deflection.
Energy: Sonic deals d4 damage instead of d6. A wall of sonic deals 1d4 instead of 2d4. A wall of any
energy type deals normal damage to undead creatures. If you wish for the wall to deal double damage
to a specific creature type, add the seed “afflict” plus an additional 4.
Foresee: to cast a specific epic spell with the foresee seed in it more than once every 5 weeks, add 5 to
the caster level for every week desired. 5 for 4 weeks, 10 for 3 weeks, etc. you may do this up to 5 times
at which point this limit is removed from that spell.
Fortify: The bonuses allowed are luck, insight, and divine. The bonuses to ability scores are at a +6 caster
level each. The bonuses stay for 24 hours, instead of merely 20.
Heal: The damage healed by the spell is 150. For each 10 above this, add 1 to the caster level check. This
deals equal damage to undead. You may restore negative levels after any amount of time.
Slay: Instead of killing outright, you deal 200 points of damage on a failed save. For each 10 beyond this,
increase the caster level check by 1.