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Post by FunkySwerve on Apr 23, 2007 4:24:24 GMT
Bard Epic and Paragon Spells - This document lists custom Bard epic and paragon spells on Higher Ground. - In order to learn epic spells, you must have 25 class levels of Bard, be at least level 40, have the Epic Spell Focus feat in the spell's school, and find someone or something to teach you the spell. - In order to learn paragon spells, you must know the epic spell in the school, and take both Paragon Spell Focus and Paragon Spell Knowledge feats in the school. Epic Abjuration - Chant of Warding - All party members in the area are granted (CL / 2) / - resistance and (CL / 6)% immunity versus physical damage types for CL rounds (duration includes paragon levels). Half of the damage resistance stacks with other sources of damage resistance.
Epic Conjuration - Calling of the Heart - Summons a healing spirit which is invincible in combat for (CL / 2) rounds (duration includes paragon levels). - Each round, the spirit will resurrect the nearest dead ally. If no allies are dead, it will cast Greater Restoration on the nearest ally.
Epic Divination - Winter is Coming - The effect radius for this spell is Medium by default, but increases to Large at 40 Cha and Huge at 60 Cha (including modifiers). - Every enemy in the effect radius around the bard is frozen for (CL / 4) rounds (duration includes paragon levels). - Enemies that are immune to petrification are immune to this spell.
Epic Enchantment - Hear Me Roar - The effect radius for this spell is Huge by default, but increases to Colossal at 60 Cha (including modifiers). - Using the token for this ability will toggle the effect; it is available for one round per day per bard class level (LLs not included). - All beings in the effect radius around the caster are cured of deafness and silence, and made immune to those effects.
Epic Evocation - Cry of the Heavens - A Huge cloud is summoned at the target location, persisting for (CL / 3) rounds. Each round, enemies in the cloud must make three saving throws against a DC of (25 + (Cha modifier)). - Fortitude: CLd6 sonic damage; save for half. If the enemy fails its save, it is knocked down. - Reflex: CLd8 electrical damage; save for half; evasion applies. - Will: CLd6 divine damage; save for half. If the enemy fails its save, it is stunned. - Both duration and damage include paragon levels in their calculation.
Epic Illusion - Possum's Farce - The token for this effect only serves to display how many uses are left per day. This ability can be used (CL/12 + base Cha / 30) times per day. - If an ally dies in the same area and there are uses remaining, the ally will be resurrected, as if by a Stone of Rebirth. - When only one use remains, this protection applies only to the caster.
Epic Necromancy - Dirge of the Deathless - The effect radius for this spell is Huge by default, but increases to Colossal at 60 Cha (including modifiers). - Using the token for this ability will toggle the effect; it is available for one round per day per bard class level (LLs not included). - All allies in a Medium radius around the caster are immune to critical hits. - All allies in the full effect radius around the caster receive 127 Parry skill, granting them half damage against critical hits, plus immunity to fear.
Epic Transmutation - Unbowed, Unbent, Unbroken - The effect radius for this spell is Huge by default, but increases to Colossal at 60 Cha (including modifiers). - Using the token for this ability will toggle the effect; it is available for one round per day per bard class level (LLs not included). - The bard is made immune to knockdown. - All allies in the full effect radius around the caster receive +10 to ability checks against knockdown, or +8 if the caster is a Warchanter. They also receive twice that bonus to skill checks against knockdown. However, if they could not automatically make the check, they will still always fail it on a natural 1.
Paragon Abjuration - Spellguard - Makes the party immune to disjunction and breach spells for (CL / 4) rounds.
Paragon Conjuration - Lure Phane - The caster summons a phane, which accelerates time for the party for 8 rounds. Every other round, enemies in the area will be frozen, allowing only the party to act. Bosses will only be frozen for half a round every other round. All enemies are immune to this effect for the first 8 seconds after they spawn in. - Lure Phane can only be invoked once every 5 minutes.
Paragon Divination - Elucidate - This spell can only be cast on an ally, not the caster, and only when not in combat. It removes the effects of amnesia, and restores half the target's spells. A bard that has this spell but hasn't cast it will ignore a single amnesia effect, but this drains the use of the spell.
Paragon Enchantment - Cacophony - The effect radius for this spell is Medium by default, but increases to Huge at combined Strength and Dexterity Ability Modifier of 15, and Colossal at 25. - Using the token for this ability will toggle the effect; it is available for 1 round per bard level. - All hostiles in the area of effect take CLd6 per caster level sonic damage per round; this increases to CLd8 at 25 base Cha and CLd12 at 50 base Cha.
Paragon Evocation - Discordant Counterpoint - All enemies in a gargantuan area of effect are struck with either a Taunt or a Bluff effect, based on the casters !opt tauntbluff setting, at 8 penalty, for (CL / 4) rounds.
Paragon Illusion - Illusory Army - The bard summons 2d4 illusory minions, which persist for CL rounds.
Paragon Necromancy - Ashes to Ashes - All enemies in a colossal radius around the caster fall to the ground and forcibly feign death. The party is made effectively ethereal, as by a Greater Sanctuary spell.
Paragon Transmutation - Sonic Conjunction - All enemies within a huge radius of the caster are struck as by the Amplify spell, with no saving throw.
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Post by Acaos on Jan 19, 2008 5:46:38 GMT
Cleric Epic and Paragon Spells - This document lists custom Cleric epic and paragon spells on Higher Ground. - In order to learn epic spells, you must have 25 class levels of Cleric, be at least level 40, have the Epic Spell Focus feat in the spell's school, and find someone or something to teach you the spell. - In order to learn paragon spells, you must know the epic spell in the school, and take both Paragon Spell Focus and Paragon Spell Knowledge feats in the school. - All paragon spell DCs are 40 + stat mod
Epic Abjuration - Aegis - All party members in the area are granted (CL / 6)/- resistance, (CL / 6)/- stacking resistance, and (CL / 6)% immunity versus exotic (magical, positive, negative and divine) and esoteric (ectoplasmic, psionic, sacred, vile, primal, anarchic, and axiomatic) damage types for CL rounds (duration includes paragon levels).
Epic Conjuration - Annihilation - All enemies in a Gargantuan radius around the target point receive (CLd6 * 3) divine damage, are stunned for 2 rounds, and blinded for 20 rounds, plus 1 round per 4 caster levels above 40. - This spell cannot be Evaded, but enemies may make a DC (30 + Wis modifier) Reflex save for half damage. - This spell is guaranteed to always do at least some damage. - Both duration and damage include paragon levels in their calculation.
Epic Divination - Miracle - All party members in the area are resurrected, fully healed, and granted 25 temporary HP per target level above 20. - All enemies in a Gargantuan radius around the caster and a Large radius around each ally are turned for 2 rounds.
Epic Enchantment - Girding of the Faithful - All party members in the area receive a stacking +2 enhancement bonus to their armor, bracers, and shield for (CL / 2) turns (duration includes paragon levels).
Epic Evocation - Conversion - The target is dominated permanently and with no save if it is not immune.
Epic Illusion - Visage of Doom - Summons a powerful Death Phasm to aid the caster in combat for (CL / 2) rounds (duration includes paragon levels). The Phasm scales in power as the caster gains casterlevels, becoming a true terror.
Epic Necromancy - Eternal Return - The next time the caster dies, he will be resurrected, fully healed, and have Greater Sanctuary cast upon him.
Epic Transmutation - Instruments of Faith - All party members in the area receive a +16 enhancement bonus to their weapons for (CL / 2) turns (duration includes paragon levels).
Paragon Abjuration - Permanency - Renders the party's weapons, armors, and shields unslaggable and indestructible for (CL / 2) rounds.
Paragon Conjuration - Summon Sphere of Annihilation - Summons a sphere of annihilation for (CL / 2) rounds.
Paragon Divination - Serendipitous Forethought - The caster's party is granted a limited ability to see a short time into the future, allowing them to take 10 on all saving throws for (CL / 4) rounds (if taking 10 would not be sufficient, two rolls are made and the better is used). All enemies in a Huge area of effect have a -12 penalty to saving throws for a turn (does not stack with bard song).
Paragon Enchantment - Divine Fervor - Casts divine power on the party, granting 2 bonus attacks, for 1 round per 4 CL.
Paragon Evocation - Moonfire - All creatures in a Gargantuan radius around the target point receive (CL * 3)d6 sacred or vile damage (depending on caster alignment) and are afflicted with a 15% miss chance for (CL / 4) rounds. - This spell cannot be Evaded, but enemies may make a DC (40 + Wis modifier) Reflex save for half damage.
Paragon Illusion - Time Flies - The caster alters enemies' perception of time, making their enemies' movements appear incredibly fast. This grants the caster's party 85% conceal and Epic Dodge for (CL / 4) rounds.
Paragon Necromancy - Eradicate - Instantly kills any one non-boss creature, without a saving throw. - Eradicate can only be invoked once every 5 minutes.
Paragon Transmutation - Tempered Arms - The caster enchants the party, preventing their blows from healing enemies who would otherwise heal from the party's weapons' damage types. The effect lasts for CL rounds.
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Post by Acaos on Jan 19, 2008 5:46:59 GMT
Druid Epic and Paragon Spells - This document lists custom Druid epic and paragon spells on Higher Ground. - In order to learn epic spells, you must have 25 class levels of Druid, be at least level 40, have the Epic Spell Focus feat in the spell's school, and find someone or something to teach you the spell. - In order to learn paragon spells, you must know the epic spell in the school, and take both Paragon Spell Focus and Paragon Spell Knowledge feats in the school. - All paragon spell DCs are 40 + stat mod.
Epic Abjuration - Nature's Frailty - All enemies in a Large radius are struck by a dispel effect at the caster's level. - All enemies struck have their SR reduced by 11 + (Abj foci * 3) for 20 rounds, plus 1 round per 4 caster levels above 40. - Both duration and dispel level include paragon levels in their calculation.
Epic Conjuration - Shroud of Nature - All party members in the area receive CL% concealment for CL rounds (duration includes paragon levels).
Epic Divination - Primal Cataclysm - All enemies in a Gargantuan radius around the target point receive (CLd6 * 3) Nature damage, and are slowed for 20 rounds, plus 1 round per 4 caster levels above 40. - This spell cannot be Evaded, but enemies may make a DC (30 + Wis modifier) Reflex save for half damage. - This spell is guaranteed to always do at least some damage. - Both duration and damage include paragon levels in their calculation.
Epic Enchantment - Call Nature's Wrath - Summons an Avatar of the Earth Mother herself to aid the caster in combat for (CL / 2) rounds (duration includes paragon levels). The Avatar scales in power as the caster gains casterlevels, weilding the living will of the planet with devastating effect.
Epic Evocation - Immutable Force - All party members in the area become receive 100% immunity to all damage types, immunity to critical hits, immunity to all mind effects, and immunity to knockdown for 5 rounds. In addition, they receive the effect of a Greater Restoration spell each round for the duration. - Immutable Force can only be invoked once every 2 minutes.
Epic Illusion - Veil of Mists - Grants the caster +20 Natural AC for CL hours (duration includes paragon levels). Using the Barkskin power on the token on another creature will waste the epic effect. Also grants amnesia immunity to a druid that has changed his/her shape.
Epic Necromancy - Dust to Dust - Petrifies all creatures in a Large radius for 2 rounds per 10 caster levels (duration includes paragon levels).
Epic Transmutation - Elemental Shunt - All party members in the area receive 10 + (CL / 2)% immunity to all elemental damage for (CL / 2) turns (duration includes paragon levels).
Paragon Abjuration - Rejuvenation Field - Party members regenerate half of their lost hit points each round for (CL / 4) rounds. In addition, party members are immune to Blight, Venom, and Degeneration damage, and persistent wounds are automatically healed.
Paragon Conjuration - Call Weaponspren - Grants entire party a (CL / 5) damage bonus effect for CL rounds. The druid casting the spell gains a 50% bonus, reaching +24 at CL 80.
Paragon Divination - Forest for the Trees - Non-boss enemies in a Huge area of effect centered on the caster are struck by amnesia if they fail a Will save against DC (40 + Wis modifier).
Paragon Enchantment - Reclamation - All non-boss enemies in a Huge area of effect centered on the caster lose petrification immunity.
Paragon Evocation - Burn the Veil - Creates a persistent area of effect which deals CLd4 ectoplasmic damage to all enemies within it.
Paragon Illusion - Eye of Ghaunadaur - The druid opens a portal to the greatest affront to nature: Ghaunadaur, That Which Lurks, supreme god of abominations. All enemies in a large radius that look into the portal must make a will save of (40 + Wisdom Mod) or be disintegrated. Creatures that are immune to disintegration or that make the saving throw cannot be disintegrated, but are instead struck permanently blind and knocked down (ignoring kd immunity) for 3 rounds.
Paragon Necromancy - Stolen Lifeforce - The druid draws in the life energy around the party, channeling it into them, granting a +2 stacking bonus (to a maximum of +20) to the party's ability scores for CL rounds.
Paragon Transmutation - Kendrick's Foul Conversion - Polymorphs any non-boss into a chicken for a turn.
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Post by Acaos on Jan 19, 2008 5:47:15 GMT
Arcane Epic and Paragon Spells - This document lists custom arcane epic and paragon spells on Higher Ground. - In order to learn epic spells, you must have 25 class levels of Sorcerer, Wizard, or Pale Master, be at least level 40, have the Epic Spell Focus feat in the spell's school, and find someone or something to teach you the spell. - In order to learn paragon spells, you must know the epic spell in the school, and have either wizard school specialization in the school, or take both Paragon Spell Focus and Paragon Spell Knowledge feats in the school. - All paragon spell DC's are set to 40 + stat mod.
Epic Abjuration - Mass Spell Destruction - All enemies in a Huge radius are struck by a dispel effect at 20 levels higher than the caster's normal level. - All enemies struck have their concealment reduced by 10% for 10 rounds, plus 1 round per 4 caster levels above 40. - All enemies struck have their SR reduced by 4 + (Abj foci * 2) for 10 rounds, plus 1 round per 4 caster levels above 40. - All enemies struck suffer an aura-suppression effect for 4 + (Abj foci * 2) rounds. - Both duration and dispel level include paragon levels in their calculation.
Epic Conjuration - Bigby Swarm - All enemies in a Large radius are struck by Bigby's Crushing Hand, ignoring SR and lasting for CL rounds (duration includes paragon levels).
Epic Divination - Contingency - The next time the caster dies, he will be resurrected, fully healed, and immediately buffed with all spells in his autocaster.
Epic Enchantment - Ensnare True Denizen - Summons a Balor from the Abyss to aid the caster in combat for (CL / 2) rounds (duration includes paragon levels). The Balor scales in power as the caster gains casterlevels, surpassing even the greatest that can be summoned by the Planar Binding/Ally spells.
Epic Evocation - Missile Barrage - This epic spell may be used twice per day. - Invokes an Isaac's Greater Missile Storm-type barrage of 20 missiles, striking targets for 8d6 points of Force damage each. Force damage is similar to Magic damage, but only respects half of a target's Magic damage immunity, and does not respect Magic damage resistance.
Epic Illusion - Starfire - All enemies in a Gargantuan radius around the target point receive (CLd6 * 3) magical damage, and are knocked down for 2 rounds. - This spell cannot be Evaded, but enemies may make a DC (30 + caster modifier) Reflex save for half damage. - This spell is guaranteed to always do at least some damage. - Both duration and damage include paragon levels in their calculation.
Epic Necromancy - Death of Magic - All non-epic magic ceases to function in the area for 4 rounds for beings not in the caster's party. This does not affect pre-buffing by enemies as they spawn, but they will be blocked from casting afterwards.
Epic Transmutation - Transmute Barrier - Creates a Large ring of stone walls around the caster, which persist for CL rounds (duration includes paragon levels).
Paragon Abjuration - Drawmij's Preclusion - Instantly banishes any creature vulnerable to Dismissal or Banishment. In addition, enemy summoning is blocked in the area for (CL / 6) rounds.
Paragon Conjuration - Mordenkainen's Psionic Cascade - Creates a chaining damage effect on all enemies in a gargantuan area of effect, dealing (CL * 3)d10 psionic damage.
Paragon Divination - Rary's Exacting Lens - Non-boss enemies in a gargantuan area of effect are stripped of critical hit immunity. Those losing critical immunity will still be somewhat resistant to critical hits, and will still not be subject to assassin Mortal Strike.
Paragon Enchantment - Otiluke's Refracting Field - Grants the caster's party protection from damage kickback from enemies, halving the kickback they receive for CL rounds.
Paragon Evocation - Karsus' Avatar - The caster drains the power of a deity for the duration of the spell. For a turn, all the caster's spells are auto-extended, empowered, and maximized, and have 2 DC added.
Paragon Illusion - Otto's Merciless Nightmare - All enemies in a Colossal area are trapped in a double-duration maze, with no saving throw.
Paragon Necromancy - Bigby's Astral Grasp - All enemies in a Colossal radius around the caster must make a Fortitude save against DC (40 + caster modifier) or be slain. For each slain creature, a dead party member will be resurrected with 1,000 temporary hit points per slain enemy, divided by the number of resurrections, capping at 10,000 temporary hit points per party member.
Paragon Transmutation - Tenser's Perfect Mantle - The caster creates undispellable spell mantles on the party, which absorb up to 100 spell levels before breaking, and grant 10% immunity to magical damage. The mantles last (CL / 2) turns.
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Post by FunkySwerve on Feb 22, 2012 15:45:31 GMT
Reserved.
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Post by FunkySwerve on Dec 29, 2020 21:25:08 GMT
Updated to most recent edits.
Funky
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