Domains Epic Spells
Benediction
Conjuration (Healing)
Spellcraft DC: 90
Components: V, DF
Casting Time: 1 swift action
Range: Close (25 ft. + 5 ft./2 levels)
Area: 30-ft.-radius hemisphere
Duration: Instantaneous
Saving Throw: Yes (harmless; see text)
Spell Resistance: Yes (harmless)
To Develop: 810,000 gp; 17 days; 32,400 XP. Seed: heal (DC 25), life (DC 31). Factors: reverse ability drain (+6 DC), dispel negative levels (+2 DC), additional +10 weeks for level drain reversal (+20 DC), additional +100 years for resurrection (+10 DC), change touch to area of 20-ft. hemisphere (+14 DC), increase area by 50% (+2 DC), Quicken spell (+28 DC), no somatic component (+2 DC), +5 to DC of subjectís save (+10 DC). Mitigating factors: 60d6 backlash (-60 DC).

Speaking with the true voice of her deity, the caster sends positive energy rushing through the area wiping away disease and injury. The spell completely cures all diseases, blindness, deafness, hit point damage, temporary ability damage, and permanently drained ability scores. It neutralizes poisons in the subjects' system so that no additional damage or effects are suffered. It offsets feeblemindedness and cures mental disorders caused by spells or injury to the brain. It dispels all magical effects penalizing the characters' abilities, including effects caused by spells, even epic spells developed with the afflict seed. All negative levels affliciting the subjects are dispelled, and all drained levels caused by a force or creature are reversed if the levels had been lost within the last 30 weeks.
This potent spell also restores dead creatures to life instantly. Restored creatures are returned to full hit points, vigor, and health, with no loss of level (or Constitution points) or prepared spells. Can restore a creature who has been dead for up to three hundred years, but cannot revive someone who has died of old age.
Against undead, the influx of positive energy causes the loss of all but 1d4 hit points if the undead fails a Will saving throw (DC = the standard epic spell DC + 5).
The true voice of a deity is too awesome for a mere mortal to withstand; the caster suffers 60d6 backlash damage as she feels her mind nearly cave in and her heart ready to explode within her chest. This damage is suffered after the spells healing effects are applied.
Only a single application of the spell is needed to simultaneously achieve all these effects. This spell does not restore levels or Constitution points lost due to death.

Epic Dispel Magic
Abjuration
Spellcraft DC: 81
Components: None
Casting Time: 1 swift action
Range: 300 ft.
Area: All spellcasters, creatures, or objects within a 20-ft.-radius burst
Duration: Instantaneous
Saving Throw: None
Spell Resistance: None
To Develop: 729,000 gp; 15 days; 29,160 XP. Seed: dispel (DC 19). Factors: additional +20 to dispel check (+20 DC), Quicken Spell (+28 DC), no somatic or verbal component (+4 DC), change target to area of 20-ft. burst (+10 DC).

This spell functions like an area dispel magic, except that the maximum caster level on your dispel check is +30 instead of +10 and it affects all ongoing spells and effects on creatures or objects in the area as well affecting magic items.
Epic dispel magic can defeat all spells, even those not normally subject to dispel magic. Epic dispel magic can dispel (but not counter) the ongoing effects of supernatural abilities just as it does spells, and it affects spell-like effects just as it affects spells. Any creature, object, or spell is potentially subject to epic dispel magic, even the spells of gods and the abilities of artifacts.
If used as a counterspell, the spellcaster can ready an action as a swift action. It behaves in all other ways as counterspelling with dispel magic.

Epic Magic Weapon
Transmutation
Spellcraft DC: 43
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One weapon or fifty projectiles (all of which must be in contact with each other at the time of casting)
Duration: 20 hours
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless, object)
To Develop: 387,000 gp; 8 days; 15,480 XP. Seed: fortify (DC 19). Factors: change from touch to target (+4 DC), 1-action casting time (+20 DC).

Epic magic weapon gives a weapon a +1 enhancement bonus on attack and damage rolls. (An enhancement bonus does not stack with a masterwork weapon's +1 bonus on attack rolls.)
For each additional +1 enhancement bonus, increase the Spellcraft DC by +10.
Alternatively, you can affect as many as fifty arrows, bolts, or bullets. The projectiles must be of the same kind, and they have to be together (in the same quiver or other container). Projectiles, but not thrown weapons, lose their transmutation when used. (Treat shuriken as projectiles, rather than as thrown weapons, for the purpose of this spell.)
It is possible to develop a variation of this spell that could be cast on a natural weapon, such as an unarmed strike. For each additional natural attack to be affected, increase the Spellcraft DC by +20. A monk's unarmed strike is considered a weapon, and thus it can be enhanced by this spell.

Flames of the Phoenix
Conjuration (Healing)
Spellcraft DC: 82
Components: V, S, DF
Casting Time: 1 swift action
Range: Personal
Effect: True resurrection
Duration: Contingent until expended, then instantaneous
Saving Throw: None (see text)
Spell Resistance: Yes (harmless)
To Develop: 738,000 gp; 15 days; 29,520 XP. Seed: life (DC 31). Factors: activates when subject is slain (+25 DC), Quicken spell (+28 DC). Mitigating factor: change range to personal (-2 DC).

Flames of the phoenix returns the subject to life if he or she is slain. Once cast, the spell remains quiescent and does not activate until the trigger conditions have been met (but each day it remains untriggered, it uses up an epic spell slot). Once triggered, the spell is expended. If the subject is killed (the trigger), he or she is restored to life and complete health as a swift action, even if no portion of the subject's body remains. A shaft of light shines down from the heavens, illuminating the subject and everything within 20 feet. The creature is restored to full hit points, vigor, and health, with no loss of level (or Constitution points) or prepared spells. Flames of the phoenix does not work on a creature that has died of old age.

Flesh of the Divine
Transmutation
Spellcraft DC: 72
Components: V, S
Casting Time: 1 minute
Range: Close (25 ft. + 5 ft./2 levels)
Area: 20-ft.-radius hemisphere
Duration: 100 hours
Saving Throw: Will (harmless)
Spell Resistance: Yes (harmless)
To Develop: 648,000 gp; 13 days; 25,920 XP. Seed: fortify (DC 17). Factors: grant damage reduction 10/epic (+33 DC), change touch to area of 20-ft. hemisphere (+14 DC), increase duration by 400% (+8 DC).

After tracing ancient runes in the air, the final phrase of the incantation is spoken, instilling all affected with a sense of awe and power. This spell grants the recepients damage reduction 10/epic as if they were quasi-divine.

Judgment
Evocation [Fire]
Spellcraft DC: 130
Components: V, S, M, XP
Casting Time: 1 minute
Range: 4 miles
Area: 4-mile-radius hemispherical spread, centered on you (see text)
Duration: Instantaneous (see text)
Saving Throw: Fortitude partial (see text)
Spell Resistance: Yes
To Develop: 1,170,000 gp; 24 days; 46,800 XP. Seeds: afflict (DC 16), destroy (DC 29), dispel (DC 19), energy (fire) (DC 19), energy (weather) (DC 25). Factors: extreme heat (ad hoc +25 DC), increase destroy damage by 60d6 (+120 DC), increase energy damage by 79d6 (+158 DC), antimagic effects (as per antimagic field spell) (ad hoc +25 DC), increase area by 100% (+4 DC). Mitigating factors: 100d6 backlash (-100 DC), burn 20,000 XP (-200 DC), expensive material component (ad hoc -10 DC).

As the final words of the incantation are spoken, the soul gem shatters. Immediately raw magical energies begin to converge on the location the spell was cast. Ten minutes later it erupts in a brilliant flash of light that quickly engulfs an eight-mile wide area; this event only precedes the horror that is to come.
The conflagration has several different effects: Firstly, a terrifying heat like unto the heart of the sun incinerates the earth, dealing 80d6 fire damage, setting fire to combustibles and damaging objects in the area, as well as melting metals with low melting points, such as lead, gold, copper, silver, and bronze. Secondly, a shockwave rips through the landscape, dealing 80d6 bludgeoning damage as it leaves a permanent scar on the face of the world. If either the fire or the shockwave shatters or breaks through an interposing barrier, it may continue beyond the barrier if the area permits. Lastly, the flash causes permanent blindness while the blast tears a hole in the fabric of magic itself, leaving the area enveloped within an antimagic field. A successful Fortitude save halves the fire and bludgeoning damage and negates the blindness. Any target reduced to -10 hit points or less (or a construct, object, or undead reduced to 0 hitpoints) is utterly destroyed as if disintegrated, leaving behind only a trace of fine dust.
The body and life force of the caster are used as a catalyst to fuel the titanic energies involved, while the soul trapped within the gem is reduced to nothingness. Upon casting the spell, the caster and his companions have ten minutes to evacuate before being consumed by the hellstorm unleashed.
Material Component: A soul trapped within a gem worth at least 25,000 gp
XP Cost: 20,000 XP

Mass Epic Mage Armor
Conjuration (Creation) [Force]
Spellcraft DC: 86
Components: V, S
Casting Time: 1 minute
Range: Close (25 ft. + 5 ft./2 levels)
Area: 20-ft.-radius hemisphere
Duration: 2 weeks (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
To Develop: 774,000 gp; 16 days; 30,960 XP. Seed: armor (DC 14). Factors: +16 additional armor bonus (+32 DC), change touch to area of 20-ft. hemisphere (+14 DC), increase duration by 1300% (+26 DC).

An invisible but tangible field of force surrounds the subjects of mass epic mage armor, providing a +20 armor bonus to Armor Class. Unlike mundane armor, mass epic mage armor entails no armor check penalty, arcane spell failure chance, or speed reduction. Because mass epic mage armor is made of force, incorporeal creatures canít bypass it the way they do normal armor.

Mass Time Stop
Conjuration [Teleportation]
Spellcraft DC: 69
Components: V
Casting Time: 1 swift action
Range: Close (25 ft. + 5 ft./2 levels)
Target: You and objects or other willing creatures weighing up to 1,000 lb.
Duration: 5 rounds (apparent time); see text
Saving Throw: None
Spell Resistance: No
To Develop: 621,000 gp; 13 days; 24,840 XP. Seed: transport (DC 27). Factors: move to time stream (+8 DC), change touch to target (+4 DC), no somatic component (+2 DC), Quicken Spell (+28 DC).

This spell seems to make time cease to flow for everyone but you and your allies. In fact, you speed up so greatly that all other creatures seem frozen, though they are actually still moving at their normal speeds. You are free to act for 5 rounds of apparent time. Normal and magical fire, cold, gas, and the like can still harm you. While the time stop is in effect, other creatures stuck in normal time are invulnerable to your attacks and spells; you cannot target such creatures with any attack or spell. A spell that affects an area and has a duration longer than the remaining duration of the time stop have their normal effects on other creatures once the time stop ends. You are free to affect your willing allies with your spells and abilities.
You cannot move or harm items held, carried, or worn by a creature stuck in normal time, but you can affect any item that is not in another creatureís possession.
You are undetectable while mass time stop lasts.
Nullify Antimagic Field
Abjuration
Spellcraft DC: 90
Components: V, XP
Casting Time: 1 swift action
Range: Touch
Area: 100-ft.-radius spherical emanation, centered on you
Duration: 24 hours
Saving Throw: None
Spell Resistance: Yes
To Develop: 810,000 gp; 17 days; 32,400 XP. Seed: ward (DC 14). Factors: ward antimagic field (+14 DC), increase area by 900% (+36 DC), Quicken spell (+28 DC), no somatic component (+2 DC). Mitigating factor: burn 400 XP (-4 DC).

Calling out a powerful Word of Command, the caster is able to reshape reality so as to nullify the effects of an antimagic field in the area.
XP Cost: 400 XP

Providence
Abjuration
Spellcraft DC: 90
Components: V, S, M, XP, Ritual
Casting Time: 11 minutes
Range: 2 miles
Area: 2-mile-radius hemispherical emanation, centered on you (see text)
Duration: Permanent
Saving Throw: None
Spell Resistance: Yes
To Develop: 810,000 gp; 17 days; 32,400 XP. Seed: ward (abominations) (DC 14), ward (undead) (DC 14), ward (spells) (DC 14). Factors: specific spells contagion (+4 DC), control water (+6 DC), detect chaos (+0 DC), detect evil (+0 DC), detect good (+0 DC), detect law (+0 DC), earthquake (+14 DC), fire storm (+14 DC), mage's disjunction (+16 DC), poison (+6 DC), storm of vengeance (+16 DC); prevent natural disasters related to spells (ad hoc +20 DC), change touch to area of 20-ft. hemisphere (+14 DC), increase area to 2 miles (+2,108 DC), increase range to 2 miles (+70 DC), gain +100 bonus on caster level check to overcome target's spell resistance (+200 DC), gain +59 bonus on caster level check to beat foe's dispel effect (+118 DC), permanent (x5 DC). Mitigating factors: increase casting time by 10 minutes (-20 DC), 290 additional casters contributing 3rd-level spell slots (-1,460 DC), burn 4,000 XP per caster (-11,720 DC), expensive material component (ad hoc -40 DC).

You create an immobile, invisibile barrier that prevents bodiliy contact from abominations and undead. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching anything within the warded area. Spell resistance can allow a creature to overcome this protection (the caster receives a +100 bonus to overcome such a creature's spell resistance).
The ward also prevents the use of the spells contagion, control water, earthquake, firestorm, poison, and storm of vengeance, as well as withstanding their natural counterparts (such as a flood or hail storm). Likewise, mage's disjunction and the detect alignment spells do not function within the warded area.
The caster can leave and return to the protected area without penalty (unless the spellcaster is a specifically targeted creature). Epic spells using the dispel seed may bring down the ward if the enemy spellcaster succeeds at a caster level check (DC 70 + the spell's caster level). The ward may also be brought down with a targeted epic spell using the destroy seed if the enemy spellcaster succeeds at a caster level check.
This is a ritual spell requiring 290 other spellcasters, each of which must contribute an unused 3rd-level spell slot to the casting.
Material Component: A +5 mithral shield of reflecting worth at least 100,000 gp
XP Cost: 4,000 XP (per caster)

True Reincarnate
Transmutation
Spellcraft DC: 45
Components: V, S, DF
Casting Time: 10 minutes
Range: Touch
Target: Dead creature touched
Duration: Instantaneous
Saving Throw: None, see text
Spell Resistance: Yes (harmless)
To Develop: 405,000 gp; 9 days; 16,200 XP. Seed: life (DC 31), transform (DC 21). Factors: additional increase in size (+6 DC), reincarnate into a creature of another type (+5 DC). Mitigating factors: increase casting time by 9 minutes (-18 DC).

d% Incarnation
01-05 Fey
06 Giant
07-80 Humanoid
81-99 Monstrous Humanoid
100 Other
With this spell, you bring back a dead creature in another body, provided that its death occured no more than two hundred years before the casting of the spell. For each additional ten years, increase the Spellcraft DC by +1. The subject's soul must be free and willing to return. If the subject's soul is not willing to return, the spell does not work; therefore, a subject that wants to return receives no saving throw.
Since the dead creature is returning in a new body, all physical ills and afflictions are repaired. The magic of the spell creates an entirely new young adult body for the soul to inhabit from the natural elements at hand. This process takes 1 hour to complete. When the body is ready, the subject is reincarnated.
A reincarnated creature recalls the majority of its former life and form. It retains any class abilities, feats, or skill ranks it formerly possessed. Its class, base attack bonus, base save bonus, and hit points are unchanged. The subject does not gain the Racial HD of the creature it reincarnates into. Any ability that uses Racial HD in its calculation (such as determing its Saving Throw, for example) uses the subject's character level, up to the maximum Racial HD that the new creature could normally be advanced to. Strength, Dexterity, and Constitution scores depend partly on the new body. First eleminate the subject's racial adjustments (since it is no longer of his previous race) and then apply the adjustments found below to its remaining ability scores.
It's possible for the change in the subject's ability scores to make it difficult for it to pursue its previous character class. If this is the case, the subject is well advised to become a multiclass character.
A creature that has been turned into an undead creature can't be returned to life by this spell. Constructs and undead creatures can't be reincarnated. The reincarnation of an elemental or outsider is usually a rare, special circumstance. The spell cannot bring back a creature who has died of old age.
The reincarnated creature gains all abilities associated with its new form, including forms of movement and speeds, natural armor, natural attacks, extraordinary abilities, and the like, but it doesn't automatically speak the language of the new form.
A wish or miracle spell can restore a reincarnated character to his or her original form.
d% Fey Str Dex Con
01-10 Dryad +0 +8 +0
11 Nymph +0 +6 +2
12-31 Satyr +0 +2 +2
32-60 Sprite, Grig -6 +8 +2
61-89 Sprite, Nixie -4 +6 +0
90-99 Sprite, Pixie -4 +8 +0
100 Other ? ? ?
d% Giant Str Dex Con
01-15 Ettin +12 -2 +4
16 Cloud +24 +2 +12
17-18 Fire +20 -2 +10
19-20 Frost +18 -2 +10
21-25 Hill +14 -2 +8
26-28 Stone +16 +4 +8
29 Storm +28 +4 +12
30-59 Ogre +10 -2 +4
60-74 Ogre Mage +10 +0 +6
75-99 Troll +12 +4 +12
100 Other ? ? ?
d% Humanoid Str Dex Con
01 Bugbear +4 +2 +2
02-13 Dwarf +0 +0 +2
14-25 Elf +0 +2 -2
26 Gnoll +4 +0 +2
27-38 Gnome -2 +0 +2
39-42 Goblin -2 +2 +0
43-52 Half-elf +0 +0 +0
53-62 Half-orc +2 +0 +0
63-74 Halfling -2 +2 +0
75-89 Human +0 +0 +0
90-93 Kobold -4 +2 -2
94 Lizardfolk +2 +0 +2
95-98 Orc +4 +0 +0
99 Troglodyte +0 -2 +4
100 Other ? ? ?
d% Monstrous Humanoid Str Dex Con
01-12 Centaur +8 +4 +4
13-24 Derro +0 +4 +2
25-36 Doppelganger +2 +2 +2
37-48 Gargoyle +4 +4 +8
49-60 Grimlock +4 +2 +2
61 Hag, Annis +14 +2 +4
62-64 Hag, Green +8 +2 +2
65-67 Hag, Sea +8 +2 +2
68-79 Harpy +0 +4 +0
80 Medusa +0 +4 +2
81-86 Minotaur +8 +0 +4
87-98 Sahuagin +4 +2 +2
99 Scorpionfolk +8 +2 +2
100 Other ? ? ?