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Epic spell list


The following is a list of epic-level spells that have been developed by, or for, Ildurath.

Raise Land

Seed: Conjure, Transform
Conjuration (Creation)
Spellcraft DC: 27
Components: V, S
Casting Time: 10 minutes
Range: 0'
Area: 1000' x 1000' radius cylinder
Duration: Instantaneous
Saving Throw: No
Spell Resistance: None
To Develop: 243,000GP; 5 days; 9,720XP. Seeds: Conjure (DC 21), Transform (DC 21). Factors: change area to 10' radius x 30' high cylinder (+2 DC); change height to 1000' (+103 DC); change area to 1000' radius (+390 DC); hardness of materials (+4 DC). Mitigating factors: increase casting time by 9 minutes (-18 DC); sixty additional casters
(-496 DC):

  • 30 - 5th level slots (-270 DC)
  • 10 - 6th level slots (-110 DC)
  • 10 - 4th level slots (-70 DC)
  • 8 - 3rd level slots (-40 DC)
  • 2 - 2nd level slots (-6 DC).

The Raise Land spell allows the caster to conjure an amount of land, and transform it to whatever shape he/she desires. At the end of the spell, the land is solid, stable and permanently established. This spell is useful in the creation of hills and valleys, though any structural component on or near the land whie it is being shaped could be destroyed (20d6 dmg).

In Ildurath, this spell was used by Sha'andr to raise the penninsula upon which the Tower of Knowledge sits. It was originally closer in elevation to the shore line, but was elevated to about 1000' for defensive purposes.

Mythal of Ildurath
(see also: Mythal of Ildurath: Ritual of Life )

Seed: Mythal
Evocation
Spellcraft DC: 37 (ritual)
Components: V, S
Casting Time: 10 days
Range: 30'
Area: All of Ildurath
Duration: Permanent
Saving Throw: None
Spell Resistance: No
To Develop: (mythal invention) 243,000 gp; 5 days; 9,720 XP. Seed: Mythal (DC 25). Factors: prevalent powers, prevalent spells, arointed spells and vanguard spells (+863 DC); increase range to cover all of Ildurath (+5,280 DC)*; ad-hoc factor for shaping the area of spell (+50 DC). Mitigating factors: Use of capstone (-20 DC); increase casting time to 10 days (-20 DC); burn 10,000 XP (-100 DC); 455 additional casters (-6,041 DC):

  • 1 - 10th level spell slot (-19 DC)
  • 100 - 9th level slots (-1700 DC)
  • 100 - 8th level slots (-1500 DC)
  • 100 - 7th level slots (-1300 DC)
  • 119 - 6th level slots (-1309 DC)
  • 12 - 5th level slots (-108 DC)
  • 10 - 4th level spell slots (-70 DC)
  • 4 - 3rd level spell slots (-20 DC)
  • 3 - 2nd level spell slots (-9 DC)
  • 6 - 1st level spell slots (-6 DC)

Caster Level: 31
Save DC: 39
Dispel DC: 52

Seed of Creation
(see also: Mythal of Ildurath: Ritual of Birth)

Seed: Life
Conjuration (Healing)
Spellcraft DC: 27
Components: V, S, DF
Casting Time: 1 minute
Range: Touch
Target: Seed of the Earthmother
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes (harmless)
To Develop: 243,000GP; 5 days; 9,720XP.

The Seed of Creation spell imbues a Seed of the Earthmother with the raw energies of life, the essence of a soul and the potential for sentience. Once planted, the seed will grow to become a sentient tree with intelligence, wisdom and charisma (all 3d6).

The tree resulting from the Seed of Creation spell is th'Lanthalas, the Great Tree. The Great Tree acts as the Heart of Ildurath and the mythal, its roots reaching far into the ground and nourishing the land with its energy. Just as the tree acts to anchor the mythal, so too does the mythal provide energy to the land through the tree in an ever continuous cycle of life.

Stormless Passage
(see also: Mythal of Ildurath: Stormless Passage)

Seed: Energy
Evocation
Spellcraft DC: 25
Components: V, S
Casting Time: 1 minute
Range: 300'
Area: Two mile radius
Duration: 20 hours
Saving Throw: None
Spell Resistance: Yes (harmless)
To Develop: 225,000gp; 5 days; 9,000XP. Seed: Energy (DC 25).

The Stormless Passage spell creates areas of favorable weather conditions, regulating temperature and humidity, regardless of time of year or season. The spell covers two areas of Ildurath, the Stormless Passage itself and the Uldoon Trail. Along these two routes weather is always fair, and traveling is always easy. They act as a haven for weary travelers where they can stop and rest without fear or concern from the surrounding environment.

 
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