Epic Spells

Who Gets Them

Though the PRC does not offer it, we essentially reverted the PRC's massive epic spell list to the base NWN approach of Epic Feat based Epic Spell selection; an epic feat must be spent on each and every epic spell that a character wants. These feats require 24 Lore, 24 Spellcraft, and access to 9th level spells. Please note that the feats will show up if the skills are met but the spell requirement is not; attempting to choose them at this point will cause your character to be forcibly releveled by an enforcement script.

It should be noted that the only classes who can choose epic spells upon levelup are those that have spell progression listed on the manual, but you can find a concise version at the bottom of this post. "Druidic" classes are the same as divine in this regard, as they are just divine casters, but we separated them for the purpose of epic spell distribution.

Some epic spells were only re-added due to an adjustment in functionality or reduction in power. Please read the epic spell adjustments before making any snap decisions.

The list of which casters get which epic spells is as follows:

Epic Spells - Divine Casters

All Hope Lost

Allied Martyr

Anarchy's Call

Animus Blizzard

Army Unfallen

Audience of Stone

Champion's Valor

Contingent Resurrection

Contingent Reunion

Deadeye Sense

Dragon Knight

Dullblades

Dweomer Thief

Enslave

Fleetness of Foot

Godsmite

Greater Spell Resistance

Herculean Alliance

Impenetrability

Leech Field

Momento Mori

Mummy Dust

Nailed to the Sky

Order Restored

Paths Become Known

Psionic Salvo

Spell Worm

Summon Aberration

Superb Dispelling

The Withering

Tolodine's Killing Wind

Twinfiend

Unholy Disciple

Unimpinged


Epic Spells - Druidic Casters

Achilles Heel

All Hope Lost

Allied Martyr

Anarchy's Call

Animus Blizzard

Army Unfallen

Audience of Stone

Champion's Valor

Contingent Reunion

Dire Winter

Dragon Knight

Dullblades

Dweomer Thief

Enslave

Fleetness of Foot

Greater Spell Resistance

Herculean Alliance

Impenetrability

Leech Field

Magma Burst

Mass Penguin

Momento Mori

Nailed to the Sky

Order Restored

Paths Become Known

Psionic Salvo

Rain of Fire

Spell Worm

Storm Mantle

The Withering

Unimpinged


Epic Spells - Arcane Casters

Achilles Heel

All Hope Lost

Allied Martyr

Anarchy's Call

Animus Blizzard

Audience of Stone

Champion's Valor

Contingent Reunion

Deadeye Sense

Dire Winter

Dragon Knight

Dullblades

Dweomer Thief

Enslave

Epic Mage Armor

Epic Warding

Fleetness of Foot

Greater Ruin

Greater Timestop

Hellball

Herculean Alliance

Impenetrability

Leech Field

Magma Burst

Mass Penguin

Momento Mori

Mummy Dust

Nailed to the Sky

Order Restored

Paths Become Known

Psionic Salvo

Rain of Fire

Spell Worm

Storm Mantle

Summon Aberration

Superb Dispelling

The Withering

Tolodine's Killing Wind

Twinfiend

Unholy Disciple

Unimpinged

Unseen Wanderer

Removed Epic Spells

Animus Blast ('lesser' versions of other epic spells make no sense in a feat based system)

Celestial Council ('DIY' style epic spell; I may implement it down the road)

Dreamscape ('DIY' style epic spell; I may implement it down the road)

Epic Repulsion (No saving throw)

Epic Spell Reflection (Overpowered)

Eternal Freedom (Not in favor of permanent bonus epic spells)

Fiendish Words ('DIY' style epic spell; I may implement it down the road)

Gem Cage (Overpowered)

Herculean Empowerment ('lesser' versions of other epic spells make no sense in a feat based system)

Peerless Penitence ('DIY' style epic spell; I may implement it down the road)

Pestilence (In need of a boost, but Necromancy has plenty of good epic spells already)

Pious Parley ('DIY' style epic spell; I may implement it down the road)

Planar Cell (Overpowered)

Ruin ('lesser' versions of other epic spells make no sense in a feat based system)

Singular Sunder (Overpowered)

Transcendent Vitality (Not in favor of permanent bonus epic spells)

Whip of Shar (Overpowered)

Epic Spell Adjustments

All Hope Lost & Anarchy's Call: Weapon drop to ground removed.

Achilles Heel penalty changed from CON to a penalty to AC, saving throws, AB and incoming physical damage.

Mass Penguin: Now has a reasonable duration as opposed to 20 hours.

Champion's Valor, Deadeye Sense: Now 10 rounds instead of 5-10 turns.

Contingent Resurrection: Can no longer be 'stacked', only one active at a time.

Contingent Reunion: Self options for 'dead', 'dying', '25% health' and '50% health' have been removed. Self contingencies are limited to 'incapacitated' and 'afflicted' only. However, all six options remain for targeting another PC. Note that these teleports ignore non-teleportation variables and dimensional lock/anchor effects.

Dire Winter, Rain of Fire: Now 20 rounds instead of 20 hours, damage boosted to 10d6 cold per round. Lower level characters receive a reduced effect. Does not work in artificial interiors.

Hellball: Damage has been increased to boost viability; this is a friendly fire spell that can even hurt the caster and it should be dangerous as a result.

Greater Spell Resistance: SR increased to 50.

Greater Timestop: Normal timestop has been removed and Greater Timestop is being reduced to the duration of Timestop, which is 1d4+1 rounds. It should be noted that that spell causes the screens of all affected PCs to go black for the duration, enforcing the concept that you don't know what happened whilst time was being manipulated.

Leech Field: Slight damage boost from 4d6 to 4d10.

Paths Become Known: Unintentionally nerfed due to server hard cap of skill bonuses from spells (would have given +25 instead of +50), so we removed the 30 second spot and listen boost and replaced it with true true seeing.

Momento Mori is now a free action. The DC drops off the farther away the spell is attempted, and failure results in the rebound striking the caster, not the victim.

All 'loss of control' epic spells are now half caster level in duration. The vast majority of 'buff' epic spells with a duration have had their bizarre durations changed to simple rounds, turns or hours per caster level.

Arbitrary DC bonuses have been removed in most (if not all) cases.

Audience of Stone is considered a death effect; it is permanent until reversed.

Animus Blizzard: Damage boosted. Wights replace with ice elementals.

Dragon Knight, Mummy Dust, and Twinfiend have been updated to very powerful (but very short lived) summons. Dragon Knights are melee beasts, Mummy Dust summons a roguelike mummy assassin, and Twinfiend summons two casters. Unholy Disciple and Summon Aberration summons up far less potent summons that last for a very long time.

Backlash damage has been removed in nearly all cases, except perhaps Godsmite.

Fleetness of Foot now provides Freedom of Movement style immunities in addition to its speed boost.

Enslave now has more feedback when used against player characters.

Nailed to the Sky no longer targets humanoids only.