The existing Epic spells need some TLC and new ones can be added.

Multiple Epic Spells

You will be able to take the same Epic spell up to 10 times for multiple uses a day.

Epic Spell Save DC

3.5E uses "The saving throw against a character’s epic spell has a DC of 20 + the character’s relevant ability score modifier. It’s possible to develop epic spells that have even higher DCs, however, by applying the appropriate factor." https://www.d20srd.org/srd/epic/spellsIntro.htm#metamagicItemsandEpicSpells

This is used in NWN but is a little weak - due to Spell Focus you can get up to 16 + characters relevant ability score already. May have to tune.

Spellcraft Requirement

From D&D source it is essentially the DC to develop the spell minus 20 (for take 20) so DC 46 spellcraft check needs a 26 spellcraft requirement.

At least kinda is like that, Hellball is 32 but spellcraft DC 90 haha.

I think "just make it make sense" is best. Given spellcraft is base level, it is a minimum of DC - 3 for the level (so 33 spellcraft needs character level 30 minimum).

Lore for Epic Spells?

Usually Knowledge skills / 10 are used to have an amount you can have. This might be doable by having multiple feats with different Lore skill requirements perhaps, and they be parented somehow.

It would make Lore more important overall. You'd need 30 lore for 3 Epic spells.

But you don't get a ton of epic feats anyway, and in 3.5E you have to just get Epic Spellcasting then develop however many you like.

Existing Epic Spells

Spellcraft skill requirement essentially means take 3 off to get the level requirement.

Spell (feat) (Spellcraft Requirement)Current EffectsPlanned ChangesNotes

mummy dust (feat) (15)

Summons a mummy warrior

Potentially make the Mummy Lord scale with the caster level.

Make the weapons held more versatile - could even have different summon options for different damage types. A niche at least.

Would be great pre-epic but the Mummy Lord doesn't perform the best.

The original actually summons 2 mummies making this seem even lamer.

  • Add alternatives for other caster classes - Druid is notably and odd one to summon a mummy!
  • We can make adjustments to have it summon a more powerful Mummy in certain class situations (eg the Pale Master).

dragon knight (feat) (22)

Summons a powerful adult red dragon

While much better than the Mummy Lord, it still takes quite a bit of investment for such a short duration spell - 20 rounds instead of the Mummy Dust 24 hours.

Could possibly:

  • Allow different Dragon types to be summoned, which scale with the caster level
  • Extend the duration based on caster level/total level
Low duration.

greater ruin (feat) (25)

Damage: 35d6 positive energy damage to a single target (save for half, fortitude)Actually is to the rules! Not awful but have to think. Scaling is probably the answer (Start at 35d6 and scale up from there?)We are removing the IGMS way of targeting a single target that makes this slightly more viable, but scaling is probably best.

epic mage armor (feat) (26)

+5 of 4 armor types.

Utterly pants.

Instead need to change to +20 Armor AC - simple change and much more effective if we're only running +5 to +10 armor robes.

This goes in line with having Mage Armor and  Greater Mage Armor do +4 and +8 respectively.

Only ever used for the dodge AC. Urgh.

hellball (feat) (32)

10d6 points of acid, fire, electrical and sonic damage to all targets in its blast radius. Reflex save for half.

That's 40d6 so great for mobs with no resistances, less good against things with resistances. Scaling the damage up may be nice.

Alternatively maybe we could just force one damage type as a subdial option - mixed / fire / electrical / sonic / acid then you can choose, easier to pick one that's effective.

We can make the knockdown more prevalent - 3 rounds of knockdown if failed a save maybe or just always.

Or Arelith changed it to be not typically resisted damage (like divine) and always knocks down for 3 rounds. Also limits it to Evocation casters who have the right feat since otherwise you take a lot of self damage.

We can also remove the "evasion removes damage" part of the saving throw test, beefs up the damage (so it always does at least half).

NWN2 also reduced the spellcraft requirement to 30.


epic warding (feat) (34)

It grants damage reduction 50/+20 and absorbs 50 points of damage per caster level before collapsing.Not really much needed here - this essentially is 50 DR against any enemy, since +20 weapons are the pinnacle and not usually found in the game.

New Epic Spells

3.5E source: https://www.d20srd.org/indexes/epicSpells.htm

Spell (Spellcraft Requirement)SourceSource EffectsOverhaul EffectsNotes

Vampiric Feast (24)

NWN2

Fortitude partial (DC+5)

When this spell is cast you drink in the life force of creatures in the AoE. Creatures who succeed at a save lose only half their remaining hit points, while those who fail their saving throw lose all their remaining hit points and are instantly slain. The total amount of damage done by this spell is then added to the casters Hitpoint total. Moreover, the life-force of slain creatures coalesces as a greater shadow, which will attack any surviving enemies. You are only able to absorb enough hit points to restore you to full health, remaining points dissipate into the fabric of the weave. 


Quite a lot better than the higher ranked hellball to be honest (half damage on a failed save!)
Entropic Husk (31)NWN2

Will negates (DC+5) 

If you succeed at a melee touch attack, and the target fails the saving throw, its soul is instantly annihilated, and its body is animated by primal entropy. For the duration of the spell the creature becomes a juggernaut of destruction, gaining +8 bonus to Strength and Constitution, and randomly attacks former allies and enemies alike. After 20 rounds, the entropic force animating the creatures body burns itself out and the creature collapses into dust. 


Basically will save-or-die after some confusion.
Damnation (32)NWN2

Will Partial (DC + 5)

You banish a single foe to the Hells, with no possibility of return. You must succeed at a melee touch attack. If the target fails the saving throw, it is dragged screaming into the Hells, to be tormented and ultimately devoured by fiends. Creatures that succeed at their saving throw are nonetheless exhausted from resisting so powerful an enchantment, and they are Dazed for 1d6+1 rounds. 


Basically will Save-Or-Die.
Mass Fowl (24)NWN2

Fortitude (DC + 5)

This spell transforms hostile creatures of Medium size or small in the area into chickens. Targets are allowed a Fortitude save (DC +5) to negate the effects of the spell. The transformation is permanent, sufficiently powerful creatures are unaffected by this spell. 


Basically fortitude save-or-die since the polymorph effect is permanent.
Epic Gate (27)NWN2

This spell opens a portal to the Lower Planes and calls forth a Balor to assail your foes. If it is slain, a second one is immediately summoned in its place. The strength of this conjuration is such that the demons are bound to your will, and you need not have cast Protection from Evil, or any similar spell, to prevent them from attacking you.


Basically NWN2 Epic summon spell. May consider it, depends on what the source material says since Gate already summons a Balor

Arelith has Planar Conduit which makes more sense - a variable summon of different alignments to help the player.

Kinetic Control3.5E

Once a character has cast this spell, he or she can absorb, store, and redirect the energy contained in any physical (melee or ranged) attack. The character absorbs 20 points of each separate slashing, bludgeoning, and piercing attack made against him or her, saving it for later. A character can absorb up to 150 points of damage in this fashion; however, if the stored damage is not discharged prior to reaching the 150-point limit, the spell automatically discharges, dealing the 150 points of damage to the character. The character keeps track of the number of points of damage he or she has absorbed (the character doesn’t have to keep track of the type of damage). At any time during the spell’s duration, the character can make a touch attack against another creature or object. If successful, the character deals the target some or all (character’s choice) of the points of damage he or she has stored. The damage delivered is considered bludgeoning damage. A character can absorb and discharge damage any number of times during the spell’s duration, so long as the character doesn’t absorb more than 150 points at a time. When the spell expires, any stored damage the character has not redirected is discharged into the character.

This could be implemented twofold:

  • You cast it first time it applies damage reduction  20/+21 to you.
  • If this effect expires without being targeted you take 150 bludgeoning damage
  • If you use the feat a second time you do the touch attack against an enemy and if successful it removes the effect

This is a kinda-worse version of Epic Warding, but has the effect of being able to do a highly damaging touch attack as part of it.

Unsure about this one but is doable in the effects.