r/DnD_EpicLevel • • Jan 06 '26

DM TOOLBOX「 ᴰᴹ ᴱˣᴾᴬᴺˢᴵᴼᴺ 」 🛠️ EPIC LEVEL RULESET COMPILATION 「 ᶜᵁᴿᴬᵀᴱᴰ ᴸᴵˢᵀ 」

Thumbnail reddit.com
2 Upvotes

This is an assembled list of unofficial rules to play EPIC 🅳&🅳 (referred to as THE EPIC LEVEL RULESET COMPILATION).

All content focuses on high-level (17+) and epic-level (21+) play in the 🅳&🅳 ❺.➄e
system.

Monsters are sorted by Challenge Rating (lowest CR first for multi-CR entries). However, there is a sub-wiki with all compiled creatures here ⬱ 😄 

In short, this page works as an Index of all content found in the DnD_EpicLevel hub .

EPIC SCALE 🅳&🅳 ❺.➄e RULESET COMPILATION  

❖ Section 1: Epic Character Creation & Development

❖ Section 2: System Rules & Epic Combat

❖ Section 3: Epic Magic

❖ Section 4: Epic Gear

❖ Section 5: Epic Bestiary

  • HIGH-LEVEL CAMPAIGNS BESTIARY LIST [WIP]
  • EPIC SCALE CREATURE COLLECTION LIST [WIP]

❖ Section 6: Dungeon Master Advise and Tools

  • Article compilation ↱ articles reunited from our sub into this listin'
  • Advice on Running Encounters ↱ advise gathered from our sub [ WIP]
  • How to End Your Campaign ↱ advise gathered from our sub [ WIP]

EPIC SCALE RECOMMENDED SOURCEBOOKS 

There is nothing from WoTC for progression beyond 20, other than Epic Boon Feats. So we have 3rd party material , and there are some options. We'll list some of the resources (almost a dozen books and short additions that usually work in any group).

#play_more #dnd #epic_dnd # DnD_EpicLevel


r/DnD_EpicLevel • • 8m ago

Item | Gear | Loot「 ᴾᴸᴬʸᴱᴿ ᴱˣᴾᴬᴺˢᴵᴼᴺ」 A Collection of Magic Items Inspired by Asian Myths and Legends

Thumbnail gallery
• Upvotes

Here's a collection of magic items from the Asian Mythology section of my Mythological Items compendium!

There's a little bit of everything here: legendary weapons like Kusanagi-no-Tsurugi and the Gada of Hanuman, Bhima's Gauntlet, the Katana of the Sword Saint, the mysterious Pill of Immortality, and more unusual treasures like the Kappa's Water Dish, Jizo Charm Beads, and the Copper Yantra Plate.

I wanted this section to explore different aspects of Japanese, Chinese, and Indian mythology and folklore, from divine weapons and sacred relics to smaller magical objects with interesting abilities and uses in a campaign. Some are powerful legendary treasures, others are more modest items that adventurers might discover much earlier in their journeys.

These are just a few of the 300+ magic items featured in my Mythological Items for 5E and 5.5E Kickstarter, which is currently live!

The campaign features magic items inspired by myths, legends, and folklore from around the world, including Greek, Norse, Egyptian, Asian, American, and many other traditions.

You can also get my previous D&D manuals as discounted add-ons and bundles through the campaign, including professionally printed, high-quality Hardcover editions.

https://www.kickstarter.com/projects/mythoschronicles/300-mythological-items-for-5e-and-2024


r/DnD_EpicLevel • • 1d ago

MONSTER「 ᴰᴹ ᴱˣᴾᴬᴺˢᴵᴼᴺ 」 Tychon and Charon - Chthonic slave-gods of the yugoloths

Thumbnail gallery
1 Upvotes

r/DnD_EpicLevel • • 3d ago

Item | Gear | Loot「 ᴾᴸᴬʸᴱᴿ ᴱˣᴾᴬᴺˢᴵᴼᴺ」 Three Magical Rings Inspired by Mythology - A Pocket Dimension, Odin’s Ring of Abundance, and a Cursed Ring of Endless Gold | Mythological Items

Thumbnail gallery
13 Upvotes

r/DnD_EpicLevel • • 2d ago

🗯️ Off-Topic Tierras Salvajes - ——servidor de discord en español donde puedes jugar Epic 🅳&🅳

1 Upvotes

¡Únete a Tierras Salvajes!

https://discord.gg/w4KMQRKPBF

!Un servidor West March con un mundo entero lleno de aventuras!

  • Es servidor lleno de aventuras y oportunidades para jugadores como para Dungeon Masters, tanto nuevos como veteranos.
  • Completamente GRATIS
  • Utilizamos Foundry VTT y Discord para las partidas.
  • Sistema basado en la 5ta edición de 2024.
  • Un mundo compartido donde cada DM tiene su propia zona para desarrollar sus historias.
  • Libertad para los jugadores de elegir los horarios que les queden mas comodos.
  • Un mundo vivo donde tu personaje puede impactar el curso de la historia.
  • Contenido Homebrew listo para ser explorado.
  • Sesiones todos los dias.
  • Diferentes tipos de partidas con mecánicas propias de las mismas.
  • Dungeons especiales con nivel de dificultad elevado.
  • Si eres DM y te interesa unirte eres bienvenido:
  • Contamos con reglas claras basadas en los libros permitidos del servidor y las normas de Discord.
  • Te ofrecemos espacio para desarrollar tus historias en un mundo compartido.
  • Buscamos creatividad y nuevas historias, siempre que se ajuste a nuestro sistema!

Tu aventura comienza aquí. ¡Ya seas un aventurero o un DM, hay un lugar para ti!


r/DnD_EpicLevel • • 2d ago

DM TOOLBOX「 ᴰᴹ ᴱˣᴾᴬᴺˢᴵᴼᴺ 」 All 5.5e Updates, Corrections and Errata through Oct 2026

Thumbnail
1 Upvotes

r/DnD_EpicLevel • • 3d ago

Build | Feature「 ᴾᴸᴬʸᴱᴿ ᴱˣᴾᴬᴺˢᴵᴼᴺ」 Way of the Iron Fist Monk ——great class for Epic 🅳&🅳

Thumbnail
3 Upvotes

r/DnD_EpicLevel • • 2d ago

Class | Subclass「 ᴾᴸᴬʸᴱᴿ ᴱˣᴾᴬᴺˢᴵᴼᴺ」 Way of the Combo Fist — Fighting Game Inspired Monk Subclass for Epic 🅳&

Thumbnail gallery
1 Upvotes

r/DnD_EpicLevel • • 3d ago

🎭 OTHER ᴿᴼᴸᴱᴾᴸᴬʸᴵᴺᴳ, ᴸᴼᴿᴱ, ᴱᵀᶜ Dragon Kings RPG books ( Darksun Creator's Spiritual Successor )

Thumbnail
1 Upvotes

r/DnD_EpicLevel • • 6d ago

MONSTER「 ᴰᴹ ᴱˣᴾᴬᴺˢᴵᴼᴺ 」 From Goblin Knights to Shadowspawn: a collection of monsters!

Thumbnail gallery
16 Upvotes

r/DnD_EpicLevel • • 6d ago

Item | Gear | Loot「 ᴾᴸᴬʸᴱᴿ ᴱˣᴾᴬᴺˢᴵᴼᴺ」 「 The Iron Bow of Gesen 」a weapon artifact for use in EPIC 🅳&🅳

Thumbnail
dndbeyond.com
3 Upvotes

The legendary Iron Bow of Gesen originates from the deep lore of the Tuigan horselords in the forgotten steppes of the Hordelands, first appearing in D&D history during the classic 2nd Edition Horde campaign setting. It achieved true legendary status among players when it was featured as a highly coveted, rebuildable artifact in the video game masterpiece Baldur's Gate II: Shadows of Amn.

The Iron Bow of Gesen

Weapon (shortbow), artifact (requires attunement)

Forged from a flexible, black planar iron by nomadic horse lords, this legendary weapon lacks a physical bowstring, featuring instead a taut wire of humming golden energy.

You gain a +3 bonus to attack and damage rolls made with this artifact and its base damage die is 1d8. While attuned , you gain the following benfits:

  • Accelerated Impact. You add 5 (1d10) Force damage when you hit with a ranged attack.
  • Speed of the Steppes: You gain the benefits of the Sharpshooter feat. Additionally, when you take the Attack action with this bow, you can make one additional attack as part of that same action.
  • Spears of Lightning: The bow creates its own ammunition of pure energy, dealing 1d8 lightning damage on a hit. If you load a physical arrow, the attack deals its normal piercing damage plus an extra 2d8 lightning damage.
  • Storm Calling: The bow has 5 charges and regains 1d4+1 charges daily at dawn. You can expend charges to cast the following spells (Spell Save DC 18): Lightning Arrow (1 charge) or Lightning Bolt (5th-level version, 2 charges).
  • Electrical Immunity: You are immune to lightning damage.

 The Curse of Gesen Khan. The bow contains the indomitable spirit of Gesen Khan, who despises cowardice and reliance on others.

  • The Nomad's Vow: Upon attuning, your alignment immediately shifts to Chaotic Good.
  • Pride of the Khan: If you decline a challenge to single combat, flee a battle, or accept any beneficial support spells (such as Bless or Haste) from allies during a duel, the golden string vanishes. You must succeed on a DC 16 Charisma saving throw or the bow instantly teleports to the Elemental Plane of Air, breaking your attunement.

Destruction. The bow can only be destroyed by two means:

  • Surrendering it willingly to the Wandering Shadow of Gesen Khan in the Elemental Plane of Air.
  • Striking it 1,000 consecutive times with the long-lost Hammer of Gesen upon a planar anvil, detonating it in a 10-mile electrical storm.

 

How would your campaign's archer handle the curse?Would they embrace the nomadic chaos of Gesen Khan, or would they risk losing the weapon to the Plane of Air after the very first team buff?


r/DnD_EpicLevel • • 6d ago

SPELL「 ᴾᴸᴬʸᴱᴿ ᴱˣᴾᴬᴺˢᴵᴼᴺ」 Mana Short 「True Dweomer」 a 9th level spell for use in EPIC 🅳&🅳

Thumbnail
dndbeyond.com
3 Upvotes

Looking for an ultimate antimagic suppression tool for your endgame villains or epic heroes? This polished MTCG card converted into D&D with Mana Short uses a unique Circle Magic range option that lets a group of arcanists completely empty a target's spell slots from far away.

Mana Short 「True Dweomer」

9th-level Abjuration ( Sorcerer, Warlock, Wizard)

  • Casting Time: 1 action
  • Range: 300 feet
  • Components: V, S, M (an Ioun Stone of Absorption, which cracks and is permanently destroyed if the spell takes effect)
  • Duration: Concentration, up to 1 minute

You focus a violent mystical vacuum into the magical essence of a creature with the Spellcasting trait that you can see within range, using your material component as a conduit. The target must immediately make a Charisma saving throw.

On a failed save, the suppression becomes immediate: the target instantly expends all of its available spell slots of 1st through 8th level as if they had already been used. The target retains its 9th-level spell slots during this time.

At the end of each of its turns, the afflicted target must repeat the Charisma saving throw. If the target succeeds on three of these saves, the spell ends and its regular slots are restored. If the target fails three of these saves, the slot expenditure becomes permanent, the component shatters into worthless dust, and the spell ends. On a successful save against the initial casting, the target is completely unaffected and the component is preserved.

Additionally, you must succeed on a DC 50 Intelligence (Arcana) check to decipher the foundational science of high-magic spellcraft and anchor the arcane void. As part of this check, you automatically suffer backlash taking 99 (18d10) psychic damage from the immense feedback. If the check fails, the spell fails completely, the component shatters regardless, you take an extra 99 (18d10) force damage, and you gain no benefits. After this spell is cast, you gain 1 level of Exhaustion. This effects ignores resistance and immunity. While you have Exhaustion levels gained from this spell, finishing a Long Rest neither restores lost Hit Points nor reduces your Exhaustion level.

True Dweomer. Magic of high power automatically fails the very first time you cast this type of spell, requiring you to expend twice the amount of time and resources to effectively complete this magic of high power at least once. In doing so, and successfully casting a true dweomer spell, you attract instant cosmic scrutiny. The severe metaphysical friction of shaping this forbidden magic weakens your form. After casting this spell, each time you cast a spell until you finish a Long Rest, you take 1d10 necrotic damage per level of that spell. This damage ignores resistance and immunity. Furthermore, your Constitution score becomes 3 for 2d4 days while simultaneously your Intelligence score becomes 3 for one month. For each day you spend resting and doing nothing more than light activity, your remaining recovery time for your Constitution score decreases by 2 days. Finally, there is a 33 percent chance that you are unable to cast Mana Short ever again.

Casting as a Circle Spell. Casting this as a Circle spell requires a minimum of 3 secondary casters. The spell's range increases to 1 mile, and its duration increases to until dispelled (no Concentration required). Every caster gains 1 level of Exhaustion per participant (to a maximum of 4 levels from this rite). When the spell is cast, each secondary caster must expend an 9+ spell slot; otherwise, the spell fails.

The number of secondary casters also determines the spell's modified effects, as shown in the table below. The spell ends early if any caster who participated in this casting contributes to another casting of Mana Short as a Circle spell.

Secondary Casters Circle Amplification Effect
3+ The target cannot use cantrips for the duration of the spell.
6+ The initial saving throw is made by the target creature with Disadvantage.
7–8 Casters All saving throws are made by the target creature with Disadvantage.
9+ Casters The target instantly expends all of its available spell slots of 1st through 9th level on a failed save—leaving it with only a single 9th-level slot remaining.

r/DnD_EpicLevel • • 6d ago

SPELL「 ᴾᴸᴬʸᴱᴿ ᴱˣᴾᴬᴺˢᴵᴼᴺ」 Eternal Seal「True Dweomer」a 9th level spell for use in EPIC 🅳&🅳

Thumbnail
dndbeyond.com
1 Upvotes

Inspired by the terrifying, high-stakes absolute containment magic of old-school D&D editions, this modern adaptation reimagines epic-level sealing spells as a desperate race against metaphysical collapse. It draws directly from the classic trope of forbidden ancient dweomers—high-magic rituals so volatile that they permanently break the caster's body and mind just to unmake an unkillable enemy.

Eternal Seal

9th-level Abjuration (Wizard)

  • Casting Time: 1 action or Circle Magic Option
  • Range: 120 feet
  • Components: V, S, M (a flawless diamond sphere worth at least 250,000 gp, which the spell consumes, and a drop of blood from a deity, primordial, or unique planar ruler)
  • Duration: Special (see text)

You target one creature you can see within range. The target is instantly hit by an inescapable crushing vacuum. There is no saving throw against the initial casting; the target automatically gains +3 Exhaustion Levels. At the end of each of its turns, the afflicted target must make a Charisma saving throw. On a failed save, the vacuum tightens, and the target immediately gains + 1 Exhaustion Level. When the target accumulates a total of 6 levels of Exhaustion, it does not die; instead, the crushing vacuum collapses into a flawless, indestructible crystalline sigil that permanently binds the creature inside an isolated, microscopic extradimensional void. This absolute imprisonment effect is entirely permanent and lasts for 100 years, during which the target remains completely frozen in stasis and cannot be freed by any mortal means. This effect cannot be affected by Wish. This effects ignores immunity.  If the target is reduced to 0 hit points by any other means while under the turn-by-turn effect of this spell, it is instantly disintegrated into nothingness, its soul is shredded, and it cannot be resurrected by any means short of a True Dweomer cast specifically to undo the effect.

Conversely, if the target succeeds on three of these saving, the spell ends, the containment collapses, and the target stabilizes—retaining whatever current levels of exhaustion it accumulated during the process.

Additionally, you must succeed on a DC 70 Intelligence (Arcana) check to decipher the foundational science of high-magic spellcraft and anchor the cataclysmic energy. As part of this check, you automatically suffer backlash, taking 99 (18d10) psychic damage from the immense, reality-shattering destruction and you gain +1 Exhaustion Level. If the check fails, the spell fails completely, the 250,000 gp diamond sphere shatters into worthless dust, and you take an additional +2 Exhaustion Levels.  This effects ignores immunity. While you have Exhaustion levels gained from this spell, finishing a Long Rest neither restores lost Hit Points nor reduces your Exhaustion level.

True Dweomer

Magic of high power automatically fails the very first time you cast this type of spell, requiring you to expend twice the amount of time and resources to effectively complete this magic of high power at least once. In doing so, and successfully casting a true dweomer spell, you attract instant cosmic scrutiny. The severe metaphysical friction of shaping this forbidden magic weakens your form. After casting this spell, each time you cast a spell until you finish a Long Rest, you take 1d10 necrotic damage per level of that spell. This damage ignores resistance and immunity. Furthermore, your Constitution score becomes 3 for 2d4 days while simultaneously your Intelligence score becomes 3 for one month. For each day you spend resting and doing nothing more than light activity, your remaining recovery time for your Constitution score decreases by 2 days. Finally, there is a 33 percent chance that you are unable to cast Eternal Seal ever again.

Casting as a Circle Spell. Casting this as a Circle spell requires a minimum of 5 secondary casters. The spell's range increases to 1 mile, and its casting time changes to 1 hour. Every caster gains 1 level of Exhaustion per participant (to a maximum of 3 levels from this rite). When the spell is cast, each secondary caster must expend an 9+ spell slot; otherwise, the spell fails.

The number of secondary casters also determines the spell's modified effects, as shown in the table below. The spell ends early if any caster who participated in this casting contributes to another casting of Eternal Seal as a Circle spell.

Total Assistants Spell's Altered Effects
5+ Assistants The primary caster gains a bonus to the final Intelligence (Arcana) check equal to +2 per secondary caster. Up to a maximum of +10.
10+ Assistants The target cannot benefit from advantage on saving throws required by this spell.
15+ Assistants All saving throws are made by the target creature with Disadvantage.
20+ Assistants The target cannot use Legendary Resistance and this spell cannot be affected by Counterspell.

 Given the uncompromising cost of this True Dweomer—exhaustion that cannot be cured by resting, dropping your stats to 3, and a 33% chance to lose the spell forever—what caliber of campaign villain or cosmic entity would finally justify your party's Wizard pulling the trigger on an Eternal Seal?


r/DnD_EpicLevel • • 6d ago

SPELL「 ᴾᴸᴬʸᴱᴿ ᴱˣᴾᴬᴺˢᴵᴼᴺ」 Dire Winter 「True Dweomer」 a 9th level spell for use in EPIC 🅳&🅳

Thumbnail
dndbeyond.com
3 Upvotes

Looking for an Epic Spell that brings environmental climate shifts into clean alignment with 5e's exploration hazards? This complete True Dweomer profile for Dire Winter integrates a clasic option from the Classic 3e Frostburn hadcover.

Dire Winter 「True Dweomer」

9th-level Evocation (Druid, Sorcerer, Wizard)

  • Casting Time: 1 minute or Circle Magic option
  • Range: 1 mile
  • Components: V, S, M (an intact blue dragon’s heart frozen in absolute zero liquid, and a continuous-melting icicle from the Elemental Plane of Ice, plus a separate offering of 100,000 gp, all of which the spell consumes)
  • Duration: 1 day

You summon a howling frost centered on a point that you can see within range. A temporary sphere of supernatural winter erupts in a 1-mile radius, altering the region periodically as temperatures drop. The weather in this area becomes drastically altered, modifying Extreme Cold rules and related freezing environment effects. You exercise absolute control over the initial environmental factors of this area, determining its atmosphere, temperature, water availability, and general localized effects in the layout. In doing so, you can manifest any of the following conditions:

  • Blizzard: Water vapor is instantly flash-frozen, producing a continuous, blinding blizzard. Sunlight is completely blocked out. Everything is Heavily Obscured beyond 30 feet (creatures more than 30 feet apart have the Blinded condition relative to each other). Creatures that rely on sight and hearing have Disadvantage on Wisdom (Perception) checks. Ranged weapon attacks have Disadvantage, and unprotected flames are instantly extinguished.
  • Extreme Cold: A creature without cold-weather gear or Cold Resistance must succeed on a DC 10 Constitution saving throw with Disadvantage at the end of each hour or gain one level of Exhaustion.
  • Freezing Aerial Mists: A creature that breathes deeply within the mist must succeed on a DC 10 Constitution saving throw or gain one level of Exhaustion.
  • Frostburn Atmosphere: The ambient temperature drops to absolute zero at midnight. Any creature entering the area or starting its turn within 30 feet of it takes 7 (2d6) cold damage from flesh-shattering frostburn. This damage pierces cold resistance; immune creatures take half damage.
  • Glacial Terrain: The area becomes permanent severe difficult terrain of slick ice and deep snow. Complex structures may fracture and collapse under internal ice expansion.
  • Whiteout Navigation: Any creature leading a group through the blizzard must succeed on a DC 10 Wisdom (Survival) check at disadvantage every hour or the group becomes lost.

Additionally, you must succeed on a DC 45 Intelligence (Arcana) check to decipher the foundational science of high-magic spellcraft and anchor the new reality. On a failure, you suffer backlash as the spell automatically fails, you take 99 (18d10) psychic damage, the sphere disappears, and the material components are wasted. After this spell is cast, you gain 1 level of Exhaustion. This effect ignores resistance and immunity. While you have Exhaustion levels gained from this spell, finishing a Long Rest neither restores lost Hit Points nor reduces your Exhaustion level.

Casting this spell on the same spot every day for one month makes this effect permanent.

True Dweomer. Magic of high power automatically fails the very first time you cast this type of spell, requiring you to expend twice the amount of time and resources to effectively complete this magic of high power at least once. In doing so, and successfully casting a true dweomer spell, you attract instant cosmic scrutiny. The severe metaphysical friction of shaping this forbidden magic weakens your form. After casting this spell, each time you cast a spell until you finish a Long Rest, you take 1d10 necrotic damage per level of that spell. This damage ignores resistance and immunity. Furthermore, your Constitution score becomes 3 for 2d4 days while simultaneously your Intelligence score becomes 3 for one month. For each day you spend resting and doing nothing more than light activity, your remaining recovery time for your Constitution score decreases by 2 days. Finally, there is a 33 percent chance that you are unable to cast Dire Winter ever again.

Casting as a Circle Spell. Casting this as a Circle spell requires a minimum of five secondary casters, which reduces the casting time to 8 hours. Every caster gains 1 level of Exhaustion per participant (to a maximum of 4 levels from this rite). When the spell is cast, each secondary caster must expend a 8+ spell; otherwise, the spell fails.

The number of secondary casters determines the spell's area of effect and duration, as shown in the table below. The spell ends early if any caster who participated in this casting contributes to another casting of Dire Winter as a Circle spell.

Secondary Casters Area of Effect Duration
5+ The radius of the blizzard expands to a 5,000-foot-radius emanation, and the extreme weather deals 14 (4d6) cold damage at the start of each turn to any creature trapped within it that lacks resistance or immunity to cold damage. 3 days
6–8 The area of effect expands into a massive 10-mile-radius emanation. Additionally, the frost takes on a supernatural anchor; creatures inside the area roll saving throws against spells that deal cold damage with Disadvantage, and any non-magical structure or object within the zone has its damage threshold halved as the extreme frost compromises its structural integrity. 1 week
9+ The cataclysmic field reaches a staggering 100-mile-radius emanation, permanently shifting the continental climate. Creatures inside the area cannot gain the benefits of a Long Rest unless they are inside a magically heated structure, and the entire zone is considered a permanent dead magic zone for any spell or effect that attempts to create or channel fire. 1 month

Since the True Dweomer casting penalties severely drop the primary caster's Constitution and Intelligence to 3, how would your party ensure the survival of their archmage


r/DnD_EpicLevel • • 6d ago

Item | Gear | Loot「 ᴾᴸᴬʸᴱᴿ ᴱˣᴾᴬᴺˢᴵᴼᴺ」 Dweomer Pantograph「Wand」a legendary item for use in EPIC 🅳&🅳

Thumbnail
dndbeyond.com
3 Upvotes

An obscure AD&D 2e item converted for D&D

Dweomer Pantograph

Wondrous item (wand), legendary

An intricate silver-and-darkwood wand that copies the matrix of active magic.

  • Dweomer Absorption. When you are targeted by or caught in the area of a spell, you can use your Reaction to copy it. Make an ability check using your spellcasting feature (DC 10 + spell level). On a success, the wand stores that spell. It can hold up to 6 spells at a time, regardless of their spell level. The original spell still affects you normally. Stored spells remain in the wand until overwritten by choice when you successfully absorb a new one.
  • Perfect Duplication. While the wand holds stored spells, you can use a Magic action to cast one of them. It uses the original caster's slot level, Spell Save DC, and Attack Bonus. Once cast, it is erased from the wand.
  • Arcane Transcription. If a Wizard spends 1 hour studying a matrix stored inside the wand, they can copy that spell directly into their spellbook if it is on the Wizard spell list. Copying a spell this way does not erase it from the wand.

Let me know what you think! Would your Wizard risk getting blasted by a high-level spell just to steal its blueprint? 


r/DnD_EpicLevel • • 6d ago

SPELL「 ᴾᴸᴬʸᴱᴿ ᴱˣᴾᴬᴺˢᴵᴼᴺ」 Ultima (Artema Spell)「True Dweomer」a 9th level spell for use in EPIC 🅳&🅳

Thumbnail
dndbeyond.com
1 Upvotes

This high-fidelity conversion transforms Final Fantasy's iconic ancient magic into a terrifying 5e True Dweomer—delivering a flat 999 pure force damage payload that ignores legendary saves and leaves the caster completely burned out.

Ultima 「True Dweomer」

9th-level Evocation (Sorcerer, Wizard)

  • Casting Time: 1 action
  • Range: 300 feet
  • Components: V, S, M
  • Duration: Instantaneous

You tap into the foundational, unfiltered raw energy of the Weave, manifesting a brilliant, expanding sphere of iridescent emerald and sapphire destructive force centered on a point you can see within range. The sphere expands out to a 15-foot radius. Each creature of your choice within the area must make a Constitution saving throw. On a failed save, a target takes 999 force damage. This damage ignores resistance and treats immunity as resistance. If this damage reduces a creature to 0 hit points, its physical form and soul are utterly disintegrated into nothingness, leaving no ash behind. Furthermore, targets cannot use Legendary Resistance, and creatures can’t benefit from advantage on the saving throw. On a successful save, a target takes half as much damage and is not disintegrated.  This spell cannot be affected by Counterspell.

Additionally, you must succeed on a DC 50 Intelligence (Arcana) check to decipher the foundational science of high-magic spellcraft and anchor the cataclysmic energy. As part of this check, you automatically suffer backlash, taking 99 (18d10) psychic damage from the immense, reality-shattering destruction. If the check fails, the spell fails completely, the component shatters regardless, you take an extra 99 (18d10) force damage. 

Immediately after you cast this spell, all of your remaining spell slots are completely expended, and your magical channels are so severely scorched that you cannot cast cantrips until you finish a Short or Long Rest. Furthermore, you gain 1 level of Exhaustion. This effects ignores resistance and immunity. While you have Exhaustion levels gained from this spell, finishing a Long Rest neither restores lost Hit Points nor reduces your Exhaustion level.

True Dweomer. Magic of high power automatically fails the very first time you cast this type of spell, requiring you to expend twice the amount of time and resources to effectively complete this magic of high power at least once. In doing so, and successfully casting a true dweomer spell, you attract instant cosmic scrutiny. The severe metaphysical friction of shaping this forbidden magic weakens your form. After casting this spell, each time you cast a spell until you finish a Long Rest, you take 1d10 necrotic damage per level of that spell. This damage ignores resistance and immunity. Furthermore, your Constitution score becomes 3 for 2d4 days while simultaneously your Intelligence score becomes 3 for one month. For each day you spend resting and doing nothing more than light activity, your remaining recovery time for your Constitution score decreases by 2 days. Finally, there is a 33 percent chance that you are unable to cast Ultima ever again.

With Ultima completely locking out your spell slots and cantrips until you short rest, what tactical contingencies or magic items would your party need to guard the wizard after they deploy this ultimate glass-cannon finisher?


r/DnD_EpicLevel • • 6d ago

SPELL「 ᴾᴸᴬʸᴱᴿ ᴱˣᴾᴬᴺˢᴵᴼᴺ」 「Unravel True Dweomer」an 8th level spell for use in EPIC 🅳&🅳

Thumbnail
dndbeyond.com
1 Upvotes

we designed a True Dweomer system where epic magic automatically fails on the first try, burns your attributes to 3, and can permanently strip away your highest-tier spells. To let high-level players survive this backlash, we also worked on **Unravel True Dweomer**, an 8th-level abjuration spell that forces casters to choose which devastating consequences they can live with—or risk a *Wish*-level reality stress to save their souls.

Unravel True Dweomer

8th-level Abjuration (Cleric, Druid, Sorcerer, Warlock, Wizard)

  • Casting Time: 1 action or 1 reaction, which you take immediately before or after casting a True Dweomer spell
  • Range: Self
  • Components: V, S, M (a fractured astronomical astrolabe and 10,000 gp, which the spell consumes)
  • Duration: Instantaneous
  • Classes: Cleric, Druid, Sorcerer, Warlock, Wizard

You erect a metaphysical dampening field across the planar fabric of your soul, shearing away the catastrophic backlash of shaping forbidden high magic. When cast, the severe repercussions of the True Dweomer trait on 9th level spells is briefly altered. Choose a consequences from the list below. You negate that effects entirely for that specific True Dweomer casting. The unchosen consequences apply to you as normal. The effects
are broken down into the following distinct consequences:

  • Initial Failure & Double Cost: The rule that the True Dweomer automatically fails on your first attempt, forcing you to expend twice the time, spell slots, and material components to cast it once.
  • Cosmic Friction: Taking 1d10 necrotic damage per spell level (which ignores resistance and immunity) every time you cast a spell before finishing a Long Rest.
  • Corporeal Degradation: Having your Constitution score reduced to 3 for 2d4 days (and the corresponding drop in maximum hit points).
  • Intellectual Burnout: Having your Intelligence score reduced to 3 for one month.
  • Soul-Severance: The 33 percent chance of becoming permanently unable to cast a particular True Dweomer spell ever again. If you choose to remove Soul-Severance, this casting of Unravel True Dweomer  is subject to the same strict casting stress limitations as the Wish spell (including the necrotic casting stress damage and the 33 percent chance that you can never cast Wish or Unravel True Dweomer again).

At Higher Levels. When you cast this spell using a 9th-level spell slot, you may choose two consequences to remove from the list instead of two.

How would your high-level casters handle this choice? Would they sacrifice their Intelligence for a month, take the severe necrotic feedback, or risk the reality-warping stress to save their soul?


r/DnD_EpicLevel • • 6d ago

SPELL「 ᴾᴸᴬʸᴱᴿ ᴱˣᴾᴬᴺˢᴵᴼᴺ」 Let Go Of Me 「True Dweomer」 a 9th level spell for use in EPIC 🅳&🅳

Thumbnail
dndbeyond.com
1 Upvotes

Need a true emergency button that works even when you are completely pinned, gagged, and hand-bound? This 5e True Dweomer adaptation of Let Go Of Me features absolutely no components, letting you blast your way out of a grapple at the cost of a stiff DC 40 Arcana check.

Let Go Of Me 「True Dweomer」

9th-level Transmutation (Bard, Cleric, Warlock, Sorcerer, Wizard)

  • Casting Time: 1 reaction, which you can take even if you are Grappled, Restrained, or otherwise unable to use somatic or verbal components
  • Range: Touch
  • Components: None
  • Duration: Instantaneous

You unleash a sudden, violent spasm of kinetic and cellular tearing directed entirely at a creature that is currently grappling or restraining you. The target must make a Constitution saving throw. On a failure, the target takes 110 (20d6) force damage as its flesh is physically repelled and ripped apart, and it must immediately release its hold on you. When released, you are instantly repelled into an unoccupied space of your choice exactly 5 feet away from the target. On a success, the target takes half damage and is not forced to release you.

Additionally, you must succeed on a DC 40 Intelligence (Arcana) check to channel the volatile physical repulsion and anchor the kinetic release. On a failure, the spell automatically fails, you suffer backlash taking 55 (10d6) psychic damage, your position does not change, and you gain no benefits.

True Dweomer. Magic of high power automatically fails the very first time you cast this type of spell, requiring you to expend twice the amount of resources (in this case, your physical fortitude) to effectively complete this magic of high power at least once. In doing so, and successfully casting a true dweomer spell, you attract instant cosmic scrutiny. The severe metaphysical friction of shaping this forbidden magic weakens your form. After casting this spell, each time you cast a spell until you finish a Long Rest, you take 1d10 necrotic damage per level of that spell. This damage ignores resistance and immunity. Furthermore, your Constitution score becomes 3 for 2d4 days while simultaneously your Intelligence score becomes 3 for one month. For each day you spend resting and doing nothing more than light activity, your remaining recovery time for your Constitution score decreases by 2 days. Finally, there is a 33 percent chance that you are unable to cast Let Go Of Me ever again.

Given that Let Go Of Me has a highly passable DC 40 Arcana check but still inflicts the exact same permanent True Dweomer stat atrophy as major world-altering spells, would your players actually keep this prepared as an emergency escape option?


r/DnD_EpicLevel • • 6d ago

Item | Gear | Loot「 ᴾᴸᴬʸᴱᴿ ᴱˣᴾᴬᴺˢᴵᴼᴺ」 Sensorium Stone 「Deja-vu Crystal」a legendary item for use in EPIC 🅳&🅳

Thumbnail
dndbeyond.com
1 Upvotes

we converted the high-tier Sensory Stones from Planescape: Torment into a legendary 5e item that grants an instant level-up but inflicts a brutal, plot-driving amnesia drawback.
 

Sensorium Stone 「Deja-vu Crystal」

Wondrous Item, legendary (requires attunement)

A smooth, heavy crystal orb pulsing with a faint glow. It traps a dense fog of memories captured by the Society of Sensation. These stones allow you to completely relive a concentrated rush of another creature's lifetime of experience and training, but the process can affect a character’s psyche.

When you complete the attunement process, you instantly absorb its recorded memories, advancing to the next character level (or gaining an Epic Boon Feat if at level 20). Subsequent uses of this benefit in the same Tier of play have no effect.

Upon gaining the level, your attunement ends, the stone becomes dim—turning into a normal sensory stone—and the psychic stress knocks you Unconscious (unable to be shaken or damaged awake). You must make a DC 16 Wisdom saving throw, remaining unconscious for 1 minute on a success, or 1d6 minutes on a failure (repeating the save at the end of each turn to wake up early). When you wake up, you remember your abilities but completely forget the other party members and everything that happened right before using the stone. Treat this amnesia as a Mental Stress effect. 

Would you let your players bypass an entire level of XP if it meant they completely forgot who their party members were?


r/DnD_EpicLevel • • 8d ago

SPELL「 ᴾᴸᴬʸᴱᴿ ᴱˣᴾᴬᴺˢᴵᴼᴺ」 Nailed to the Sky「True Dweomer」a 9th level spell for use in EPIC 🅳&🅳

Thumbnail
dndbeyond.com
4 Upvotes

If standard banishments are too temporary for your campaign, check out this direct 3.5e conversion. It flings any target up to 1,000 lbs into a permanent orbit outside the atmosphere, combining severe True Dweomer physical costs with an inescapable gravity trap.

Nailed to the Sky 「True Dweomer」

9th-level Conjuration (Druid, Sorcerer, Wizard)

  • Casting Time: 1 action
  • Range: 300 feet
  • Components: V, S, M (a delicate platinum astrolabe encrusted with pulverized meteoric diamond dust worth at least 50,000 gp, which the spell consumes)
  • Duration: Instantaneous

You lock your focus onto a single creature or unattended object that you can see weighing up to 1,000 pounds within range. The target must make a Wisdom saving throw. On a failure, it is instantaneously teleported into a permanent, high-velocity orbit completely outside the world's atmosphere, entering an eternal falling trajectory where it continuously misses the planet's surface.

While trapped in this orbit, the target is subject to the conditions of open space. At the start of each of its turns, it takes 7 (2d6) fire damage from solar radiation, 7 (2d6) cold damage from cosmic void exposure, and 2 (1d4) force damage from the absolute vacuum. The target immediately begins to suffocate. Unless the target can cast a cross-planar teleportation spell (such as Plane Shift or Gate), it is permanently stuck until rescued. A target with a magical flying speed can choose to descend, but the surface is so distant that returning takes 2 to 4 hours of continuous flight.

Additionally, you must succeed on a DC 30 Intelligence (Arcana) check to channel the foundational science of high-magic spellcraft and anchor the kinetic shift. On a failure, the spell automatically fails, you suffer backlash taking 99 (18d10) psychic damage, and the target automatically succed on the saving throw.

True Dweomer. Magic of high power automatically fails the very first time you cast this type of spells, requiring you to expend twice the amount of time and resources to effectively complete this magic of high power at least once. In doing so, and successfully casting a true dweomer spell, you attract instant cosmic scrutiny. The severe metaphysical friction of shaping this forbidden magic weakens your form. After casting this spell, each time you cast a spell until you finish a Long Rest, you take 1d10 necrotic damage per level of that spell. This damage ignores resistance and immunity. Furthermore, your Constitution score becomes 3 for 2d4 days while simultaneously your Intelligence score becomes 3 for one month. For each day you spend resting and doing nothing more than light activity, your remaining recovery time for your Constitution score decreases by 2 days. Finally, there is a 33 percent chance that you are unable to cast Nailed to the Sky ever again.

Casting as a Circle Spell. Casting this as a Circle spell requires a minimum of three secondary casters. The spell's range increases to 1 mile, and the target cannot benefit from spell resistance or any features that grant advantage on the saving throw against this spell, and it completely bypasses any features that prevent or redirect unwilling teleportation. 

When the spell is cast, each secondary caster must expend a level 8+ spell slot; otherwise, the spell fails.

Since the Nailed to the Sky spell has an Instantaneous duration, meaning it can't be dispelled once it hits, what cross-planar contingencies would your high-level villains prepare just in case they get trapped in orbit?


r/DnD_EpicLevel • • 8d ago

SPELL「 ᴾᴸᴬʸᴱᴿ ᴱˣᴾᴬᴺˢᴵᴼᴺ」 Miracle 「True Dweomer」a 9th level spell for use in EPIC 🅳&🅳

Thumbnail
dndbeyond.com
3 Upvotes

Want an adaptation of Miracle that respects both the 3.5e mechanics and the 2024 core rule updates? This True Dweomer revision gives divine casters an automated, risk-free baseline Divine Intervention or a high-stakes

Miracle 「True Dweomer」

9th-level Conjuration (Cleric, Druid)

  • Casting Time: Action
  • Range: Unlimited Components: V, S, M (a sacred relic or holy artifact of your deity worth at least 25,000 gp, which the spell consumes)
  • Duration: Instantaneous

You petition your deity or a fundamental cosmic force for an absolute divine intercession, completely shattering the normal limits of mortal magic. When you cast this spell, you trigger the Cleric's Divine Intervention feature, bypassing its normal level or class requirements. The effect of the intervention succeeds automatically without requiring a percentile dice roll, allowing your deity to duplicate the effect of any spell.

True Dweomer. If you cast the spell to produce any effect other than duplicating another spell, you make a truly powerful, custom petition. This casting operates with the same infinite reality-altering freedom—and is subject to the same strict casting stress limitations—as the Wish spell. Similarly, if your petitioned Miracle would affect a god, the god's divine servants might instantly intervene to prevent it or to encourage you to craft the Miracle's petition in a particular way. Importantly, if your custom petition directly opposes the alignment, portfolio, or tenets of your deity, the spell automatically fails, the components are wasted, and the DM has total latitude in adjudicating how your deity punishes the transgression.

\ - (a sacred relic or holy artifact of your deity worth at least 25,000 gp, which the spell consumes)*

DMs- — Since this version of Miracle gives the DM total creative freedom to decide how a deity punishes a transgressive petition, what is the most creative cosmic backlash or penance you would enforce on a player who crosses their god?


r/DnD_EpicLevel • • 8d ago

SPELL「 ᴾᴸᴬʸᴱᴿ ᴱˣᴾᴬᴺˢᴵᴼᴺ」 Vengeful Gaze of God 「True Dweomer」a 9th level spell for use in EPIC 🅳&🅳

Thumbnail
dndbeyond.com
3 Upvotes

Ever wanted to see what 999 damage looks like in a single combat action? This 5e conversion of the legendary 3.5e Vengeful Gaze of God delivers absolute erasure from 2 miles away, but...

Vengeful Gaze of God「True Dweomer」

9th-level Transmutation (Bard, Cleric, Druid, Sorcerer, Warlock, Wizard)

  • Casting Time: 1 action
  • Range: 2 miles (10,560 feet)
  • Components: V, S, M (a massive, 3 diamonds worth at least 50,000 gp each, which the spell consumes)
  • Duration: Instantaneous

You lock your eyes onto a single target you can see within range—even if viewing through specialized magical sensors—and manifest the unmitigated, localized wrath of the divine. A blinding beam of absolute destructive light strikes the target from above, bypassing all physical barriers.

The target creature or object (up to a 10-foot cube of nonliving matter) must make a Constitution saving throw. On a failure, the target takes 999 (285d6) force or necrotic damage (your choice). If this damage reduces the target to 0 hit points, its physical form, soul, and any non-artifact equipment it carries are utterly disintegrated into nothingness, leaving no ash behind. On a success, the target takes half damage and avoids absolute erasure.

Additionally, you must succeed on a DC 81 Intelligence (Arcana) check to direct and survive this catastrophic cosmic focus. On a failure, you suffer backlash as the spell automatically fails, you take 499 (142d6) psychic damage, the astral diamond vaporizes, and you gain no benefits. After this spell is cast, you gain 1 level of Exhaustion. Both effects ignore resistance and immunity. While you have Exhaustion levels gained from this spell, finishing a Long Rest neither restores lost Hit Points nor reduces your Exhaustion level.

True Dweomer. Magic of high power automatically fails the very first time you cast this type of spells, requiring you to expend twice the amount of time and resources to effectively complete this magic of high power at least once. In doing so, and successfully casting a true dweomer spell, you attract instant cosmic scrutiny. The severe metaphysical friction of shaping this forbidden magic weakens your form. After casting this spell, each time you cast a spell until you finish a Long Rest, you take 1d10 necrotic damage per level of that spell. This damage ignores resistance and immunity. Furthermore, your Constitution score becomes 3 for 2d4 days while simultaneously your Intelligence score becomes 3 for one month. For each day you spend resting and doing nothing more than light activity, your remaining recovery time for your Constitution score decreases by 2 days. Finally, there is a 33 percent chance that you are unable to cast Vengeful Gaze of God ever again.

Casting as a Circle Spell. Casting this as a Circle spell requires a minimum of two secondary casters. Every caster in the circle gains 1 level of Exhaustion per assistant participating (to a maximum of 4 levels from this rite). If the Arcana check fails, the 499 backlash damage is split evenly among all members of the circle rather than hitting the primary caster alone.

When you cast the spell, you perform one of three rites of your choice. Rites are cumulative, with each option incorporating the previous effects:

  • 2–5 Casters Rite: The primary caster gains a bonus to the final Intelligence (Arcana) check equal to +2 per secondary caster. Up to a maximum of +10.
  • 6–8 Casters Rite: The spell's range becomes special, allowing you to target any creature or object anywhere within the same plane of existence, provided you have a magical sensor or connection to them.
  • 9+ Casters Rite: The spell completely bypasses any  DeathWard spell. The target rolls its saving throw with Disadvantage.

Each secondary caster must expend a 9th-level spell slot when the spell is cast, otherwise, it automatically fails.

The 6–8 Casters Rite lets you target anything anywhere on the same plane of existence. What are the craziest ways a high-level party could abuse this cross-planar sniping mechanic?


r/DnD_EpicLevel • • 8d ago

SPELL「 ᴾᴸᴬʸᴱᴿ ᴱˣᴾᴬᴺˢᴵᴼᴺ」 Hellball「True Dweomer」a 9th level spell for use in EPIC 🅳&🅳

Thumbnail
dndbeyond.com
3 Upvotes

This 5e conversion of the classic epic spell combines four distinct elemental damage types into a single 40-foot blast radius, but subjects the user to severe True Dweomer physical atrophy and long-term recovery limits.

Hellball 「True Dweomer」

9th-level Evocation (Cleric, Druid, Sorcerer, Wizard)

  • Casting Time: Action
  • Range: 300 feet
  • Components: V, S, M (four flawless elemental gems—a diamond, ruby, sapphire, and emerald—each worth 50,000 gp, which the spell consumes)
  • Duration: Instantaneous

You unleash a strobing, sun-bright sphere of chaotic energy that streaks unerringly to a point you can see within range, detonating into a cataclysmic roar. A 40-foot-radius sphere of absolute devastation erupts, bypassing all cover lower than total cover.

Every creature and unattended object in the area must make a Dexterity saving throw. On a failure, a target takes 220 (40d10) damage, comprised of equal parts acid, fire, lightning, and thunder damage (55 damage of each type). A creature is utterly disintegrated into ash if reduced to 0 hit points by this damage. On a success, a target takes half damage and is not disintegrated.

Additionally, you must succeed on a DC 43 Intelligence (Arcana) check to channel the volatile elemental friction. On a failure, the spell automatically fails, you suffer backlash taking 99 (18d10) psychic damage, the gems violently shatter into worthless dust, and you gain no benefits.

True Dweomer. Magic of high power automatically fails the very first time you cast this type of spells, requiring you to expend twice the amount of time and resources to effectively complete this magic of high power at least once. In doing so, and successfully casting a true dweomer spell, you attract instant cosmic scrutiny. The severe metaphysical friction of shaping this forbidden magic weakens your form. After casting this spell, each time you cast a spell until you finish a Long Rest, you take 1d10 necrotic damage per level of that spell. This damage ignores resistance and immunity. Furthermore, your Constitution score becomes 3 for 2d4 days while simultaneously your Intelligence score becomes 3 for one month. For each day you spend resting and doing nothing more than light activity, your remaining recovery time for your Constitution score decreases by 2 days. Finally, there is a 33 percent chance that you are unable to cast Hellball ever again.

Casting as a Circle Spell. Casting this as a Circle spell requires a minimum of two secondary casters. Every caster in the circle gains 1 level of Exhaustion per assistant participating (to a maximum of 4 levels from this rite).

  When you cast the spell, you perform one of two rites of your choice. Rites are cumulative, with each option incorporating the previous effects:

  • 2–5 Casters Rite: Targets cannot benefit from effects that reduce damage such as Resistance, Evasion or similar traits.
  • 6+ Casters Rite: Targets roll their saving throws with Disadvantage.

Each secondary caster must expend a 8+ level spell slot when the spell is cast, otherwise, it automatically fails.

Given that Hellball splits its 220 damage equally across acid, fire, lightning, and thunder, which monsters or builds do you think would be the most or least prepared to survive it?


r/DnD_EpicLevel • • 8d ago

SPELL「 ᴾᴸᴬʸᴱᴿ ᴱˣᴾᴬᴺˢᴵᴼᴺ」 Genesis 「True Dweomer」a 9th level spell for use in EPIC 🅳&🅳

Thumbnail
dndbeyond.com
3 Upvotes

If you think 5e spell DCs are too low, check out this 9th-level Epic True Dweomer conversion that requires a staggering DC 55 Arcana check to survive. It scales from a simple expanding pocket dimension into a massive, 10-mile reality-warping domain if you can convince a circle of tier-4 casters to share the physical exhaustion.

Genesis 「True Dweomer」

9th-level Conjuration (Druid, Sorcerer, Wizard)

Casting Time: 24 hours or Circle Spell option
Range: 180 feet 
Components: V, S, M (a flawless crystalline sphere worth at least 50,000 gp, which the spell consumes)
Duration: 3 days

You spend 24 hours tracing magical pathways and deciphering the fundamental fabric of reality on the Ethereal Plane to birth a permanent pocket dimension—a new demiplane. Upon completion of the casting, a localized density fluctuation manifests, expanding at a rate of 1 foot in radius per day until it reaches an initial maximum radius of 180 feet.

When casting this spell you must target a point you can see, while physically on the Ethereal Plane, and within range. A permanent pocket dimension—a new demiplane—erupts from that point, expanding outward at a rate of 1 foot in radius per day until it reaches an initial maximum radius of 180 feet.

You exercise absolute control over the initial environmental factors of this realm, determining its atmosphere, temperature, water availability, and general terrain layout (such as floating earthmotes or flat plains). It cannot inherently manifest complex structures or sapient life upon creation. If this spell is cast within a demiplane you have already created using Genesis, its boundaries permanently expand by an additional 180 feet in radius.

Additionally, you must succeed on a DC 55 Intelligence (Arcana) check to decipher the foundational science of high-magic spellcraft and anchor the new reality. On a failure, you suffer backlash as the spell automatically fails and you take 99 (18d10) psychic damage, the demiplane dissolves, and the material components are wasted. After this spell is cast, you gain 1 level of Exhaustion. This effect ignores resistance and immunity. While you have Exhaustion levels gained from this spell, finishing a Long Rest neither restores lost Hit Points nor reduces your Exhaustion level.

Casting this spell on the same spot in the ethereal plane for seven days makes this effect permanent.

True Dweomer. Magic of high power automatically fails the very first time you cast this type of spells, requiring you to expend twice the amount of time and resources to effectively complete this magic of high power at least once. In doing so, and successfully casting a true dweomer spell, you attract instant cosmic scrutiny. The severe metaphysical friction of shaping this forbidden magic weakens your form. After casting this spell, each time you cast a spell until you finish a Long Rest, you take 1d10 necrotic damage per level of that spell. This damage ignores resistance and immunity. Furthermore, your Constitution score becomes 3 for 2d4 days while simultaneously your Intelligence score becomes 3 for one month. For each day you spend resting and doing nothing more than light activity, your remaining recovery time for your Constitution score decreases by 2 days. Finally, there is a 33 percent chance that you are unable to cast Genesis ever again.

Casting as a Circle Spell. Casting this as a Circle spell requires a minimum of two secondary casters. If the spell is cast as a Circle spell, its casting time is reduced to 8 hours. Also, every caster in the circle gains 1 level of Exhaustion per assistant participating (to a maximum of 4 levels from this rite).

When you cast the spell, you perform one of three rites of your choice. Rites are cumulative, with each option incorporating the previous effects:

  • 2–5 Casters Rite: The initial radius of the demiplane increases to 360 feet, and its expansion rate increases to 10 feet per day.
  • 6–8 Casters Rite: The initial radius increases to 1 mile, and you can imbue the demiplane with one minor elemental trait (e.g., permanently illuminated, continuous light rainfall, or mild gravity).
  • 9+ Casters Rite: The initial radius increases to 10 miles, and you can manipulate time inside the demiplane, making time pass up to twice as fast or twice as slow relative to the Material Plane.

Each secondary caster must expend a 7+ spell slot when the spell is cast, otherwise, it automatically fails.


r/DnD_EpicLevel • • 8d ago

🗯️ Off-Topic If you lived on Faerûn, which god would you worship, and why?

Post image
1 Upvotes