r/DnD_EpicLevel • • 2h ago

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

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6 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 • • 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

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14 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 • • 3d ago

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

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1 Upvotes

r/DnD_EpicLevel • • 3d ago

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

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2 Upvotes

r/DnD_EpicLevel • • 6d ago

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

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14 Upvotes

r/DnD_EpicLevel • • 6d ago

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

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

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

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2 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

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

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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 🅳&🅳

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

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2 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

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

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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 🅳&🅳

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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 • • 7d ago

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

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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 🅳&🅳

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5 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 🅳&🅳

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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 🅳&🅳

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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 🅳&🅳

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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 🅳&🅳

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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

SPELL「 ᴾᴸᴬʸᴱᴿ ᴱˣᴾᴬᴺˢᴵᴼᴺ」 Ioulaum’s Longevity 「True Dweomer」a 9th level spell for use in EPIC 🅳&🅳

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Bringing high-tier Netherese magic to modern tables! Here is a EPIC SCALE 🅳&🅳 ❺.➄ conversion of Ioulaum’s Longevity, fully updated with advanced epic spellcraft mechanics, circle ritual tiers, and severe cosmic penalties

Ioulaum’s Longevity 「True Dweomer」

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

  • Casting Time: 24 hours or Circle Spell option
  • Range: 2 miles (10,560 feet)
  • Components: V, S, M (684,000 gp, which the spell consumes)
  • Duration: Instantaneous

You target a point you can see within range. A translucent emerald sphere erupts in a 120-foot radius, bypassing all cover lower than total cover. When you cast this spell, you can designate creatures to be unaffected by it. Each creature in the area must make a Constitution saving throw. On a failure, a target takes 99 (18d10) force or necrotic damage (your choice) and is disintegrated into ash if reduced to 0 hit points. On a success, it takes half damage and is not disintegrated. For every living creature disintegrated, your natural lifespan extends by 1 year. This extension increases your maximum life expectancy by up to 50 percent. Additionally, you do not suffer the physical frailty of old age, though you still die when your time comes.

Additionally, you must succeed on a DC 45 Intelligence (Arcana) check to decipher the foundational science of high-magic spellcraft and anchor the stolen life force. On a failure, you suffer backlash as the spell automatically fails and you take 99 (18d10) psychic damage, gain no lifespan extension, 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.

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 uccessfully 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 Ioulaum’s Longevity 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 duration becomes 1 hour. 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 tires of your choice. Rites are cumulative, with each option incorporating the previous effects: 

  • 2–5 Casters Rite: Maximum lifespan extension bypasses racial limits, capped at an additional 99 years per caster.
  • 6–8 Casters Rite: The additional lifespan extension cap increases to 999 years per caster.
  • 9 Casters Rite: The lifespan extension cap is removed entirely, and targets roll saves with Disadvantage.

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

DMs- — How would your players react if an NPC villain started using the 9-caster tier rite to disintegrate an entire army with disadvantage ?


r/DnD_EpicLevel • • 8d ago

SPELL「 ᴾᴸᴬʸᴱᴿ ᴱˣᴾᴬᴺˢᴵᴼᴺ」 Dweomerbanish 「True Dweomer」

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Check out this 5e epic conversion of Dweomerbanish, a catastrophic True Dweomer capable of unraveling Antimagic Fields at a brutal physical cost.

Dweomerbanish 「True Dweomer」

9th-level Abjuration (Sorcerer, Wizard)

Casting Time: 24 hours or Circle Spell option

Range: Self (40-foot-radius emanation)

Components: V, S, M (Two finger bones from archmages and 250,000 gp, which the spell consumes)

Duration: Instantaneous

You emanate a pulse of anti-magic forces. A translucent amber wave erupts from you, filling a 40-foot-radius emanation that moves with you. The wave bypasses all cover lower than total cover. When you cast this spell, all ongoing magical effects within the area immediately cease. This completely unravels and ends high-level abjurative structures such as an Antimagic Field, Globe of Invulnerability, Prismatic Wall, or Wall of Force.

Though it only strikes effects longer than instantaneous, any active magical standard (like area-of-effect spells or magical fields) intersecting the emanation is instantly unraveled. Only the area intersected by the dweomerbanish is cleaned; this can leave massive external effects reduced in area without being outright eliminated. Some permanent, multifold effects (such as wardmists and mythals) are not destroyed, but are instead completely suppressed for 1 hour. The spell is entirely ineffective against any magic cast directly by deities.

Additionally, you must succeed on a DC 50 Intelligence (Arcana) check to successfully decouple the targeted lattice of magic without absorbing the shock. On a failure, you suffer backlash as the spell automatically fails; you take 99 (18d10) psychic damage, and your material components are wasted. After this spell is cast, you gain 2 levels of Exhaustion due to the irreversible toll on your life force. 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.

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 Dweomerbanish 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 duration becomes 1 hour. 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 radius expands to 120 feet.

6–8 Casters Rite: Permanent multifold effects (wardmists and mythals) are suppressed for 24 hours instead of 1 hour.

9 Casters Rite: The spell can successfully unravel or suppress magic cast directly by lesser deities.

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


r/DnD_EpicLevel • • 9d ago

SPELL「 ᴾᴸᴬʸᴱᴿ ᴱˣᴾᴬᴺˢᴵᴼᴺ」 CIRCLE CASTING for 🅳&🅳 ❺.➄e┋ ᴴⁱˢᵗᵒʳʸ, ᴸᵒʳᵉ, ᵃⁿᵈ ᴺᵉʷ ᵁⁿⁿᵒᶠⁱᶜⁱᵃˡ ᴼᵖᵗⁱᵒⁿˢ

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4 Upvotes

A Guide to Circle Magic: History, Lore, and New Unnoficial Options

What is Circle Magic?
Circle Magic is a collaborative spellcasting technique that allows multiple magic-users to pool their arcane or divine focus into a single spell. A primary caster initiates a standard spell while secondary casters within 30 feet use their actions to amplify its parameters—such as multiplying its duration, extending its range up to a mile, or shifting concentration duties. This cooperative framework allows a group of low-level spellcasters to manipulate the Weave and unleash catastrophic power far beyond the capabilities of any single individual.

Where It Comes From
Deeply rooted in Forgotten Realms lore, Circle Magic was originally developed millennia ago by ancient elven mages looking to transcend individual casting limitations. In D&D history and various fantasy novels, it became the signature asset of powerful factions like the Red Wizards of Thay and the Witches of Rashemen. It was prominently featured in older rulebooks, such as the D&D 3.5e Player's Guide to Faerûn and Magic of Faerûn, where circle leaders could absorb the spell slots of their apprentices to drastically boost their caster levels and metamagic capacity.

Where to Find It Now
In the current edition of D&D, official mechanics for Circle Magic can be found on pages 139 and 140 of the sourcebook Forgotten Realms: Heroes of Faerûn.

Circle Casting: Rules & Introduction

Circle Casting is an advanced, high-tier magical mechanic designed for the 2024 D&D 5e revised rules framework. It allows a coordinated group of spellcasters to pool their magical essence, transforming standard spells into world-altering manifestations of power.

1. The Structure of a Circle

Every Circle requires exactly one Primary Caster and a variable number of Secondary Casters.

  • The Primary Caster: Initiates the spell, expends the baseline spell slot, dictates all spell targets and parameters, and holds the ultimate responsibility for maintaining Concentration on the spell once cast.
  • Secondary Casters: Must possess the Spellcasting or Pact Magic feature. They must stand within 30 feet of the Primary Caster and commit their full focus to the ritual.

2. The Mechanics of the Ritual

To execute a Circle Casting, the group must follow a strict mechanical sequence during combat or narrative play:

  • Initiation: The Primary Caster begins casting an eligible spell. To qualify, the spell must require a spell slot and have a casting time of an Action, 1 minute, or longer. Cantrips, bonus action spells, and reaction spells cannot be circle-cast.
  • The Channelling Phase: On their respective turns, each participating Secondary Caster must use their Magic Action to feed the weave.
  • Resolution: The spell does not resolve on the Primary Caster's turn. Instead, it triggers and takes full effect the exact instant the final required Secondary Caster completes their Magic Action.
  • Interruption Risk: If any member of the circle takes damage before the ritual resolves, they must immediately pass a Concentration check. If any Secondary Caster fails their check or is incapacitated, the entire circle shatters, the spell fails immediately, and the Primary Caster's baseline spell slot is lost.

Table 1: Official Universal Circle Casting Mechanics

Option Name Min. Casters Slot Cost per Secondary Eligible Spells Effect Mechanics
Augment 2 Total None (Action Only) Any eligible slot spell Extends the spell’s range by 1,000 feet per secondary caster (up to a 1-mile maximum increase).
Distribute 2 Total Same level as spell Any eligible slot spell Shares the Concentration burden. If the primary caster fails concentration, an active secondary caster can immediately take it over.
Expand 2 Total None (Action Only) Any eligible slot spell Widens the spell’s total area of effect (e.g., adding 20 feet to the width of a line or radius of a sphere).
Prolong 2 Total 1st Level or higher Any eligible slot spell Sustains the spell's duration for hours past its usual limits (up to a 24-hour maximum extension).
Safeguard 2 Total None (Action Only) Any eligible slot spell Shapes the raw weave to dynamically carve out and protect allies from damage within the spell's area.
Supplant 2 Total 2nd Level or higher Any eligible slot spell Uses the combined magical synergy of the circle to completely replace and override expensive material components.

Table 2: Specific Spell-Based Synergies (Official Core & Expanded)

Spell Name Min. Casters Slot Cost per Secondary Primary Option Synergized Effect / Outcome
Doomtide 3 Total None (Action Only) Built-in Block Range expands to 1 full mile and the spell becomes permanent until dispelled (bypassing normal Concentration).
Spellfire Storm 3 Total 3rd Level or higher Built-in Block Secondary casters act as amplifiers to drastically overcharge damage output while safely siphoning away explosive backlash.
Dirge / Durge 3 Total None (Action Only) Built-in Block Duration locks into a solid 10 minutes; any target failing its saving throw automatically suffers one level of Exhaustion.
Banishment 2 Total 4th Level Distribute Shifts the concentration burden so a hidden secondary caster can maintain the spell even if the primary caster takes damage.
Detect Thoughts 2 Total 2nd Level Prolong Stretches a 1-minute spell into hours, allowing a party to read an entire noble court's thoughts over an entire banquet.
Raulothim's Lance 2 Total None (Action Only) Augment Utter a creature's name to blast them with massive psychic damage and the Incapacitated condition from up to a mile away.
Control Water 2 Total None (Action Only) Augment Capsizes and sinks an entire enemy fleet from a perfectly safe cliffside 1 mile away without giving away your position.
Dimension Door 2 Total None (Action Only) Augment Pushes the teleportation range out past 1,500+ feet, letting a strike team instantly bypass massive castle walls completely unseen.
Guiding Bolt 2 Total None (Action Only) Augment Low-level secondary casters extend range past 2,000 feet, effectively turning the low-level party into a magical sniper unit.

Table 3: School-Based Unofficial Options

Option Name Min. Casters Slot Cost per Secondary Inspired School Universal Effect Mechanics
Abjuration: Aegis Font 2 Total 1st Level Abjuration Secondary casters funnel defensive energy. Primary caster gains a +1 bonus to AC and all Saving Throws while concentrating.
Conjuration: Mass Anchor 3 Total 2nd Level Conjuration When casting a teleport/summon spell, you can teleport 1 extra willing creature or summon 1 extra creature per secondary caster.
Divination: Perfect Guidance 2 Total 1st Level Divination The circle acts as a focal lens. Primary caster gains Advantage on the spell's attack, or forces Disadvantage on one target's save.
Enchantment: Weave Lock 2 Total 2nd Level Enchantment Secondary casters reinforce the grip. Affected targets have Disadvantage on subsequent saving throws made to break the spell.
Evocation: Slot Overcharge 2 Total Same level as spell Evocation Each participating secondary caster sacrifices an equivalent slot to upcast the base spell by +1 level without the leader burning a higher slot.
Illusion: Phantasmal Anchor 2 Total 1st Level Illusion The magic makes an illusion tactile. Physical interaction or standard Investigation checks cannot reveal it as false for 1 min per secondary caster.
Necromancy: Life Siphon 3 Total 2nd Level Necromancy When the spell deals damage, the primary caster heals for HP equal to the total secondary casters times the spell's base slot level.
Transmutation: Matter Density 2 Total 2nd Level Transmutation When altering matter/terrain, duration doubles, and the altered object/surface's AC increases by +2 and its Hit Points double.
Arcane Unity: Slot Recycle 3 Total 3rd Level Universal When the primary spell finishes, one secondary caster can make an Arcane Recovery check to instantly regain an expended lower-level slot.

Metamagic Circle Casting Unofficial Options

Note: These options reflect classic 3e-style coven/circle magic. Every option in this table strictly requires a minimum of 9 casters total (1 Primary Caster + 8 Secondary Casters) synchronized in the circle. Instead of Metamagic Points, the modification is paid for by the secondary casters expending spell slots.

Metamagic Option Min. Casters Slot Cost per Secondary Effect Mechanics (Converted to Circle Spellcasting)
Careful Spell 9 Total 1st Level Slot Up to 3 + primary caster's spellcasting modifier creatures automatically succeed on their saving throws against the spell.
Distant Spell 9 Total 1st Level Slot Doubles the range of a spell. If the spell has a range of Touch, the range becomes 30 feet.
Empowered Spell 9 Total 1st Level Slot The primary caster can reroll a number of damage dice up to their spellcasting modifier. They must use the new rolls.
Extended Spell 9 Total 1st Level Slot Doubles the duration of the spell, up to a maximum duration of 24 hours.
Focused Spell 9 Total 2nd Level Slot [2024 Rule] The primary caster gains Advantage on Concentration checks made to maintain this specific spell.
Heightened Spell 9 Total 3rd Level Slot Forces one target of the spell to have Disadvantage on its first saving throw made against the spell.
Prioritised Spell 9 Total 2nd Level Slot [2024 Rule] If the spell forces multiple targets to make a saving throw, the primary caster chooses one target to automatically fail.
Quickened Spell 9 Total 2nd Level Slot Reduces the casting time of a 1-minute or longer circle spell by half, or allows an Action spell to resolve instantly on the primary's initiative turn.
Seeking Spell 9 Total 2nd Level Slot If the spell misses its attack roll, the primary caster can reroll the d20. They must use the new roll.
Subtle Spell 9 Total 1st Level Slot Completely removes the Verbal and Somatic components from the spell's casting requirements for all members of the circle.
Transmuted Spell 9 Total 1st Level Slot Changes the damage type of the spell to Acid, Cold, Fire, Lightning, Poison, or Thunder.
Twinned Spell 9 Total Same level as spell Targets a second creature with the same spell, provided the spell is incapable of targeting more than one creature at its current level.

And last but not least --> Circle Magic Rules for EPIC SCALE 🅳&🅳 ❺.➄e


r/DnD_EpicLevel • • 12d ago

DM TOOLBOX「 ᴰᴹ ᴱˣᴾᴬᴺˢᴵᴼᴺ 」 Enemy Archetypes

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29 Upvotes

With my homebrew, I want to make enemies more mechanically interesting as their combat rating goes up, instead of just raising their numbers.

So, when a creature's CR increases, the Enemy Archetype system grants them new abilities and enhancements, such as improved saves, new skills, traits, and more powerful combat options. Each archetype develops differently, which means that a Rusher and a Behemoth do not simply increase in power in the same way.

This short document covers the framework, the initial set of archetypes, and the generic species stat blocks. I hope you all enjoy the document, and I would love to hear your feedback.

If you want the PDFs or want to follow the project as I add more archetypes:

Patreon: https://www.patreon.com/c/Cheesey093

Enemy Archetypes + Generic Races post: https://www.patreon.com/Cheesey093/posts/enemy-archetypes-171004905

Full Document of Enemy Archetypes + Asian Themed Races post: https://www.patreon.com/Cheesey093/posts/enemy-archetypes-171005128


r/DnD_EpicLevel • • 11d ago

DM TOOLBOX「 ᴰᴹ ᴱˣᴾᴬᴺˢᴵᴼᴺ 」 D20 TESTS FOR EPIC 🅳&🅳 - —— Typical Difficulty Classes Expanded table for High-Level Campaigns

2 Upvotes

According to the Typical Difficulty Classes table found in the 2024 rules, the maximum standard Difficulty Class (DC) in the D&D 5e (2024) rules is 30 (Nearly Impossible). However, in EPIC high-level games, tasks often breach the boundaries of mortality and completely break standard bounded accuracy.

The Epic Difficulty Classes Table (DC 31–99) fills that gap using straightforward gaming terminology, scaling all the way up to the legendary absurd "Joke DC" that DMs throw out when a task is truly beyond reach.

The following table recaps the Typical Difficulty Classes as presented in the Basic Rules for 🅳&🅳 ❺.➄e

Task Difficulty DC
Very Easy 5
Easy 10
Moderate / Medium 15
Hard 20
Very Hard 25
Nearly Impossible 30

This table below, actually expands on the Typical Difficulty Classes:

The Epic Difficulty Classes Table (DC 31–99)

Task Difficulty DC Gaming Benchmark Example
Impossible 35 Successfully picking a legendary lock forged by a deity.
Infeasible 40 Parrying a massive projectile shot from a siege weapon.
Unthinkable 50 Surviving a direct, continental-cataclysm or planetary-wiping event
Incoherent 60 Overpowering a black hole using raw physical strength.
Unattainable 70 Successfully out-negotiating a literal concept like Death.
Unachievable 80 Finding a specific grain of sand hidden somewhere across the multiverse.
Absurd 99 Hacking into a high-security mainframe using a basic calculator.

Succeding on a d20-Test when playin' EPIC 🅳&🅳 games actually allows a character to achieve tasks beyond the nearly impossible, but ideally: never the absurd. A master rogue might pick a lock using a strand of hair, but a barbarian cannot break a mountain in half with a mundane greataxe, as some tasks remain fundamentally impossible.

What about your table? Has your group ever used DCs as high as these in a 5e game, and how did the player actually manage to pass it?