Epic Magic

by Olaeus

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Epic Magic
Spells

Introduction

This document lists the complete homebrew epic spell list I use for the campaigns I run in Dungeons & Dragons 5th edition. I originally created this document in Word, for the benefit of me as the DM and my players. However, I see no reason not to make this freely available for others, provided of course that all sources are cited and credited, and that I seek no financial reimbursement. This applies to the spells of my own creation, which I am happy to share for free.

Some entries were loosely inspired by spells from older editions of Dungeons & Dragons that I missed too much to leave out. Others are spells that exist in two CRPGs that I enjoyed and wished to see represented in the campaigns I run. Finally, some are creations of my own mind.

In all instances, I have, where necessary, made (minor) amends to certain mechanics so as to ensure consistency in 5th edition. As those whose sources both happen to be Dungeons & Dragons CRPGs, this wasn't an overly onerous task, at least in terms of mechanics. The trickier part comes trying to balance spells whose power exceeds 9th-level spells whilst respecting 5th edition's undeniably less dangerous, more player character-tilted challenge curve. All the same, I have endeavoured to accredit the original.

In any event, it is my hope that this collection of spells piques your interests, takes your fancy and ends up in your wizard's spellbook, cleric's mind...or, as the DM, your villainous NPC's spell list, to catch your players unawares!

A Note on Epic Tier Play

Officially, character progression ends at 20th level. That's perfectly fine. After all, only four percent of campaigns registered on D&DBeyond progress to 14th level or higher.

However, there are some stories that take longer to tell and some players that want to take their heroic character further. To do this, my group makes use of Quill and Cauldron's excellent Epic Characters product, available online at DMs Guild. This is unofficial content, not that you'd know it. I happily vouch for its balance, its flavour and its accessibility. Why not go ahead and take a look?

One word of warning, if I may. Spells of this power are quite rightly formidable, to the point of being overwhelming. They aren't to be used lightly. In the aforementioned game system I use to manage epic tier play, characters reaching 21st, 25th and 29th level gain the Ability Score Improvement feature. What I've done is give full-spellcasters the option to take one epic spell slot at one of those levels of their choosing.

Four epic spells refer to the homebrew Unconquerable trait that a handful of my nastier baddies have. See the memo at the top of the next page for more details.

How do Epic Spells Work?

Rules for epic spells and epic spellcasting are detailed on page 8. These are my creation and are woven into a product I've purchased that supports this tier of play.

Epic Spells for Epic Characters

Epic spells are deigned to exceed the power of 9th-level spells. Technically beyond the reach of mortals, only the mightiest of adventurers get their hands on them. But are they really the mightiest spells? The truth is out there...

Unconquerable

If [the creature] is subjected to any effect that would reduce its hit points to 0 or kill it, but that does not deal damage, [the creature] takes 10d10 force damage instead. This excludes power word kill. [The creature] also can’t be transmuted in any way.


Sources

Baldur's Gate II: Throne of Bhaal

by BioWare
  • Improved Alacrity
  • Spell Trap

Neverwinter Nights 2: Mask of the Betrayer

by Obsidian
  • Damnation
  • Entropic Husk
  • Epic Gate
  • Hellball
  • Mass Drown
  • Mass Fowl
  • Vampiric Feast
Reminder!

This compilation of epic spells is for my players and me, for use in our weekly games. I'm sharing it freely and with no expectation of any financial reimbursement. All original material is credited to and owned by the respective parties mentioned here. If you want to share your thoughts or appreciation, just drop me a Thank you at u/Olster20

Previous Dungeons & Dragons Editions

by Wizards of the Coast
  • Premonition

My Homebrew

by u/Olster20
  • Ashes to Ashes
  • Aspect of the Deity
  • Elemental Master
  • Exercitum ex Mortis
  • Mystra's Overchannel
  • Shades of Terror
  • Vorpal Strike

Epic Spell List by Class

Bard

  • Elemental master (conjuration)
  • Premonition (divination)

Cleric

  • Ashes to ashes (necromancy)
  • Aspect of the deity (transmutation)
  • Damnation (conjuration)
  • Entropic husk (transmutation)
  • Epic gate (conjuration)
  • Exercitum ex mortis (necromancy)
  • Premonition (divination)

Druid

  • Aspect of the deity (transmutation)
  • Elemental master (conjuration)
  • Epic gate (conjuration)
  • Mass drown (transmutation)
  • Mass fowl (transmutation)
  • Premonition (divination)
  • Vampiric feast (necromancy)

Sorcerer

  • Epic gate (conjuration)
  • Elemental master (conjuration)
  • Exercitum ex mortis (necromancy)
  • Hellball (evocation)
  • Improved alacrity (enchantment)
  • Mystra's Overchannel (transmutation)
  • Premonition (divination)
  • Shades of terror (illusion)
  • Spell trap (abjuration)
  • Vampiric feast (necromancy)
  • Vorpal strike (necromancy)

Warlock

  • Aspect of the deity (transmutation)
  • Damnation (conjuration)
  • Entropic husk (transmutation)
  • Epic gate (conjuration)
  • Exercitum ex mortis (necromancy)
  • Hellball (evocation)
  • Premonition (divination)
  • Shades of terror (illusion)
  • Vampiric feast (necromancy)


Wizard

  • Elemental master (conjuration)
  • Entropic husk (transmutation)
  • Epic gate (conjuration)
  • Exercitum ex mortis (necromancy)
  • Hellball (evocation)
  • Improved alacrity (enchantment)
  • Mystra's Overchannel (transmutation)
  • Premonition (divination)
  • Shades of terror (illusion)
  • Spell trap (abjuration)
  • Vampiric feast (necromancy)
  • Vorpal strike (necromancy)

Forbidden Magic --- Mystra's Ban

One effect of the ban was to limit spellcasting for mortals to spells of a maximum of 9th-level, with epic spells being more powerful than that. If you're reading this, either you've found a way around the ban. Or, you're no longer mortal.

Epic Spells

Ashes to Ashes

Epic necromancy (cleric)


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous

You speak aloud the words, ‘Ashes to ashes,’ and make a melee spell attack on a single creature. On success the target takes 100 hit points of force damage and must succeed on a Constitution saving throw, or else take necrotic damage equal to your three times your caster level.

If a creature’s hit points are reduced to 0 by the necrotic damage, the creature is instantly disintegrated, leaving just a pile of fine ash behind. Non-magical items are also affected but magical items are not.

Constructs are unaffected.

Aspect of the Deity

Epic necromancy (cleric, druid, warlock)


  • Casting Time: 1 action
  • Range: Self
  • Components: V
  • Duration: 1 minute

You are flooded with such divine power from your deity or patron, that for the duration, you become infused with an amount of their self. You have great latitude in determining what changes take place physically or aesthetically and may assume the form of either any creature up to two sizes smaller or larger than you, or you may choose to appear as an incarnate embodiment of your deity or patron.

You do not gain or lose feats, features or traits as a result of the change. However, regardless of that form, you shed bright light up to 30 feet and dim light up to 3o feet, and gain the following benefits:

  • If taking the Attack action, you can make one additional attack per turn
  • When making an attack, treat any to hit roll lower than a 10, as a 10 and when rolling damage dice you roll two extra dice per attack
  • You gain a +5 bonus to your AC
  • You gain resistance to all damage and Spell Resistance (both equal to 5 plus half your caster level)
  • You cannot be transported to a different plane against your wishes.

Additionally, any creatures of your choice within the dim light you emit, excluding yourself, regain 5 hit points per turn spent inside, provided they can see the light.

Damnation

Epic conjuration (cleric, warlock)


  • Casting Time: 1 action
  • Range: Touch
  • Components: V
  • Duration: Instantaneous

You banish a single creature to the Hells, with almost no possibility of return. If you succeed at a melee spell attack, the target must make a Wisdom saving throw. Failure means the creature is dragged to the Hells by shadowy creatures, to be tormented and ultimately devoured by fiends.

A creature succeeding at its save is nonetheless exhausted from resisting so powerful an enchantment, and it is incapacitated until the start of its next turn.

Creatures with the Unconquerable trait that are damned to the Hells may repeat the save at the end of each of its turns, returning on 3 successes. If the creature scores 3 fails before 3 successes, it only returns on half of its maximum hit points. If the creature was already on fewer, in this instance, it does not return. The fails or successes need not be consecutive.

Constructs are unaffected.

Elemental Master

Epic conjuration (druid, wizard)


  • Casting Time: 1 action
  • Range: 40 feet
  • Components: V, S
  • Duration: Up to 1 hour

You conjure two elder elementals, choosing from air, earth, fire and water. The elder elementals must be different types and they appear at a spot you can see of your choosing within range. When one of them dies, another elder elemental appears in its place; it must be of a type not yet conjured by this spell. When a second dies, a final elder elemental appears in its place, and its type is whichever of the four not yet conjured by this spell.

You have absolute control over the elder elementals you conjure with this spell and you may give instructions to them as a whole by telepathy as a bonus action. There is no range restriction on this, though you must be on the same plane of existence as the elemental created.

In the absence of instruction, the elementals behave according to type but will not harm anyone you forbid them to. The elementals remain for 1 hour, until slain, you or they travel to a different plane of existence, or you are rendered unconscious or slain, at which point they disappear.

Entropic Husk

Epic transmutation (cleric, warlock, wizard)


  • Casting Time: 1 action
  • Range: 40 feet
  • Components: V, S
  • Duration: Instantaneous

You obliterate a creature’s soul and compel its body to metamorph into a creature of wild destruction. Make a melee spell attack. If you succeed, the target must succeed on a Constitution saving throw. On success, the creature resists the decimation attempt on its soul, but such are the physical demands of doing so that it is subject to the spell power word pain.

On a fail, the creature’s soul is instantly annihilated, and its body is animated by primal entropy. For the next minute, the creature becomes a juggernaut of destruction. Its hit points increase to 200 if its current hit points are lower. It gains a +8 bonus to its AC, Strength and Constitution, and randomly attacks former allies and enemies alike.

It loses any abilities it once had, such as spellcasting, and instead relies only on taking the Attack action. It makes 3 attacks per turn, regardless of how many it was able to make previously, each dealing 3d12 +8 necrotic damage.

After 1 minute has passed, the entropic force animating

the creature’s body burns itself out and the creature collapses into dust.

Creatures with the Unconquerable trait that fail the initial save do not immediately succumb to the spell’s effect, and may repeat the save at the end of each of its subsequent turns, ending the spell on 3 successes, but falling under the effect of power word pain. If the creature scores 2 more fails before 3 successes, it is immediately subject to the effect of the spell. The fails or successes need not be consecutive.

This spell has no effect on demipowers or deities, or a creature that does not possess its own soul in its body.

Epic Gate

Epic conjuration (cleric, druid, sorcerer, warlock, wizard)


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

You open a portal to the Lower Planes and calls forth a balor to assail your foes for the duration. If it is slain, a second one is immediately summoned in its place. The strength of this conjuration is such that the demons are bound to your will, and you need not have cast any spell or maintain concentration to prevent them from attacking you. The balor always attacks whichever of your enemies is closest.

A summoned balor disappears back through a portal 1 minute after you cast this spell.

Exercitum Ex Mortis

Epic necromancy (cleric, sorcerer, warlock, wizard)


  • Casting Time: 1 minute
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous

You flood corpses with negative and transmutational energy and raise an army of the dead for you to command. This spell can't create undead from nothing --- there must be at least 10 corpses within range, and enough room for the army to rise.

You determine the nature of each undead, although a creature’s Challenge Rating can't exceed 3, and the undead must be corporeal. Your command of the undead is absolute and as a bonus action, you telepathically give instructions to them as a whole. You must be on the same plane of existence as the undead created to do this.

In the absence of instruction, the undead behave according to type but will not harm anyone you forbid them to. The undead remain until slain, you or they travel to a different plane of existence, or you die, at which point they turn to dust.

If you cast this spell again whilst any undead you created remain, those remaining turn to dust once you create one or more new undead from the new casting.

This spell can raise a maximum Challenge Rating of undead equal to five times your level.

Hellball

Epic evocation (sorcerer, warlock, wizard)


  • Casting Time: 1 action
  • Range: 150 feet
  • Components: V, S
  • Duration: Instantaneous

You unleash a powerful blast of energy that detonates at a point you can see within range. Each creature within a 20’ radius of the blast point must succeed at a Dexterity save, or take 12d6 acid, 12d6 fire, 12d6 lightning and 12d6 thunder damage. On success, creatures take half damage. Hellball ignores evasion.

Improved Alacrity

Epic transmutation (sorcerer, wizard)


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Up to 1 minute

You briefly gain a mastery over the Weave beyond mortal capacity. Motes of the arcane gather about you and bend to your will, negating the usual casting times and pauses necessary between casting different spells.

For the duration, on each of your turns, you can cast up to two spells that have a casting time of 1 action or 1 bonus action, provided the total spell slots don’t exceed 14 and you have the spell slots remaining. Starting from the second time you choose to cast two spells on your turn, and each time thereafter, roll a d6. On a 1, you either again one level of exhaustion, or this spell ends early (your choice).

Finally, for the duration of the spell, you can concentrate on up to two spells at once. If you lose concentration, you lose concentration on all spells you are concentrating on, and you automatically lose concentration when improved alacrity ends. When the spell ends, a wave of lethargy sweeps over you, and either you take 10d6 force damage, which can't be resisted or avoided in any way, or you are stunned until the end of your next turn (your choice). If you take the force damage, your hit point maximum is also reduced by the same amount. These hit points can only be recovered by finishing a long rest.

Mass Drown

Epic transmutation (druid)


  • Casting Time: 1 action
  • Range: 20 feet
  • Components: V, S
  • Duration: Instantaneous

You create water in the lungs of any creatures of your choice that you can see within range, causing them to begin drowning. A creature must succeed on a Constitution saving throw or gain four levels of exhaustion.

Creatures that do not require the use of lungs, such as undead or constructs are unaffected by this spell.

Mass Fowl

Epic transmutation (druid)


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous

You transform any creatures of your choice that you can see within range that are size Large or smaller, into chickens. Each creature you choose must succeed on a Wisdom saving throw or undergo the transformation. The transformation is permanent and all non-legendary items carried by affected targets are instantly destroyed upon transformation.

Creatures with the Unconquerable trait are unaffected by this spell but must still succeed on the save or be stunned until the start of your next turn.

Mystra’s Overchannel

Epic evocation (sorcerer, wizard)


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Up to 1 minute

You call on the Weave to flood you with a portion of Mystra’s own power, infusing your damaging spells with unearthly potency. For the next minute, for each evocation spell of 1st to 8th level you cast at its default level that involves rolling damage dice, you roll double the usual number of damage dice, and each such spell attracts the epic spell modifier to your spell save DC (i.e. +1).

Starting from the second time you choose to invoke this ability and each time thereafter, roll a d6. On a 1, either you again one level of exhaustion, or this spell ends early (your choice).

You can use a higher level spell slot to cast evocation spells whilst under the effect of this spell, but they are treated as still being cast at their default level. When the spell ends, you experience burn out from the Weave, and either take 10d6 force damage, which can't be resisted or avoided in any way, or you can't cast spells for the next hour, (your choice). If you take the force damage, your hit point maximum is also reduced by the same amount. These hit points can only be recovered by finishing a long rest.

Premonition

Epic divination (cleric, druid, wizard)


  • Casting Time: 1 minute
  • Range: Self
  • Components: V, S
  • Duration: 1 hour

This epic spell bestows a partial ability to see into the immediate future. For the duration, you can't

  • Be surprised
  • Roll less than 10 on attack rolls, ability checks, and saving throws.

This insight into the future also gives you Resistance (10) to all damage for the duration. Additionally, other creatures have disadvantage on attack rolls against you and cannot score a critical hit on you for the duration.

Shades of Terror

Epic illusion (sorcerer, wizard)


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Up to 1 minute

You draw on the deepest fears of a group of creatures, allowing you to create illusory creatures in their minds, visible only to them.

Each creature of your choice in a 30-foot-cube centred on a point you choose within range must make a Wisdom saving throw. On a failed save, a creature takes 10d10 psychic damage and becomes frightened for the duration. While frightened by this spell, the creature’s speed becomes 0 and it can't cast spells.

For each creature affected, the illusion manifests as its worst nightmare, posing as an implacable threat.

At the end of each of the frightened creature’s turns,

it must succeed on a Wisdom saving throw or take 5d10 psychic damage.

On a successful save, the spell ends for that creature. If something causes the frightened creature to move out of the spell’s range, the spell ends for the creature.

Spell Trap

Epic abjuration (sorcerer, wizard)


  • Casting Time: 1 action
  • Range: Self
  • Components: V
  • Duration: Up to 1 minute

You create a shimmering, purplish barrier around yourself. For the duration, spell trap absorbs any spell of 1st to 9th level, that directly targets only you. Each time this happens, you regain an expended spell slot, the level of which equals that of the absorbed spell. If this isn't possible, you regain an expended slot of the next highest level, instead.

The incoming spell has no other effect on you.

The total spell levels spell trap absorbs is equal to your caster level. If you are targeted by a spell whose level exceeds the remaining spell levels of protection provided by spell trap, the spell targeting you is still absorbed, but you don't regain an expended spell slot, and spell trap ends early.

You can dismiss spell trap as a bonus action.

Vampiric Feast

Epic necromancy (druid, sorcerer, warlock, wizard)


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous

You forcibly extract life force from up to 3 creatures within range, which you then consume. Each creature of your choice must succeed at two Constitution saving throws or lose all remaining hit points and begin dying.

A creature that succeeds on only one save loses half of its current hit points. A creature that succeeds on both saving throws loses 0 hit points. The total amount of necrotic damage inflicted by this spell is then added to your current total.

You are only able to absorb enough hit points to restore you to full health; remaining points dissipate into the fabric of the Weave.

Creatures with the Unconquerable trait can only fail one of the two saves. Constructs are unaffected.

Vorpal Strike

Epic necromancy (sorcerer, wizard)


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a weapon you are holding)
  • Duration: Up to 1 minute

You imbue your weapon with the power of death. For the duration, when you deal damage to a creature with a weapon attack using this weapon, you may chose to force that creature to succeed on a Constitution saving throw, or die. The spell ends early if a creature fails this save, or you use this effect three times.


Epic Spells

Rules

These rules set out the acquisition of spells of greater power than 9th-level and apply to Epic Characters.

Epic spells only become available to learn at 21st caster level and above. As such, these spells are considered amongst the most potent magics known across Faerûn and rival demipowers in power. Epic spells represent the next stage of spell power beyond 9th level.

As the ability to cast 9th-level spells is a fundamental requirement to cast even more powerful spells, only full casters have the ability to cast epic spells. Full casters include bards, clerics, druids, sorcerers, warlocks and wizards.

Epic Spell Slots

At 21st, 25th and 29th level, you gain the Ability Score Improvement feature. Once, provided you have at least 21 caster levels, instead of this feature, you can choose to gain one epic spell slot, in lieu of the Ability Score Improvement feature. Regardless of how many epic spells you eventually learn, you only ever have one epic spell slot per long rest.

With the Epic Spell Capacity feature, beginning at 29th level, you also gain 10th, 11th and 12th-level spell slots. These spell slots can't be used to cast an epic spell --- you use these higher slots for upcasting purposes of 1st to 9th-level spells only.

Learning epic spells

In order to learn an epic spell, you must find the necessary notes and research in order to cast it. This may take the form of multiple spellbooks, parchments, lost tomes or even strange runes inscribed either with energy or physically somewhere. Perhaps you encounter a willing demipower to teach you...

Epic spells are so complex and dense that few creatures have the mental capacity to know more than three as a maximum. You gain the ability to know a second at 23rd and a third at 25th level.

Epic spells:

  • Can’t be counterspelled
  • Bypass spell resistance
  • Are only be dispelled by dispel magic cast using a 10th-level spell slot or above
  • Don’t require concentration.

Casting Epic Spells

Epic spells are more difficult to resist than less powerful spells. When you force a creature to make a saving throw against an epic spell, your spell save DC increases by 1 for this spell.

Even legendary resistance doesn’t automatically work against an epic spell. If a creature is obliged to make a saving throw and chooses to use legendary resistance, it must make a Legendary Resistance check and roll 5 or higher on a d20. if it fails, it can choose to repeat the check, provided it has one or more uses of legendary resistance remaining.

Casting an epic spell is extremely taxing for you. Following Mystra's ban, only immortal beings, such as demipowers and deities, are supposed to know how to cast such a spell, let alone do it. At the end of your following turn, you must make two DC 12 saving throws, randomly determined by rolling a d6 twice. A duplicate means just one save instead of two.

d6 Saving throw
1-2 Intelligence
3-4 Wisdom
5-6 Charisma

These saving throws can't be augmented in any way, such as with bless or bardic inspiration, or by way of the epic spell, premonition. For each failed save, you gain one level of exhaustion. All exhaustion levels gained this way disappear when you complete a long rest.

Epic Effect

When casting an epic spell, don't shortchange your character or the moment by skipping past some epic flavour description!

Wield the

Magic of

Demipowers

This compendium contains all 17 epic spells from all eight schools of magic, available to full-casters at epic level play.

Unleash overwhelming magic against the enemy: obliterate souls, channel the raw energies of the goddess of magic, and even damn others to the Hells! That pesky nuisance of a BBEG that's made your life hell throughout the campaign? You've an epic spell with its name on!

Fewer than 1% of adventurers make it this far. You've found, at last, the door to power reserved for immortals. Dare you push?



Cover Art: Arcvein

In the hope that whether you're the caster or the target, you enjoy these spells as much as I.

Art Credits

  1. Chain Lightning by Arcvein
  2. Dispel by Chasestone
  3. Pyromancer by Tavenerscholar
  4. Eternal Winter by papugaka
  5. Archmage Rises Title Screen Illustration by RogierB
  6. Jason-Felix-MTG-unity by Jason Felix
Fan Content Policy

Content is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.

 

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