Epic Cleric Spells
From HGWiki
These are the Cleric Epic Spells.
For the most up to date information, see the HG Forum Post.
You must have 25 levels of cleric in order to learn these spells, be level 40, have the epic spell focus feat in the spell's school, and find someone or something to teach you the spell.
Abjuration: Aegis
- Description: The cleric weaves a barrier around each member of his party, warding them from the energies of extra-material origin.
- Effect: All party members in the area are granted (CL / 6) base damage reduction and (CL / 6) stacking damage reduction to all exotic and esoteric damage types and (CL / 6)% immunity versus exotic (magical, positive, negative and divine) and esoteric (ectoplasmic, psionic, sacred and vile) damage types for CL rounds (duration includes paragon levels). Only works if within 6 levels of the caster.
Conjuration: Annihilation
- Description: Much as a paladin does when he smites his foe, clerics channel divine energies against their foes, acting as a conduit for their deity's power. The very fact that the cleric is a physical being limits the amount of of energy he or she can channel. The master conjurer is able to overcome this limitation, and creates a small portal over his enemies, which is able to channel far greater amounts of that energy.
- All enemies in a Gargantuan radius around the target point receive (CLd6 * 3) divine damage, are stunned for 2 rounds, and blinded for 20 rounds, plus 1 round per 4 caster levels above 40. This spell cannot be Evaded, but enemies may make a DC (30 + Wis modifier) Reflex save for half damage. This spell is guaranteed to always do at least some damage. Both duration and damage include paragon levels in their calculation.
Evocation: Conversion
- Description: As evokers advance in the understanding of their art, they become able to manipulate energies far more complex than the typical elemental energies found on this plane of existence. This trend manifests itself first in the mastery of the so-called 'exotic' energies like raw magical energy, and later in even more bizarre fashion. This spell calls upon a form of sentient energy, and uses it to envelop the mind of its target, bending it completely to the will of the evoker.
- Effect: This spell dominates the target creature permanently and with no save, unless it is immune to mind spells.
Necromancy: Eternal Return
- Description: "Man is a rope stretched between the animal and the Superman -- a rope over an abyss...What is great in man is that he is a bridge and not a goal: what is lovable in man is that he is a transition..."
- Effect: The next time the caster dies, they will be resurrected, fully healed, and have Greater Sanctuary cast upon them.
Enchantment: Girding of the Faithful
- Description: In the days of yore, clerics who mastered the art of enchanting sometimes went to the Academy to master this technique. The cleric casts a wide spiritual net, calling on the spirits of those faithful to his alignment, and bending them to his will. The spirits so ensnared, lacking physical forms themselves, would take up residence in the armor of the priest and his companions, reinforcing the physical with the spirutual, and lending them an unearthly glow.
- Effect: All party members in the area receive a stacking +2 enhancement bonus to their armor, bracers, and shield for (CL / 2) turns (duration includes paragon levels). Only works if within 6 levels of the caster.
Transmutation: Instruments of Faith
- Description: The cleric calls for the tools to smite his foes, imbuing the weapons of his party with immense power.
- Effect: All party members in the area receive a +16 enhancement bonus to their weapons for (CL / 2) turns (duration includes paragon levels). Only works if within 6 levels of the caster.
Divination: Miracle
- Description: When clerics cast this spell, they pray for glimpse of the future and the opportunity to alter the outcome. They then forget what they saw, until the moment the miracle is unleashed, when they cry out to their god for their aid.
- Effect: All party members in the area are resurrected, and granted (CL * 10) temporary hit points. The maximum hit points thus granted are now capped at 5000 rather than 2000. All enemies in a Gargantuan radius around the caster and a Large radius around each party member (except bosses and minibosses) are turned for 2 rounds.
Illusion: Visage of Doom
- Description: Drawing on the spells of the mage brothers, clerics of the Empire learned to use glamours to play on the deepest-seated fears and uncertainties of the human soul, and did them one better: they reinforced the glamour with divine energies, lending it a irresistable credibility. The cleric casting this spell draws conjures the image of the victim's god, come to reap their soul in retribution for their earthly transgressions. Unbelievers see the visage of Death himself.
- Effect: Summons a powerful Death Phasm to aid the caster in combat for (CL / 2) rounds (duration includes paragon levels). The Phasm scales in power as the caster gains casterlevels, becoming a true terror.