Epic Spells

Epic Spell Slots

When taking a spellcasting class beyond 21st level, or when your base caster level (without any modifications from items, feats, or other non-class effects) reaches 21 you begin to gain spell slots higher than what your previous maximum was. Total the levels of classes that progress spell casting for a single class and check the chart below. For example, a wizard 18/arcane archer 10 would have a base caster level of 25, 18 from wizard and 7 from arcane archer; if that character later took 3 levels of sorcerer they'd still have the same epic spell slots since that is a separate spell progression.

Spell Slots for Full Casters
Level 10th 11th 12th 13th 14th 15th 16th
21 1 - - - - - -
22 1 - - - - - -
23 1 - - - - - -
24 1 1 - - - - -
25 2 1 - - - - -
26 2 1 - - - - -
27 2 1 1 - - - -
28 2 2 1 - - - -
29 2 2 1 - - - -
30 3 2 1 1 - - -
31 3 2 2 1 - - -
32 3 2 2 1 - - -
33 3 3 2 1 1 - -
34 3 3 2 2 1 - -
35 3 3 2 2 1 - -
36 4 3 3 2 1 1 -
37 4 3 3 2 2 1 -
38 4 3 3 2 2 1 -
39 4 4 3 3 2 1 1
40 4 4 3 3 2 2 1

 

Spell Slots for Medium Casters
Level 7th 8th 9th 10th 11th 12th
21 1 - - - - -
22 1 - - - - -
23 2 - - - - -
24 2 1 - - - -
25 2 1 - - - -
26 3 2 - - - -
27 3 2 - - - -
28 3 2 1 - - -
29 3 3 1 - - -
30 4 3 2 - - -
31 4 3 2 1 - -
32 4 3 2 1 - -
33 4 4 3 2 - -
34 4 4 3 2 - -
35 5 4 3 2 1 -
36 5 4 3 3 1 -
37 5 4 4 3 2 -
38 5 5 4 3 2 1
39 5 5 4 3 2 1
40 5 5 4 4 3 2

 

Spell Slots for Low Casters
Level 5th 6th 7th 8th 9th
21 1 - - - -
22 1 - - - -
23 2 - - - -
24 2 - - - -
25 2 1 - - -
26 3 1 - - -
27 3 2 - - -
28 3 2 - - -
29 3 2 1 - -
30 4 3 1 - -
31 4 3 2 - -
32 4 3 2 - -
33 4 3 2 1 -
34 4 4 3 1 -
35 5 4 3 2 -
36 5 4 3 2 -
37 5 4 3 2 1
38 5 4 4 3 1
39 5 5 4 3 2
40 5 5 4 3 2

In addition to the above, casters with access to 10th level or higher spell slots gain bonus spells for having a high casting stat.

Epic Bonus Spells
Score Modifier 10th 11th 12th 13th 14th 15th 16th 17th 18th 19th 20th 21st 22nd 23rd 24th
30-31 +10 1 - - - - - - - - - - - - - -
32-33 +11 1 1 - - - - - - - - - - - - -
34-35 +12 1 1 1 - - - - - - - - - - - -
36-37 +13 1 1 1 1 - - - - - - - - - - -
38-39 +14 2 1 1 1 1 - - - - - - - - - -
40-41 +15 2 2 1 1 1 1 - - - - - - - - -
42-43 +16 2 2 2 1 1 1 1 - - - - - - - -
44-45 +17 2 2 2 2 1 1 1 1 - - - - - - -
46-47 +18 3 2 2 2 2 1 1 1 1 - - - - - -
48-49 +19 3 3 2 2 2 2 1 1 1 1 - - - - -
50-51 +20 3 3 3 2 2 2 2 1 1 1 1 - - - -
52-53 +21 3 3 3 3 2 2 2 2 1 1 1 1 - - -
54-55 +22 4 3 3 3 3 2 2 2 2 1 1 1 1 - -
56-57 +23 4 4 3 3 3 3 2 2 2 2 1 1 1 1 -
58-59 +24 4 4 4 3 3 3 3 2 2 2 2 1 1 1 1

Epic Spherecasters

Epic Spherecasters progress their magic at a different rate. Rather than using the above, they gain +1 caster level at level 21 and every 2 levels thereafter, and 1 spell point at level 22 and every 2 levels thereafter. These apply to all spherecasters equally. Bonus spell points from casting traditions are gained at half the normal rate. Talents are still gained at the normal rate.

Epic Spells

Epic spell research works similar to normal spell research rules. The most important facet of an epic spell is an idea to accomplish something beyond the realm of normal spellcasting. To balance an epic spell, talk to your GM, but in general it should be roughly equivalent to what can be accomplished with metamagic feats applied to a lower level spell that's the same level as the epic spell. Generally, rather than accomplishing what could be done with metamagic, an epic spell should set out to accomplish something unique, and that makes sense for your character. It costs 10,000 gold per spell level and two weeks of research per spell level, as well as a skill check based on the spell type such as Knowledge (Arcana).