Epic magic, also known as true dweomers[1] or high-level magic, was magic of incredible power. It was usually associated with ancient magical kingdoms like Netheril, but became severely restricted with Mystra's Ban after Karsus's Folly in the Year of Sundered Webs, −339 DR. Nevertheless, items and places of epic magic could still be found by the 14th century DR.[2][3][note 1]
Mystra placed a number of limits and impediments upon the use of such magic. These restrictions are as follows:[4]
- One's first attempt at casting epic spells would always be a failure. Moreover, they would always fail for all casters except those casters who had achieved the pinnacle of prior arcane power, and were among the most intelligent and wisest of their rank.[4]
- A second spellcaster, who must be almost as experienced and intelligent, could be present to act as an 'anchor', by using another spell or spells to link their will, mind, and life energy to the main caster. Without the help of an anchor, unintended wild magic results would ensue.[4]
- Casting such high-level magic was mentally and physically taxing; the casters involved would lose some small measure of their health and forget a few of their memorized spells. There was also a significantly high chance that they would lose their grasp of their greatest abilities, forcing them to spend some time reacquiring their previous skills and rank before making another attempt.[4]
- Mystra and Azuth were aware of all casting attempts, and would afflict all casters involved with feeblemindedness (as in the feeblemind spell), as well as remove the written spell from existence, if they considered the casting to be for purely selfish and/or malevolent ends, that is, running counter to the free and individualistic development of magic.[4]
These limitations maintained an illusion of non-function; after the events of Karsus's Folly, Mystra altered the enchantments used in high-level magic such that they could not "take hold of the Weave", as well as made some of the symbols and glyphs mentally damaging to any creature trying to read, memorize, or experiment with them. This led to a widespread, though mistaken, notion that mortals could no longer cast epic magic at all, as was Mystra's intention. Despite the secrecy, Mystra commanded that some knowledge of these limitations be disseminated through visions to any mages who prayed to her, Azuth, Oghma, or Savras specifically and directly about such things.[4]
Mystra's Magisters were exempt from these limitations, as their attempts would always succeed. However, Mystra and Azuth were free to immediately reverse the spell's effects, and the Magister would lose their office and seemingly die for their transgression. In truth, they would be thrust into Mystra's Choice.[4]
History[]
- See also: History of Magic
Known Epic Spells[]
High-Level Spells of Netheril[]
- Ioulaum's longevity[3]
- Karsus's avatar[2]
- Lefeber's weave mythal[2]
- Mavin's create volcano[2]
- Mavin's earthfast[2]
- Mavin's worldweave[2]
- Proctiv's breach/seal crystal sphere[2]
- Proctiv's move mountain[2]
- Tolodine's killing wind[2]
- Valdick's spheresail[2]
Spells of Cormanthyr[]
- Create mythal: used in the creation of wizardly mythals.[5][6]
Epic Spells[]
The following spells known in the Realms were created after Karsus's Folly. Some were known by the same names as the Netherese high-level spells, or were recreations.[3]
- Aumvor's fragmented phylactery[7]
- Aumvor's soulshatter[7]
- Bonfire of insanity[7]
- Cataract of fire[7]
- Diluvial torrent[7]
- Horrendous dessication[7]
- Ioulaum's longevity: Harmed or killed all creatures within range of the spell to add to the life-span of the caster.[3]
- Mythanthor's create mythal[3]
- Necromantic singularity[7]
- Proctiv's move mountain[3]
- Tolodine's killing wind[3]
Other Epic Spells[]
These epic spells are not known to exist in the Realms, but are listed here for completeness:
- Animus blast[8]
- Animus blizzard[8]
- Contingent resurrection[8]
- Create living vault[8]
- Crown of vermin[8]
- Damnation[8]
- Demise unseen[8]
- Dire winter[8]
- Dragon knight[8]
- Dragon strike[8]
- Eclipse[8]
- Eidolon[8]
- Enslave[8]
- Epic counterspell[8]
- Epic mage armor[8]
- Epic repulsion[8]
- Epic spell reflection[8]
- Eternal freedom[8]
- Greater spell resistance[8]
- Greater ruin[8]
- Hellball[8]
- Kinetic control[8]
- Let go of me[8]
- Living lightning[8]
- Lord of nightmares[8]
- Mass frog[8]
- Momento mori[8]
- Mummy dust[8]
- Nailed to the sky[8]
- Origin of species: achaierai[8]
- Peripety[8]
- Pestilence[8]
- Rain of fire[8]
- Raise island[8]
- Ruin[8]
- Safe time[8]
- Soul dominion[8]
- Soul scry[8]
- Spell worm[8]
- Summon behemoth[8]
- Superb dispelling[8]
- Time duplicate[8]
- Vengeful gaze of god[8]
- Verdigris tsunami[8]
Appendix[]
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Notes[]
- ↑ In 1st and 2nd editions, spells of 10th level and higher are termed "high level", while in 3rd and v.3.5s, post-9th-level spells are termed as "epic magic". Lost Empires of Faerûn page 43 clarifies these as distinct concepts, but they are treated together here due to their high similarity and overlap.
See Also[]
References[]
- ↑ Skip Williams (1995-08-22). Dungeon Master Option: High-Level Campaigns. Edited by Jim Butler. (TSR, Inc), p. 118. ISBN 978-0786901685.
- ↑ 2.0 2.1 2.2 2.3 2.4 2.5 2.6 2.7 2.8 2.9 slade, Jim Butler (October 1996). “Encyclopedia Arcana”. In Jim Butler ed. Netheril: Empire of Magic (TSR, Inc.), pp. 10–12. ISBN 0-7869-0437-2.
- ↑ 3.0 3.1 3.2 3.3 3.4 3.5 3.6 Richard Baker, Ed Bonny, Travis Stout (February 2005). Lost Empires of Faerûn. Edited by Penny Williams. (Wizards of the Coast), p. 43. ISBN 0-7869-3654-1.
- ↑ 4.0 4.1 4.2 4.3 4.4 4.5 4.6 Ed Greenwood (January 2000). Secrets of the Magister. (Wizards of the Coast), pp. 91–92. ISBN 978-0786914302.
- ↑ Steven E. Schend and Kevin Melka (1998). Cormanthyr: Empire of the Elves. (TSR, Inc), pp. 140–141. ISBN 0-7069-0761-4.
- ↑ Steven E. Schend and Kevin Melka (1998). Cormanthyr: Empire of the Elves. (TSR, Inc), pp. 139–148. ISBN 0-7069-0761-4.
- ↑ 7.0 7.1 7.2 7.3 7.4 7.5 7.6 Jeff Crook, Wil Upchurch, Eric L. Boyd (May 2005). Champions of Ruin. (Wizards of the Coast), pp. 37–39. ISBN 0-7869-3692-4.
- ↑ 8.00 8.01 8.02 8.03 8.04 8.05 8.06 8.07 8.08 8.09 8.10 8.11 8.12 8.13 8.14 8.15 8.16 8.17 8.18 8.19 8.20 8.21 8.22 8.23 8.24 8.25 8.26 8.27 8.28 8.29 8.30 8.31 8.32 8.33 8.34 8.35 8.36 8.37 8.38 8.39 8.40 8.41 8.42 8.43 Andy Collins, Bruce R. Cordell (July 2002). Epic Level Handbook. (Wizards of the Coast), pp. 73–88. ISBN 0-7869-2658-9.