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* Chapter six, "An Epic Setting", describes a number of example "epic organizations", such as a multiversal assassins' guild or an organization of epic-level bodyguards; describes the extraplanar merchant city of Union, which is basically [[{{Planescape}} Sigil]], except much friendlier; and contains an example epic-level adventure, "Kerleth's Tower", set mostly in a wizard's tower on the Elemental Plane of Fire.

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* Chapter six, "An Epic Setting", describes a number of example "epic organizations", such as a multiversal assassins' guild or an organization of epic-level bodyguards; describes the extraplanar merchant city of Union, which is basically [[{{Planescape}} [[TabletopGame/{{Planescape}} Sigil]], except much friendlier; and contains an example epic-level adventure, "Kerleth's Tower", set mostly in a wizard's tower on the Elemental Plane of Fire.

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A fan made variation called ''[[http://esix.pbworks.com/w/page/9900109/FrontPage E6]]'' adapts the epic rules for adding onto 6th level characters, instead of 20th level characters.

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A fan made variation called ''[[http://esix.pbworks.com/w/page/9900109/FrontPage E6]]'' adapts the epic rules for adding onto 6th level characters, instead of 20th level characters. The ''TabletopGame/{{Pathfinder}}'' supplement ''Mythic Adventures'' is another variation on the theme, with "mythic" levels in parallel rather than indefinitely adding onto a character.

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A fan made variation called ''[[http://esix.pbworks.com/w/page/9900109/FrontPage E6]]'' adapts the epic rules for adding onto 6th level characters, instead of 20th level characters.


* Chapter two describes the new Epic Spells. Providing the spellcasters with potentially infinite power, an epic spell has first to be researched and invented (which can take a lot of work), and once it is known, casting it requires a (usually exorbitant) Spellcraft DC check. The chapter goes in great detail to explain how to determine this DC; obviously, the more powerful a spell, the higher the DC, but mitigating factors (such as [[CastFromHitPoints hit point drain]]) can lower it. Unfortunately, there are clever uses of mitigator/bonus combos that cancel each other's effects out but still net negative points; [[GameBreaker apply as needed for arbitrarily powerful, super-cheap spells]]. The chapter also contains a large number of example epic spells, including ones which teleport someone into low-earth orbit or bring a copy of the caster from the future.

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* Chapter two describes the new Epic Spells. Providing the spellcasters with potentially infinite power, an epic spell has first to be researched and invented (which can take a lot of work), and once it is known, casting it requires a (usually exorbitant) Spellcraft DC check. The chapter goes in great detail to explain how to determine this DC; obviously, the more powerful a spell, the higher the DC, but mitigating factors (such as [[CastFromHitPoints hit point drain]]) can lower it. Unfortunately, there are clever uses of mitigator/bonus combos that cancel each other's effects out but still net negative points; [[GameBreaker apply as needed for arbitrarily powerful, super-cheap spells]]. The chapter also contains a large number of example epic spells, including ones which teleport someone into low-earth orbit or bring a copy of the caster from the future.


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** One of the local merchants has a magical item which can open portals to several different locations. [[MundaneUtility He's a fish salesman, and uses it to ensure he has the freshest catch in the city.]]


* CharlesAtlasSuperpower: All those feats from the BeyondTheImpossible section? They are explicitly ''not'' supernatural.



* DeaderThanDead: The assassin guild Garrote can do this to people, usually by destroying their corpse with a special substance. It will also happen to you if a Demilich manages to eat your soul.

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* DeaderThanDead: The assassin guild Garrote can do this to people, usually by destroying smearing their corpse with a special substance. It will also happen to you if a Demilich manages to eat your soul.


* A supplemental chapter stats the epic-level [=NPCs=] of the ForgottenRealms and {{Greyhawk}} settings in accordance with the new rules.

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* A supplemental chapter stats the epic-level [=NPCs=] of the ForgottenRealms ''TabletopGame/ForgottenRealms'' and {{Greyhawk}} ''TabletopGame/{{Greyhawk}}'' settings in accordance with the new rules.


''Epic Level Handbook'' is a 2001 supplement to ''DungeonsAndDragons 3E'', providing rules and ideas for campaigns which take characters beyond the level 20 {{cap}}. (Levels 21 and beyond are called "epic levels".) An update for 3.5E [[http://www.wizards.com/default.asp?x=dnd/dnd/20030718a is available for download from the publisher's website]]. Parts of the book are also available as part of the [[http://www.d20srd.org/ d20 SRD]].

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''Epic Level Handbook'' is a 2001 supplement to ''DungeonsAndDragons ''TabletopGame/DungeonsAndDragons 3E'', providing rules and ideas for campaigns which take characters beyond the level 20 {{cap}}. (Levels 21 and beyond are called "epic levels".) An update for 3.5E [[http://www.wizards.com/default.asp?x=dnd/dnd/20030718a is available for download from the publisher's website]]. Parts of the book are also available as part of the [[http://www.d20srd.org/ d20 SRD]].


* FakeUltimateMook: Common among epic monsters. Plenty of them can't fly, turning them into sitting ducks for any archer with a Phantom Steed. Others have fairly low ability scores and no defense against damage or drain; a savvy third-level wizard could defeat a Behemoth Gorilla with a single casting of Ray of Idiocy.


*** Aid Another Actions, Int bonus items, wishing for stat increases, "turn me into as monster that has a vast int bonus" rituals, Skill bonus items, and dumpster diving for bullshit bonus granting Feats and PrCs work wonders.


* BeyondTheImpossible: The Epic Magic Items can specifically go beyond the normal unbreakable limits for how much enchantment can be put on one item. The random epic magic item tables place ''no upper limit'' on how high a weapon or piece of armor's plus can go.

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* BeyondTheImpossible: The Epic Magic Items can specifically go beyond the normal unbreakable limits for how much enchantment can be put on one item. The random epic magic item tables place ''no upper limit'' on how high a weapon or piece of armor's plus can go.[[note]]In the never-written Epilog to the 3rd story in ''Literature/TheIntercontinentalUnionOfDisgustingCharacters'', it's implied that this means you can ''literally'' get an InfinityPlusOneSword.[[/note]]


* DeathOfAThousandCuts: The [[http://www.d20srd.org/srd/epic/spells/crownOfVermin.htm Crown of Vermin]] spell. Summons a thousand insects that surround you in a lasting aura. Each insect automatically does 1 point of damage to anyone within the aura, then dies. Pretty useful for auto-killing people. (Unless they have even the tiniest damage reduction of the "impenetrable" type, in which case, they're completely immune.)

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* DeathOfAThousandCuts: The [[http://www.d20srd.org/srd/epic/spells/crownOfVermin.htm Crown of Vermin]] spell. Summons a thousand insects that surround you in a lasting aura. Each insect automatically does 1 point of damage to anyone within the aura, then dies. Pretty useful for auto-killing people. (Unless they have even the tiniest damage reduction of the "impenetrable" type, in which case, they're completely immune.)) Note: This spell bears a striking resemblance to the 7th level druid spell ''creeping doom'' from AD&D 1st and 2nd Editions.


* Chapter two describes the new Epic Spells. Providing the spellcasters with potentially infinite power, an epic spell has first to be researched and invented (which can take a lot of work), and once it is known, casting it requires an (usually exorbitant) Spellcraft DC check. The chapter goes in great detail to explain how to determine this DC; obviously, the more powerful a spell, the higher the DC, but mitigating factors (such as [[CastFromHitPoints hit point drain]]) can lower it. Unfortunately, there are clever uses of mitigator/bonus combos that cancel each other's effects out but still net negative points; [[GameBreaker apply as needed for arbitrarily powerful, super-cheap spells]]. The chapter also contains a large number of example epic spells, including ones which teleport someone into low-earth orbit or bring a copy of the caster from the future.

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* Chapter two describes the new Epic Spells. Providing the spellcasters with potentially infinite power, an epic spell has first to be researched and invented (which can take a lot of work), and once it is known, casting it requires an a (usually exorbitant) Spellcraft DC check. The chapter goes in great detail to explain how to determine this DC; obviously, the more powerful a spell, the higher the DC, but mitigating factors (such as [[CastFromHitPoints hit point drain]]) can lower it. Unfortunately, there are clever uses of mitigator/bonus combos that cancel each other's effects out but still net negative points; [[GameBreaker apply as needed for arbitrarily powerful, super-cheap spells]]. The chapter also contains a large number of example epic spells, including ones which teleport someone into low-earth orbit or bring a copy of the caster from the future.

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* FakeUltimateMook: Common among epic monsters. Plenty of them can't fly, turning them into sitting ducks for any archer with a Phantom Steed. Others have fairly low ability scores and no defense against damage or drain; a savvy third-level wizard could defeat a Behemoth Gorilla with a single casting of Ray of Idiocy.


* Chapter two describes the new Epic Spells. Providing the spellcasters with potentially infinite power, an epic spell has first to be researched and invented (which can take a lot of work), and once it is known, casting it requires an (usually exorbitant) Spellcraft DC check. The chapter goes in great detail to explain how to determine this DC; obviously, the more powerful a spell, the higher the DC, but mitigating factors (such as [[CastFromHitPoints hit point drain]]) can lower it. The chapter also contains a large number of example epic spells, including ones which teleport someone into low-earth orbit or bring a copy of the caster from the future.

to:

* Chapter two describes the new Epic Spells. Providing the spellcasters with potentially infinite power, an epic spell has first to be researched and invented (which can take a lot of work), and once it is known, casting it requires an (usually exorbitant) Spellcraft DC check. The chapter goes in great detail to explain how to determine this DC; obviously, the more powerful a spell, the higher the DC, but mitigating factors (such as [[CastFromHitPoints hit point drain]]) can lower it. Unfortunately, there are clever uses of mitigator/bonus combos that cancel each other's effects out but still net negative points; [[GameBreaker apply as needed for arbitrarily powerful, super-cheap spells]]. The chapter also contains a large number of example epic spells, including ones which teleport someone into low-earth orbit or bring a copy of the caster from the future.

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