Legendary Levels
One of Wyrdwood's long-term goals is to allow leveling up to 60, so you may see some doc pages that scale up to 60, this is why.
Casters keep gaining spell slots the whole way to 60 — see Spellcasting past level 20 for the full progression.
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The level cap is still 40. The experience curve below is settled and in place, but nothing past level 40 can be earned until the cap is raised.
Legendary classes
Every level past 40 goes into one legendary class, picked at level 40. Your other classes close at 40, and a character can have at most three ordinary classes plus the one legendary class.
| Class | Requires | Hit die | Skill points | Grows |
|---|---|---|---|---|
| Legendary Warrior | — | d12 | 2 + Int | Melee defense; Fighter, Barbarian and Paladin features |
| Legendary Skirmisher | — | d8 | 4 + Int | Damage and sneak attack for Dex builds; a Ranger's animal companion |
| Legendary Archmage | Casts 9th-level arcane spells | d6 | 2 + Int | Arcane caster level and spell slots, plus its own spellbook |
| Legendary Exalted | Cleric, Druid, Paladin, Champion of Torm or Ranger | d8 | 2 + Int | Divine caster level and spell slots; Paladin Lay on Hands; a Ranger's animal companion |
| Legendary Virtuoso | Bard or Harper Scout | d8 | 4 + Int | Bard song and Perform. Bard spells stay at their level-40 values |
All five: +1 base attack bonus and +1 to all saves per two levels. Bonus feats at legendary class levels 5, 10 and 15, from the class's own list.
| Class | Bonus feat list |
|---|---|
| Warrior | Epic Armor Skin, Epic Damage Reduction, Epic Prowess, Unbreakable I–V, Bulwark I–III, Crushing Blow I–V |
| Skirmisher | Epic Prowess, Great Dexterity, Improved Sneak Attack, Improved Ki Strike 4–5, Ki Strike X, Fleet I–V, Precision I–V |
| Archmage | Epic Spell Focus, Epic Spell Penetration, Great Intelligence, Great Charisma, Automatic Quicken / Silent / Still Spell, the six epic spells, Arcane Potency I–V |
| Exalted | Epic Spell Focus, Epic Spell Penetration, Great Wisdom, the six epic spells, Extra Turning, Divine Potency I–V |
| Virtuoso | Great Charisma, Lasting Inspiration, Curse Song, Epic Skill Focus (Perform), Requiem, Fermata; Harpers: Tymora's Reprieve, Mark of the Harpers |
Every list also has Epic Toughness and Great Constitution. The custom feats below can be taken with any feat pick, but only by their class.
| Feat | Class | Effect |
|---|---|---|
| Legendary Spellcasting I–V | Archmage, Exalted (automatic at levels 4, 8, 12, 16, 20) | +1 slot per rank at every spell level: Wizard, Sorcerer, Cleric, Druid (0–9), Paladin, Ranger (1–4) |
| Crushing Blow I–V | Warrior | +2 Devastating Critical DC per rank |
| Unbreakable I–V | Warrior | +5% bludgeoning, piercing and slashing immunity per rank |
| Bulwark I–III | Warrior | +2 natural armor per rank (+6 at III). Raises base natural armor like Epic Armor Skin, so it stacks with every other AC bonus |
| Fleet I–V | Skirmisher | +5% movement speed per rank |
| Precision I–V | Skirmisher | +1 magical damage per hit per rank |
| Arcane Potency I–V | Archmage | +1 DC per rank, Wizard and Sorcerer spells |
| Divine Potency I–V | Exalted | +1 DC per rank, Cleric, Druid, Paladin and Ranger spells |
Each rank requires the one before it. Bulwark has three ranks; the rest have five.
Virtuoso picks
| Feat | Requires | Effect |
|---|---|---|
| Requiem | Bard Song, Perform 45 | Enemies within 20 ft sleep up to 3 rounds; Will negates (DC 10 + half bard + Virtuoso level + CHA mod). Any damage wakes them. Ignores sleep and mind immunity. 1 use, 1-minute recharge |
| Fermata | Requiem, Perform 50 | One enemy within 60 ft can't act for 3 rounds but takes damage normally. No save. One target at a time; recasting releases the first. Costs 1 Bard Song use |
| Tymora's Reprieve | Epic Harper Scout, Perform 50 | Once per round, a hit over 50 damage has a 50% chance to be soaked completely; half of it is thrown back at the attacker |
| Mark of the Harpers | Epic Harper Scout, Perform 45 | One enemy, 5 rounds: −1 AC per 5 Harper + Virtuoso levels, +20% damage taken from every type. One mark at a time; jumps to the nearest enemy within 10 m if the target dies. 1 use, 1-minute recharge |
- Requiem and Fermata don't affect deafened, silenced or boss creatures. Fermata also skips constructs, dragons and undead.
- Virtuoso levels count as bard levels for Bard Song and Curse Song, which opens their level 44–60 tiers. See Bard.
Archmage spellbook
Archmages have a spellbook of their own and know every spell in it from level 1. Prepare them like Wizard spells (they show as cantrips).
| Archmage level | 1 | 3 | 5 | 7 | 9 | 11 | 13 | 15 | 17 | 19 |
|---|---|---|---|---|---|---|---|---|---|---|
| Slots | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 |
- No casting stat: no bonus slots from abilities. Casting needs only 10 Constitution.
- Caster level: your Wizard or Sorcerer level (whichever is higher) + Archmage levels, plus Pale Master levels by the usual rule (all for Necromancy, half otherwise).
- Save DC: 19 + the higher of your Int or Cha modifier, plus the usual focus and Arcane Potency bonuses.
- No metamagic.
Copies of stock spells (base spell in brackets) roll 25% more damage dice than the original, up to 80.
| Spell | Effect |
|---|---|
| Arcane Lance | Ray, medium range: 1d6 magical per caster level (max 60d6), Reflex half |
| Starfall (Meteor Swarm) | Colossal, around you: 1d12 fire per caster level (max 80d12), Reflex half. Ground burns 3 rounds: 1d6 fire per 4 caster levels each round, Reflex half |
| Dust of Ages (Horrid Wilting) | Huge area: 1d8 magical per caster level (max 80d8), Fortitude half. A second failed Fortitude save: −4 Fortitude for 2 turns |
| Unweaving (Mordenkainen's Disjunction) | Creature: dispels everything and strips spell protections. Area: same on every enemy (allies untouched), dispels area effects. Enemies lose 1 SR per 6 caster levels for 2 turns |
| Aegis of the Weave (Greater Spell Mantle) | Absorbs 2d12+20 spell levels (spells 0–9), 1 round per level. Replaces other Spell Mantles |
| Prescience (Premonition) | DR 40/+6 at caster level 30, rising to 45/+9 at 60, absorbs 15 per caster level, 1 hour per level. Replaces Premonition |
| Thousandfold Bolt (Isaac's Greater Missile Storm) | Caster level − 10 missiles (min 10), 3d6 magical each (4d6 with Greater Spell Focus: Evocation). No Dragonsoul missile bonus |
| Keening (Wail of the Banshee) | Colossal: failed Fortitude = death. Everyone also takes 1d8 sonic per caster level (max 80d8), Fortitude half |
| Voidblade (Black Blade of Disaster) | Black Blade with +1 attack per Archmage level (max +20) and +2d6 magical damage (+2d12 from Archmage 10). Needs concentration, 1 round per level |
| Polar Ray | Ray, medium range: 1d6 cold per caster level (max 60d6), no save |
| Greater Shout | Cone: 1d6 sonic per caster level (max 60d6), Fortitude half. Failed save: stunned 1 round, deafened 2 |
| Flensing | One target, 4 rounds: 1d8 magical per 3 caster levels each round, Fortitude half. Each failed save: −2 Con, −2 Cha for 2 turns (stacks). One SR check |
| Waves of Exhaustion | Cone, living enemies: −6 Str, −6 Dex, 50% slower movement for 5 rounds. No save. Not undead or constructs |
| Mantle of Egregious Might | One ally: +4 deflection AC, +4 attack, +4 all saves, 1 turn per 3 caster levels (min 2) |
| Prismatic Sphere | You: resist 20 fire, acid, electrical, sonic, cold, negative and magical. Each layer breaks alone after absorbing 5 per caster level. 1 turn per 3 caster levels (min 2) |
| Crushing Fist of Spite | Follows one target for 5 rounds, hitting enemies around it: 1d6 magical per 2 caster levels each round, Reflex half. Keeps hitting where the target fell |
| Sphere of Ultimate Destruction | Hounds one target for 5 rounds: 1d8 magical per 2 caster levels each round, Fortitude half. Jumps to the nearest enemy within 10 m when its target dies |
Spell resistance applies to every damaging or hostile spell above unless noted.
Class skills
A skill that isn't a class skill for your legendary class stops at its level-40 ranks.
| Class | Class skills |
|---|---|
| Warrior | Concentration, Discipline, Heal, Intimidate, Listen, Parry, Spot, Taunt |
| Skirmisher | Bluff, Disable Trap, Hide, Listen, Move Silently, Open Lock, Parry, Search, Set Trap, Spot, Use Magic Device |
| Archmage | Concentration, Lore, Spellcraft, Use Magic Device |
| Exalted | Animal Empathy, Concentration, Discipline, Heal, Lore, Spellcraft |
| Virtuoso | Bluff, Concentration, Lore, Perform, Persuade, Spellcraft, Use Magic Device |
What the levels past 40 cost
Levels 1–40 use the standard curve — level 40 sits at 780,000 experience. Legendary levels start at 1,000,000: level 41 costs 220,000, and every level after that costs a flat 200,000.
| Level | Cost of this level | Total XP |
|---|---|---|
| 41 | 220,000 | 1,000,000 |
| 42 | 200,000 | 1,200,000 |
| 43 | 200,000 | 1,400,000 |
| 44 | 200,000 | 1,600,000 |
| 45 | 200,000 | 1,800,000 |
| 46 | 200,000 | 2,000,000 |
| 47 | 200,000 | 2,200,000 |
| 48 | 200,000 | 2,400,000 |
| 49 | 200,000 | 2,600,000 |
| 50 | 200,000 | 2,800,000 |
| 51 | 200,000 | 3,000,000 |
| 52 | 200,000 | 3,200,000 |
| 53 | 200,000 | 3,400,000 |
| 54 | 200,000 | 3,600,000 |
| 55 | 200,000 | 3,800,000 |
| 56 | 200,000 | 4,000,000 |
| 57 | 200,000 | 4,200,000 |
| 58 | 200,000 | 4,400,000 |
| 59 | 200,000 | 4,600,000 |
| 60 | 200,000 | 4,800,000 |
Reaching 60 costs 4,020,000 experience past level 40 — more than five times the entire climb from 1 to 40.
What death costs up here
The Warden charges a share of the level you are standing in, not of your lifetime total, and never more than 40,000 XP or 4,000,000 gold. Because legendary levels cost far more than that ceiling, a death past 40 costs about a fifth of a level. See Death.