Mana costs:

Mana Points  
Runic master 
divination 
10 mp 
magic 
20 mp  
Ninja mage 
Normal effects 
10 mp 
Uber effects 
20 mp  
Other magic effects 
10 mp  
Wishes 
Limited 
10 mp 
Unlimited 
20 mp  
Other magic 
15 mp 
Stamina costs  Stamina points  
Kinetic effects 
normal 
20 stp 
uber 
30 stp  
Ninjutsu effects 
normal 
10 stp 
uber 
15 stp  
Samurai effects 
normal 
10 stp 
uber 
15 stp  
Other stamina effects 
20 stp 
Effect length: Can add modifier.

Magic effects


Chaos effects 
4 rounds unless instant  
Kao confusion 
5 combat rounds/save vs will  
Runic divination 
instant  
Runic magic


Element 
Astral/Wild rune 
4 rounds unless instant 
Fire/Water rune 
3 rounds unless instant  
Air/Earth rune 
4 rounds unless instant  
Life/Niether rune 
3 rounds unless instant  
Subversion effects 
10 rounds  
Spell recognition 
instant  
Spell scroll use 
dnd spell effect length  
Will word 
5 rounds unless instant/save vs will  
Wishes 
6 rounds unless instant  
Elemental ability 
5 rounds unless instant 

Actor bard effect 
varied times w/save vs spell  
Celestial ability effect 
until not wanted w/save vs spell  
Ninja mage ability effect 
instant for weapons or 1d10+level w/save vs effect  
Mage assassin ability effect 
instant for weapons or various w/save vs effect  
Witch ability effect 
instant for weapons and effects, 1d6+Focus rank or various w/save vs effect  
Eldritch ability effect 
instant for weapons and effect, 1d6+Focus rank or various w/save vs effect  
Were ability effect 
instant for weapons and effects, 1d6+Focus rank or various w/save vs effect  
Angellic ability effect 
instant for weapons and effects, 1d6+Focus rank or various w/save vs effect  
Sun runner ability effect 
instant for weapons and effects, various w/will save vs effect 
Kinetic skills


Kinetic speedup 
6 rounds  
Human defense field 
n/a  
Kinetic attack 
combat length till hit  
Kinetic flying 
n/a  
Kinetic manipulation 
till save vs will thats every 1 round  
Energy funnel 
5 rounds/save vs spell  
Kinetic runic 
see runic magic  
Kinetic antemetal 
8 rounds unless instant/no save  
Weaving 
2 rounds unless instant/save vs spell halving effect/length  
Antipaladin effects 
5 rounds unless instant/save vs will  
Hell cleric 
4 rounds unless instant/save vs spell half damage  
Kinetic assasin effects 
8 rounds unless instant  
Dream ability 
4 rounds unless instant and a will save negates effects  
Jedi ability 
n/a length and a will save negates effects  
Mystic ability  Various, see Mystic ability in Magic systems  
Ninjutsu ability  Focus skill rank with d10, see Ninjutsu ability in Magic systems  
Samurai ability  Focus skill rank with d10, otherwise see Focus ability in Magic systems or Samurai ability in Glossary  
Sentinel ability effect 
instant for weapons and effects, 1d6+Focus rank or various w/ will save vs effect 
Class

Starting 1st lvl
skill points 
Skill points

Misc bonus


Celestial mage  (4+Int mod)x4 
4+Int Mod per level 

Belmage  (4+Int mod)x4 
4+Int Mod per level 
+1 initiative roll per 2 level  
Sorcere 
(4+Int mod)x4 
4+Int Mod per level 


Chaot 
(4+Int mod)x4 
4+Int Mod per level 
+3 to all saving throws  
Warrior Kinetic 
(6+Int mod)x4 
6+Int Mod per level 
+1 AC per level  
Batlmage 
(6+Int mod)x4 
6+Int Mod per level 
+1 to special abilities +2 AC bonus 

Runic Master 
(4+Int mod)x4 
4+Int Mod per level 
+2 to runic ability  
Antimage 
(4+Int
Mod)x4 
4+Int Mod
per
level 

Warlock druid 
(6+Int mod)x4 
6+Int Mod per level 


Weaver 
(4+Int mod)x4 
4+Int Mod per level 


Antipaladin 
(6+Int mod)x4 
6+Int Mod per level 
+3 to all saves  
Rogue wiz 
(8+Int mod)x4 
8+Int Mod per level 


Psychic monk 
(6+Int mod)x4 
6+Int Mod per level 
+1 AC per level  
Sorcere
Monk 
(6+Int mod)x4  6+Int Mod per level  +1 AC per level  
Hell cleric 
(4+Int mod)x4 
4+Int Mod per level 
+3 to all saves  
Kinetic
Sorcere 
(5+Int
Mod)x4 
5+Int Mod
per level 

Kinetic assassin 
(8+Int mod)x4 
8+Int Mod per level 
+3 reflex roll, +3 will, +1 for poison save every 2 levels as a point.  
Mage assassin 
(8+Int mod)x4 
8+Int Mod per level 
Any level +3 reflex roll, +3 will, +1 save against poison every 2 levels as a point.  
Actor bard 
(6+Int mod)x4 
6+Int Mod per level 
+3 to All skills at level 10  
Mana Knight 
(6+Int mod)x4 
6+Int Mod per level 


Dreamwalker 
(4+Int mod)x4 
4+Int Mod per level 
+1 int score stat +3 to all saving throws 

Jedi Knight  (6+Int mod)x4 
6+Int Mod per level 


Shaman  (7+Int mod)x4  7+Int Mod per level  +2 to will and reflex rolls 

Voodoo Witchdoctor  (5+Int mod)x4  5+Int Mod per level  +2 to will and reflex rolls 

Wave Master 
(4+Int mod)x4  4+Int Mod per level  +3 to all
saving throws 

Dragon
Knight 
(6+Int mod)x4  6+Int Mod per level  
Dread
Knight 
(6+Int mod)x4  6+Int Mod per level  
Shadow
Knight 
(6+Int mod)x4  6+Int Mod per level  
Chaos
Knight 
(6+Int mod)x4  6+Int Mod per level  
Elementalist 
(6+Int mod)x4  6+Int Mod per level  
Ninja 
(7+Int mod)x4  7+Int Mod per level  +4 to will and reflex rolls 

Ninja mage 
(6+Int mod)x4  6+Int Mod per level  +3 to will and reflex rolls 

Samurai 
(7+Int mod)x4  7+Int Mod per level  +2 to AC every level 

Witch 
(6+Int mod)x4  6+Int Mod per level  Nothing so far.. 

Eldritch 
(6+Int mod)x4  6+Int Mod per level  Any level: +2 to familar effects or attack if any gotten. At any time, the eldritch can turn vampiric nature and if they died they are vampires (Ex). 

Were 
(7+Int mod)x4  7+Int Mod per level  They can turn into an animal of choice and back again, and that is a medium or large form. At any time, the were can turn vampiric nature and alter reality to what they need. 

Angellic 
(6+Int mod)x4  6+Int Mod per level  Any level: +2 to familiar and group effects or attack if any gotten. At any time, the angellic can turn vampiric and any hostiles nature (Ex) and if they died they are angels of good or deva of neutral nature and otherwise demons of evil. 

Sun runner 
(4+Int mod)x4  4+Int Mod per level  Any level gains +2 to effect or rolls. 

Sentinel 
(7+Int mod)x4  7+Int Mod per level  Any level: They can tune into the area so they know and gain a +3 to any rolled or no dice check. 

At every level raised there is a possible ability pick or ability is there, so think as you raise special ability and skills as used in character level and skills section via skill points noneffective for ability scores. Use the skill points calc to figure how many you get. Look in the Epic level Handbook for more info as in epic feats and other found here. You can exchange experience for stat score additions at a rate of 10000 XP per stat and 25000 XP per stat for level 30+, in any point of the game with +10 max. You cannot go down level with stat buying. Another option is every 3 levels you can raise a stat score 1 point. However, there is a skillrank point cap that affects your overall skills, if your GM imposes it, this is set as 20 or 25 skill points. That's unless the GM or DM allows this to get higher. 
Experience Level chart  
Level 1 Level 2 Level 3 Level 4 Level 5 Level 6 Level 7 Level 8 Level 9 Level 10 Level 11 Level 12 Level 13 Level 14 Level 15 Level 16 Level 17 Level 18 Level 19 Level 20 Levels 21+ Levels 31+ 
0 2000 4000 6000 8000 10000 15000 20000 25000 30000 40000 50000 60000 70000 80000 90000 110000 130000 150000 170000 +30000 per each level above 20 +60000 per each level above 30 