To continue with Alzrius’s request, here are a few more epic spells converted to Eclipse high-level spells. This particular series should be concluding in one or two more segments – although I may continue with a few of the high-level spells that, for one reason or another, did not make it into Eclipse.
Many Epic Summoning Spells are simply variants on Grandiose Summoning. The base level of a version designed to summon a specific type of creature is [(CR + 2)/2, rounded up]. As usual, summoned creatures appear where the caster designates within range and act immediately on the character’s turn. They attack the character’s opponents to the best of their ability, although – if the character can communicate with the creature – he or she can direct it not to attack, to attack particular enemies, or to perform other actions. Summoned creatures act normally on the last round of the spell and disappear at the end of their turn.
The Summon Behemoth variant comes out to be level twelve, since Behemoths are CR 21.
Lord of Nightmares summons a CR 31 Dream Larva, That would normally require a spell of level 17, but – as per the summoning spell modifiers in The Practical Enchanter – giving up control results in a -2 spell level modifier. The Dream Larva also gets to use the characters equipment, while the caster is essentially banished to limbo for the duration – unable to do anything or even maintain consciousness – while the Dream Larva takes his or her place and may even opt to leave the caster in a perilous situation when the spell runs out (the Compact Metamagic, -1 Spell Level for using “expensive ingredients” and -1 Spell Level for the potential backlash). That makes the basic version of the spell level thirteen. The original version included backlash and spending experience, and a modest XP penalty does seem appropriate; I’ll throw in a 200 XP cost, for another -1 Spell Level and a final spell level of twelve.
That gives us…
Lord of Nightmares: Spell Level Twelve, Conjuration (Summoning), Components: V, S, XP, Casting Time: One Standard Action, Target: One Summoned Creature, Range: Medium, Duration: 20 Rounds, Saving Throw: and Spell Resistance: No.
The caster is possessed by a dream larva. For 20 rounds, the dream larva’s body physically replaces the character’s, though the dream larva has the character’s equipment. The dream larva is free to call on all its own powers and abilities, or to use the character’s equipment. The character’s consciousness and physical form are suppressed for the duration of the possession. The character has no way to dismiss the spell, communicate, or otherwise maintain awareness once possession has commenced. The dream larva, temporarily freed from its imprisonment in some distant nightmare, will attempt to slay and incapacitate any creature it can see or find, whether it is a friend or foe of the caster. Casting lord of nightmares entails some risk for the caster, since it’s unknown what a dream larva might do over the course of 20 rounds. The larva will dispatch all enemies it can find before turning to its own concerns. Sometimes a dream larva will attempt to place itself in a dangerous or precarious situation prior to the end of the spell, leaving the caster to extricate him or herself. If the dream larva is slain during the duration of the spell, the character’s consciousness is instantly restored to aware-ness within his or her own body. The character’s condition remains what it was when he or she completed casting lord of nightmares, regardless of what damage the dream larva received. However, magic item charges used, potions consumed, and other physical resources used up by the dream larva are permanent.
Rain of Fire
This spell does one point of elemental damage per round for twenty hours over a two mile radius.
Now, this could just be weather control turned up a bit, at least if we go by the classical theories about the world being made up of earth, fire, air, and water. Still, it seems more appropriate to start with a spell that actually does damage and has a duration, given that the original spell doesn’t actually mention any secondary effects of the supposed storm.
Ergo, I’ll take Acid Fog. That’s level six. Dropping the “Solid Fog” secondary effect is worth -1 Spell Level, and reducing the damage from 2d6 per round to one point per round is worth -2 spell levels. This creates the spell “Acid Drizzle“, which does one point per round for [caster level] rounds over a fireball-sized area, has medium range, and offers no save or spell resistance. That might be useful to have under specialized circumstances, but usually I’d just prefer a Fireball.
Now, Acid Drizzle has already got a modest area, so we’ll only need + 7 levels of the Area metamagic to reach an appropriate size. Upgrading the duration from rounds to hours is +3 levels of the Persistent Metamagic. Changing the elemental effect is unimportant.
The original version of Rain of Fire had a range of zero, meaning that you dumped the damage on your own head. Admittedly, by the time you can cast epic spells, one point per round is negligible – but it’s still a good deal less useful than, say, being able to cast it over an enemy fortification or some such. Ergo, instead of cutting the range, I’ll apply +2 levels of Extension to increase it to line of sight and +1 level of the Elemental Manipulation metamagic to allow the elemental effect to be chosen at the time of casting.
Now, building thirteen levels of metamagic into the spell formula lets us take 20% – 2.6 – levels off. I’ll throw in the each-round-save to negate the damage from that round and round up, for a net spell level of thirteen.
That gives us…
Elemental Rain: Spell Level Thirteen, Conjuration (Creation, Specified Elemental Effect), Components: V, S, Casting Time: One Standard Action, Area of Effect: Two Mile Radius, Range: Line Of Sight, Duration: One hour per level of the caster (D), Saving Throw: Reflex negates damage each round, and Spell Resistance: No.
Elemental Rain summons a swirling thunderstorm that rains elemental energy (Acid, Cold, Fire, etc, as selected by the caster) over the land below. Everything caught unprotected or unsheltered in the deluge takes one point of the chosen elemental damage type each round. A successful Reflex save results in no damage, but the save must be repeated each round. Once invoked, the storm is stationary. In general, the landscape will be reduced to a barren wasteland if the spell is allowed to run it’s course. Countering effects, such as summoning a Sleet Storm to counter an Elemental Rain of Fire, work perfectly well – locally, and until their duration runs out.
That should pin down weaker creatures, wreck cities, and devastate areas, quite nicely. It’s probably going to be an evil act to use it most of the time though.
Epic Spell Reflection
This creates a permanent ward around the subject that reflects all spells of first through ninth level which target him or her upon their caster.
That’s not really a very useful spell actually. Just think! No more curative spells for you! No more buffs or other enhancements! Not to mention the undetermined results if you cast a spell that targets yourself…
Oh well. That’s Spell Turning (with a base spell level of seven) with +15 levels of the Persistent metamagic to get a permanent duration and a good chunk of the Compact Metamagical Theorem – taking two weeks to cast (-2 Spell Levels), requiring several assisting casters (-1 Spell Level), and costing a sizeable chunk of XP (3000 puts it nicely into the -3 Spell Level Range). That leaves us with nine levels of built-in Metamagic, which gives us a -2 Spell Level bonus – and a final spell level of fourteen. Save for the metamagical effects, the standard information on Spell Turning all applies normally.
The subject becomes permanently immune to the following specific spells, effects, and spell-like abilities: entangle, hold, imprisonment, paralysis, petrification, sleep, slow, stunning, temporal stasis, and web.
To build this we’ll want to use Greater Spell Immunity (with a base level of eight) with +4 levels of the Amplify Metamagic (to upgrade the effect to cover broad effects of up to level nine) and +14 levels of the Persistent Metamagic to upgrade the duration from a few hours to permanency. Of course, this thing has a multiple-week casting time (-2 Spell Levels), calls for elaborate ritual components (the services of several other spellcasters for those weeks, -1 Spell Levels), and burns rather a lot of XP – I’ll call it 5000 (for another -3 Spell Levels). That still comes out to +12 levels of Metamagic, but we can take another -2 Spell Levels off for building them into the formula. Personally, I’ll throw in an additional -2 Spell Levels for the effects it protects against also being designed into the spell, rather than being chosen at the time of casting, since that is a pretty big limitation on the ways in which you can use the spell. That gives us a final spell level of sixteen.
That gives us…
Eternal Freedom: Spell Level Sixteen, Abjuration, Components: V, S, XP, Casting Time: Two Weeks, Target: Creature Touched, Range: Touch, Duration: Permanent, Saving Throw: Will negates (harmless), and Spell Resistance: Yes (harmless).
The subject becomes permanently immune to the following specific spells, effects, and spell-like abilities: entangle, hold, imprisonment, paralysis, petrification, sleep, slow, stunning, temporal stasis, and web. Casting this effect requires at least three assistants, each capable of casting at least eighth level spells, throughout the duration of the ritual.