Epic Spell Conversions, Part VIII. Epic Repulsion, Glorious Sanctum, Mass Frog, Sphere of Transformation, Mummy Dust, Peripety and Soul Dominion.

   To continue with Alzrius’s request, here are most of the remaining epic spells converted to Eclipse high-level spells.

   Epic Repulsion

   The conversion for Epic Repulsion depends on how you read the spell; if attacking an affected creature, or intentionally moving to within five feet of an affected creature ends the spell entirely, it’s a fairly simple effect. If it only ends the effect on an individual basis, the spell is far more powerful – and fairly easily abused, since it could easily be used to render the user pretty much permanently immune to any creature that doesn’t have Spell Resistance – and creatures that did would still have to either resist, be approached, or be attacked by the user to initiate an attack. That’s probably a bit too convenient.

   The easiest place to start for either version is with Sanctuary – a level one effect.

   For the first version it needs to last a good long time – but a year is plenty; the caster will almost certainly wind up ending the spell before then. So, we’ll need +12 levels of the Persistent Metamagic to make it last a year, roughly +4 levels of Amplify to change it from “Save no Spell Resistance” to “Spell Resistance no Save” and to prevent creatures from including the target in area-effect attacks. We can take off a level for the “only affects a single, specified, creature type with each casting” (probably on the base spell… I can see “Sanctuary Versus Animals” and various other variants as quite reasonable cantrips) and one level off of the metamagical upgrades for the extended casting time, resulting in a net total of fifteen of metamagic, a three-level credit (20% off) for built-in metamagic, and a net spell level of twelve.

   The second version – if the game master feels like allowing it – needs another +4 levels of Persistent. It cannot benefit from the type restriction – since the caster will just repeat the spell until he or she is protected from every type and it only ends on an individual basis thanks to that extra +4 levels of Persistent. It also cannot benefit from the extended casting time, since that generally won’t affect its use. There might be a few times when you’d be in a rush to cast the thing, but most of the time you can do it quietly at home, so the ten-minute casting time is meaningless as well. That does upgrade the price break for built-in Metamagic to -4 spell levels – but leaves the spell with a net level of seventeen.

   Ergo we have…

  • Epic Repulsion. Abjuration, Level: Eleven, Components: V, S, Casting Time: Ten Minutes, Range: Touch, Target: Creature or Object Touched, Duration: One Year or Until Ended, Saving Throw: None, Spell Resistance: Yes.
  • Epic Repulsion creates a long-term ward against a creature type. Creatures of he specified type cannot attack or touch the warded creature or object, whether with individual attacks or with area effects. The protection ends if the warded creature makes an attack against, or intentionally moves to within five feet of, an affected creature. Spell resistance can allow a creature to overcome this protection and touch the warded creature.


  • Glorious Sanctum: Abjuration, Level: Seventeen, Components: V, S, Casting Time: One Standard Action, Range: Touch, Target: Creature or Object Touched, Duration: Permanent, Saving Throw: None, Spell Resistance: Yes.
  • Glorious Sanctum creates a permanent ward against attackers. Affected creatures cannot attack or touch the warded creature or object, whether with individual attacks or with area effects. The protection ends on an individual basis if the warded creature makes an attack against, or intentionally moves to within five feet of, an affected creature. Spell resistance can allow a creature to overcome this protection and touch the warded creature.

   Mass Frog

   Mass Frog is a bit of an oddity: is it really useful to leave enemies with their mental faculties? Is this a spell designed to torment your enemies by leaving them consciously aware that they’re now frogs?

   Oh well. When you come right down to it, this is simply an area-effect version of Baleful Polymorph with an extended range. That’s +2 levels of Range (to go from Short to Long range) and +3 levels of Area (to go from Single Target to a forty-foot radius). With one level off for five levels of built-in Metamagic, this comes out to be… a level nine non-epic spell. I could add a -1 spell level modifier for restricting the transformation to frogs – but why bother? I have no objection to letting the spell be used in other ways. It’s cool anyway.

   That gives us…

  • Sphere of Transformation. Spell Level Nine, Transmutation, Components: V, S, Casting Time: One Standard Action, Range: Long, Area: 40′ Radius, Duration: Permanent, Saving Throw: Fortitude Negates, Will Partial (Caster may waive the Will save, allowing an automatic success), Spell Resistance: Yes.
  • All creatures in the area of effect are affected as if by Baleful Polymorph, although the caster may opt to allow them to automatically succeed on their Will saves to retain their mental faculties. All of the creatures’ equipment drops to the ground upon transformation.

   Mummy Dust

   This spell creates two large, eighteen-hit-die mummies, who will obediently serve the caster until he or she loses control of them – usually by attempting to control too many hit dice of undead.

   Well, that’s Create Undead at spell level six, +2 spell levels to reduce the casting time to one standard action (the Easy metamagic) , +2 spell levels to make two mummies at a time (the Multiple metamagic), eliminates the need for a reasonably whole body (the dust of some old ones will do) for +2 spell levels (the Easy metamagic again), and automatically grants control of the things – for another +2 spell levels of the Amplify metamagic. While it does have an even more expensive component than Create Undead, there’s no mention of it being restricted to being cast at night – which seems like a fair enough exchange. With eight spell levels of built-in metamagic, the spell does get a two spell level credit – resulting in a net level of twelve.

   That gives us…

  • Mummy Dust. Necromancy (Evil), Components V, S, M (10,000 GP worth of powdered mummy and onyx), CastingTime: One Standard Action, Range: Close, Target: two nearby adjacent squares into which the material component has been tossed, Duration: Instantaneous, SAVING Throw: None, and Spell Resistance: None.
  • When the caster sprinkles the dust of ground mummies in conjunction with casting this spell two Large 18-HD mummies spring up from the dust. The mummies follow the character’s every command according to their abilities until they are destroyed or the character loses control of them by attempting to control more Hit Dice of undead than he or she has caster levels.


   Peripety reflects ranged attacks against the caster. It’s not clear as to whether or not this is limited to physical ranged attacks, or to individually directed physical attacks – but I think I’ll read it that way since it has such a low Spellcraft DC.

   Hm… There actually isn’t much in the way of attack-reflecting spells in the SRD. Ergo, I’ll use Spell Turning. That’s a base level of seven, and doesn’t normally allow the caster to select which spells are reflected. On the other hand, designing a spell which will bounce fast-moving lumps of matter sounds a lot easier than designing one that can reflect a blasts light, hypnosis, sound, lightning, and paralysis among hundreds of other effects. Ergo, -3 spell levels for being limited to matter, +2 spell levels of the Targeting metamagic for allowing the caster to select which attacks are affected – albeit before the damage is determined. Lets see… It’s a hours-per-level duration (or until expended) instead of ten minutes per level, so that’s +1 spell level of the Persistent metamagic as well – and a casting time of one full minute, which is -1 spell level of the Compact metamagic. It reflects five attacks – which is about average for Spell Turning if we assume that physical attacks equate to spells of levels one or two.

   That doesn’t even give us enough spell levels worth of built-in metamagic to get a credit for them – and results in a net spell level of six.

   OK, fair enough. “Bounce five arrows back at your attackers” really doesn’t sound especially epic to me either. Compared to Heal, Globe of Invulnerability, and Circle of Death it isn’t all that impressive as a sixth level spell either.

   That gives us:

  • Peripety. Spell Level Six, Abjuration, Components: V, S, Casting Time: One Minute, Range: Personal, Target: You, Duration: Until expended or up to one hour per caster level.
  • Ranged attacks targeted against the character rebound on the original attacker. Any time during the duration, five attacks are automatically reflected back on the original attacker; the character decides which attacks before damage is rolled. The reflected attack rebounds on the attacker using the same attack roll. Once five attacks are so reflected, the spell ends.

   Soul Dominion

   Soul Dominion lets the caster take over someone else’s body for a time. The effect resembles Dominate Monster (at a base spell level of nine) – except that the caster has direct control and direct sensory access. The victim thus gets no new saves or chances to resist the caster’s commands, but is simply a helpless prisoner in his, her, or its own body. That’s +4 spell levels of the Amplify metamagic, +1 spell level of Persistent to raise the duration to one minute per level, +5 levels of Extension for global range, and +1 spell level to throw in a secondary scrying effect for the targeting – although flawing the effect by allowing the victim to gain information about the caster is worth -1 spell level for the flawed effect. That’s a net total of +10 spell levels worth of Metamagic, which is worth a -2 spell level credit for building it into the spell formula – resulting in a net spell level of seventeen, since a ten-minute casting time doesn’t mean a lot under the circumstances.

   That gives us:

  • Soul Dominion: Divination, Enchantment (Compulsion) (Mind-Affecting). Spell Level Seventeen, Components: V, S, Casting Time: One round, Range: Global, Target: One creature, Duration: One minute per level. Saving Throw: Will Negates (See Text), Spell Resistance: No.
  • Soul Dominion lets the caster temporarily able to take control of another sentient creature with whom the character is familiar (by meeting, observing, or successfully scrying the subject). The target receives a Will save. If successful, this prevents the caster from making the telepathic link. The target is aware of the attempted takeover as a strange, momentary tingling. If the Will save fails, the caster is able to control the target’s body as if it were his or her own, hearing, seeing, feeling, smelling, and tasting everything the target senses. Once the character dismisses the spell or its duration ends, the target resumes control of its body, fully aware of all events that occurred, having been a helpless witness trapped inside its own body. The target knows the name and general nature of its possessor if it succeeds at an additional Will saving throw. A character cannot control undead or incorporeal creatures with soul dominion.

9 Responses

  1. Hello,

    I’ve got another question… well, rather a request, really.
    My character has now obtained the ability to perform Epic Stunts in Psicraft, and I’ve been wanting to experiment with that. My fisrt impulse was to recreate 8-bit Theathers “Helldoken”, a stronger version of the “Level 9 Light spell” “Hadoken”. And now I was thinking… How would one go about this? Or rather, how powerful was that spell in the first place? From what I could see, it was an [evil] spell that deals damage and has potentially a nasty sideffect, but also seems to allow a reflex save.
    My initial idea was to use a “Spatial Soliton”-spell (since the visual somewhat seems to fit), made Unholy and inflicting Unconsciousness (I’d say dead, but since they are only dead for SL rounds, it would be weird to have them just come back to life again) for a total SL of 21.
    Now I’m not sure how exactly the DC is calculated in comparison to spell level, and I’m outright terrible with “The Practical Enchanter” (I can’t for the life of me figure out how “Mana Vortex” was calculated), so I wanted to ask for your help on the matter.

    Via some very unorthodox means, spending a load of Mana and torturing poor, unsuspecting Godfire, I was able to gain a bonus of +1102580 to my check. It was likely not intended, needs a load of preparation and is relatively weird in general, but that’s about the most I can sqeeze out of my character at the moment, so I’d need to keep the spell in those limits. If it’s possible to squeeze in more strenght, I’d always love suggestions when it comes to this^^


    • Of course, a version with a lower DC than the bonus is also highly appreciated, since gaining said bonus is a painful and nearly always deadly for the user.

    • Unfortunately, not being a reader of Eight Bit Theater, I can’t be much help with duplicating an effect from it or estimating the power level of said effect.

      Still, achieving a psicraft bonus totaling more than a million (Hm. What first comes to mind would be finding or creating a low-level spell that provides an untyped or circumstance bonus which can, by RAW, stack with itself, apply Lerandor’s Rule to create a much higher level spell that spawns an enormous number of incidences of the lower-level spell – but that doesn’t fit in with the number you’ve provided and is VERY likely to be quashed by the game master) is probably enough to research and manifest pretty much anything you want since you’d be defaulting to the rules in the SRD for Epic Spells and Manifestations. Admittedly, those rules are more than a bit borked, but I couldn’t claim to be back-compatible without including a way to use them.

      For an example take…

      Dragon Strike (Ritual)
      Conjuration (Summoning) [Fire]
      Spellcraft DC: 50
      Components: V, S, Ritual, XP
      Casting Time: 10 minutes
      Range: 75 ft.
      Effect: Ten summoned adult red dragons
      Duration: 20 rounds (D)
      Saving Throw: None (see text)
      Spell Resistance: No
      To Develop: 450,000 gp; 9 days; 18,000 XP. Seed: summon (DC 14). Factors: summon creature other than outsider (+10 DC), summon CR 14 creature (+24 DC), summon ten creatures (x10 DC). Mitigating factors: eleven additional casters contributing 9th-level spell slots (-187 DC), burn 2,000 XP per caster (-240 DC), 3d6 backlash (-3 DC).

      This spell summons ten adult red dragons. They appear where the character designates and act immediately. They attack the character’s opponents to the best of their abilities (on the first round, they all prefer to simultaneously breathe fire on an enemy, if possible). The character can direct the dragons not to attack, to attack particular enemies, or to perform other actions.
      XP Cost

      2,000 XP (per caster).

      That sort of mess is why I recommend just going for higher level spells if you want epic magic.

      Of course if you want to be an epic diplomat, or stonemason, or some such, Epic Stunts can handle that just fine without necessarily requiring any spellcasting ability at all – which was really the point.

      There really isn’t a direct calculation of DC to spell level, since the two are using different (and quite incompatible) systems – and I’m not quite sure what you want to calculate for Mana Vortex (from Eclipse).

      I’m afraid that that may not be as much help as you were looking for – but I think I’d need more information about the effect being produced to work with.

      • About “Mana Vortex”… I believe I simply confused something outright.

        And the “Helldoken”… it appears to be a big beam of evil energy that hurts… It appears to be purely a damage dealing effect over a long range, at least visually produces flames, is capable of leveling a small city, explodes when it meets high levels of resistance (for example, when it is shot straight into the ground), can clearly be dodged, siphons love out of the universe for fuel (apparently, the divorce rate goes up measurably with every use)… and that appears to be about it.

        On that note, my character can also has Epic Stunt (Bluff)… What could an “Epic Bluff Stunt” do with that bonus?

      • Well, with that bonus you can pretty much make an energy blast effect of arbitrary size and potency. Siphoning the love out of the universe may or may not work (it depends on whether there actually is a mystical effect called “love” in a given universe or if it’s just a neurological or biochemical thing).

        For Epic Bluffs… Force two warring countries to make peace or get two peaceful countries into a war. Convince some major earth spirits that that mountain has been in the wrong place all along and needs to move over. found a self-perpetuating meme that will twist worldwide cultures to your will. Convince the world that you do not exist, and thus there is no need to strive against you. Spread a rumor that undermines a rival god. Persuade a realm and it’s rulers that you are the rightful heir to the throne. Sell a useless “miracle potion” to millions. Make everyone guilty about their rejection of demons for that unfortunate “created evil” problem of theirs that they cannot help. Establish that you have diplomatic immunity in the realms of order. Alter the course of history – or at least what everyone believes the course of history was.

        You’ll still need to research each individual application at considerable expense – but with Epic Bluff you can tell grand, self-perpetuating lies with genuinely massive effects.

      • So I’ve been thinking about the Helldoken and decided I’d like to redesign it. In essence, I want it to be a disintegrating cone-effect.

        So my idea is that I make it a spell using the Destroy-Seed and change it into a cone. Assuming that the new area replaces the old “affects a 10-foot cube of stuff”, the new problem is that the cone will be incredibly short, whereas I’d need it to have no limit, and that the spell will allow SR, which wouldn’t work due to Golem Immunity.

        Is there an ability in Eclipse that could help me that isn’t an Immunity? I mean, as I only want it to be for a single ability, I could probably count it as Specialized and Corrupted, so even a Very Common/Major/Legendary Immunity (against everything that would block the spell) would be affordable, but I’d rather like a professional opinion on that^^

      • Sorry about the delay, but family emergencies have been taking up all my time…

        As far as the Helldoken goes, why not simply follow the precedents (no spell resistance) set by the Orb spells and go for Conjuration (Creation)? After all, with enough damage (say two or three times a targets total hit points), Disintegration is basically a special effect. If you throw in several kinds of damage (including Negative Energy, also known as Profane, Unholy, or Infernal damage) to get around anything that happens to be immune to one kind of damage. After that, since you mentioned being able to get extremely high checks, you can just keep expanding the area affected until you get what you want.

      • No problem. Family comes first, after all.

        That would work for my purposes. Thanks for the help^^

      • I’m glad that was useful!

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