Level-based epic spells

Kerrick

First Post
Over the past weeek or so, I've been working on a new system for making epic spells level-based. I'm not talking about something like the existing Spellcraft-based spell system, but a straight up, level-based progression like 0-9th level spells. It's actually gone pretty well - I thought it would be harder than it was.

Anyway, attached to this post is a file with all the ELH spells converted to the new format. This post will have the rough guidelines I used, along with some additional information.


The first thing I noticed when I looked over the epic spells is that many of them are simply non-epic spells made bigger and better - hellball, memento mori, etc. These were pretty easy to adjudicate - I took metamagic feats and applied rough level adjustments based on those (see additional notes below). The next thing I noticed was that several of them were either not epic, or were actually worse than the non-epic versions with metamagic - dream travel, ruin, greater spell resistance, etc. Most of these got cut (see notes for a complete list). And then there were the spells that are just totally absurd. You know the ones I'm talking about - the spells that are either totally broken, or can't be made at all - create living vault, dire winter, and vengeful gaze of god. I actually managed to make vengeful gaze work (don't ask me how) but create living vault is gone, and dire winter got an attempted fix.

Spells that got cut:

The following spells are still listed for record-keeping purposes (and have notes as to why I cut them), but they aren't otherwise written up: create living vault, dreamscape, epic counterspell, greater spell resistance, greater ruin, and ruin. And there were a couple that are hideously broken, IMO, but still got a write-up - dire winter, kinetic control, and vengeful gaze of god.


Notes for applying metamagic:

Like I said above, if I can, I try to take a base spell that mimics most of the effects of the epic spell and apply metamagic level adjustments - with hellball, for example, I applied
energy admixture and widen. These are only guidelines - you may have to tweak the numbers a bit to get something closer to what the spell level should be, like what I did with pestilence. I applied widen 6 times to that one, but at +2 each, not +3 - if it were +3 each, the spell would be L23 instead of 17, and 17 is closer to the mark, IMO. I'd say if you apply a factor more than twice, it should be lowered by 1 for each. For example, the widen x6 noted above is +12, not +18. Similarly, hellball's admixture x3 is +9, not +16. Why? It's the law of bulk consumption - if you buy things in bulk, you get a discount. The same thing applies here - if you apply the same feat multiple times, you get a level discount.


Notes for applying other factors:

I used several factors when I was doing up the spells, listed below:

Greater Spell: +3. This is pretty much a general rule anyway - greater spells are always 3 levels higher than their normal counterparts.

Mass Spell: +4. Same thing here.

Permanent spell: +6 and it becomes a ritual (this system uses these ritual rules.

Ritual Spells: Large-scale, permanent, or heavy-duty spells (dragon strike, pestilence, etc.) should be rituals. If you want to make a ritual out of a spell that isn't one of the above (say, rain of fire), you can drop the level by 2, though it could easily go as high as 4 - I'm not really sure on that point.

Summoning creatures: +1 level/3 CRs above CR 12. Drop the level by -5 for a very specific creature (an adult red dragon, e.g.), by -3 for a specific group (a behemoth, or an adult dragon, e.g.) or -1 for a certain type (aberration, elemental, etc.)

Undead (and other creature) creation: After deconstructing the create undead spells, I came up with a very simple system for what level you should be to be able to make any undead. It goes like this: If the CR is odd, add 10. If the CR is even, add 9. This is the caster level. For undead, if it's incorporeal, add 2.5*. If it's a template, add 2.5 (so a ghost would be +5).

*Add 2 if the CR is odd and 3 if it's even.

XP Costs: I'd recommend -1 level per 250 XP of the spell's cost.


Material Components

I though it was totally bogus that epic spells didn't require (or even have!) material components, and even more so that expensive components mitigated the cost. What's up with that? Epic spells are beyond the pale - they should have rare and expensive material components. They should be hard to cast. That's why they're epic spells. The components I applied are, for the most part, unusual and sometimes hard to acquire, as they should be, and they add a bit to the flavor of the spells. Casting a pestilence ritual is kinda cool, but casting a pestilence ritual that uses the ashes of 100 plague victims as a material component is just evil, and much more memorable.


The Eyeball Factor

Sometimes you there is no base spell for what you want to do, and none (or very few) of the above guidelines fit). In this case, you just have to eyeball it and apply a rough level, based on the power level of similar spells (much like you do with non-epic spells). You could also make a (hypothetical) base spell, then apply the guidelines to it.


[Edit: Forgot to convert the living lightning spell. I've done that and updated the file.]
 

Attachments

Last edited:

log in or register to remove this ad

This is one of the most useful posts I've seen in a long time--thanks.

I'm not sure what to do with Animus Blast either as an evocation spell, such a signification portion is necromancy. Still, I like how you've treated it.

The Hellball is nice, but I wonder if 16th level is still too high.

Dave
 

I'm not sure what to do with Animus Blast either as an evocation spell, such a signification portion is necromancy. Still, I like how you've treated it.

I could really rewrite to how it should be... I kept it pretty close to the original for example purposes.

The Hellball is nice, but I wonder if 16th level is still too high.

Well, if we drop admixture to +3, the admixed widened fireball would be L15 - that sounds about right for this thing. Course, it's dealing 20d6, not 10d6, which would be based on DBF (L19)... But yeah, L14-15.

I went over the rest of them yesterday on paper (it was nice outside, what can I say?) and made alterations; I'll attach them to the original post when I get a chance.
 

Did you use a DC -> Level formula for these, or did you simply estimate their level based on the power difference of lower levels and metamagic costs?
 



Okay, I finally finished all the spells. It took a little longer than I thought, simply because there were so many of them. I've appended the file to the first post, and put up the guidelines I used (the effective "rules" for this system, such as they are).


And just for S&G, I'm tossing in a few epic spells from Sandstorm and Stormwrack.

From Sandstorm:

Beast of a thousand legs: Make this one a ritual, around L19-20.

Dire drought: L20. See the notes I posted under dire winter in the spell doc.

Global Warming: Ritual spell, around L20.

Volcano: L14.


From Stormwrack:

Part the waters: This is nothing more than a super-duper lower water (which was L6?), so I'd lower the duration to one round and put it around L10.

River dragon: You're transforming a large amount of water into a CR 55 (bronze) or CR 50 (black) dragon. Since it's not quite a summoning, I'd halve the CR adjustments - in this case, we'll split the difference and say CR 52, which ends up with a +8 adjustment (52/2 = 26, 26/3 = 8). Drop the casting time to 1 round, ditch the XP cost, and you have a L18 spell. If you really want, you can lower the level by applying XP - I'd recommend no more than 1,000 though.

Seas of Blood: First, I'd make the base spell (turns water to blood) around L5; apply widen x3.5 (+2 each, for +7), add in the dire sharks (they're CR 12, so no adjustment, but add +1 each for multiple creatures, and drop it by -5 for specificity) and another +4 for the persistent summoning effect, and a final +6 for permanency (L20). This is really a badass spell, but it's too high a level, even for what it does - you could add an XP cost (around 500-1000) to drop it to L16-18, which is just about right.


I think Hellball should be roughly 14th-level in a by-level situation.

Nope. By the rules in the OP, it's L15. Fireball (L3), admixture x3 (+3 each, for +9) and widen (+3) = 15. Besides, the damage cap for L15 is 40.

On a side note: if you applied admixture x3 to meteor swarm, you'd get 96d6 for a L18 spell. Or delayed blast fireball - 80d6 for a L16 slot (you'd be L20 well before you got L16 spells, so the 20d6 damage cap applies). It makes me think that perhaps the damage caps should be extended for 10th+ level spells (if not removed altogether) - 30 dice at L10 for arcane single-target spells, then go up by 10 dice/level, instead of 10/2 levels. Multiple target damage would be 25 dice at L10, then go up by 10 dice/level as normal (so it would still lag behind single-target spells by 5 dice).

This way, meteor swarm is just a bit over the cap - 95 dice at L18. DBF would be capped at 85d6, but considering you'd be getting the slot around 35th level, you've already reached the cap. I'll have to mull this over a bit - there's something here, I just can't figure out how to work it yet.
 

Pets & Sidekicks

Remove ads

Top