Edena_of_Neith
First Post
Edena_of_Neith here. Greetings to one and all. I hope Origins went well, and I hope you'all enjoy Gen Con.
When 3rd Edition came out, I made a simple decision concerning spells, and this made a hard job very easy.
I decided that, as DM, I:
1. Would allow conversion of all existing 1st and 2nd edition spells to 3rd edition.
2. Would allow all 3rd edition spells and 3rd edition spells from d20 supplements.
3. The player would be allowed to choose which spell version he wanted to take: the converted 1st/2nd edition spell, or the 3rd edition spell. Certainly my NPCs might well take the more powerful version of the spell, so the player might as well also do so.
Concerning conversions, I went with the following:
1. All 1st and 2nd edition spells have their casting time reduced to 1 standard action (or, less than 1 standard action if the 3rd edition version specified that) in 3rd edition.
2. The saving throw requirements - or lack of a saving throw allowed by the 1st/2nd edition spell - is not changed in 3rd edition.
3. All parameters of the spell that need to be modified due to the new 6 second combat round, are modified in favor of increasing the power of the spell, in 3rd edition.
Here is an example (taken from the original text and modified)
1st Edition Chromatic Orb: As per the spell
3rd Edition Chromatic Orb (Alteration, Evocation)
Range: Short, see below - Components: V, S, M - Duration: Special
Casting Time: 1 standard action - Area of Effect: One creature - Saving Throw: Reflex negates and see below
The chromatic orb spell enables the 3rd edition spellcaster to create a small globe of varying hue in his or her hand and hurl it at any opponent he or she desires, providing there are no barriers between him and the target creature, and that the target creature is within 30 yards. 30 yards is the farthest distance the chromatic orb can be hurled.
Spell resistance withstands this spell as per the 3rd edition rules. The chromatic orb ignores damage reduction up to + 5 / 20.
At 10 yards or closer, there is a + 3 BAB, to 20 yards a + 2 BAB, and to 30 yards range a + 1 BAB. If a chromatic orb misses a target, it dissipates without further effect. The color of the globe determines its effect when a subject is struck. Low spellcasting level 3rd edition characters are restricted as to what color orb they can bring into existence by means of this spell, although the hues below their spellcasting level are always available should the choice be made to select a color not commensurate with spellcasting level of experience. Colors and effects are shown on the table below.
Minimum / Color of Orb / HPs of damage / Special effects of the orb
Spellcasting
Level
1st / Pearly /1 - 4 / light / Note 1 below
2nd / Ruby / 1 - 6 / heat / Note 2 below
3rd / Flame / 1 - 8 / fire / Note 3 below
4th / Amber / 1 - 10 / blindness / Note 4 below
5th / Emerald / 1 - 12 / stinking cloud / Note 5 below
6th / Turquoise / 2 - 16 / magnetism / Note 6 below
7th / Sapphire / 2 - 8 / paralysis / Note 7 below
10th / Amethyst / (slow) petrification / Note 8 below
12th / Ashen / (paralysis) death / Note 9 below
Special Powers:
Note that the special powers of the chromatic orb always manifest upon impact, whether the target is hit or not.
If the target is hit, it sustains the damage shown above on the chart (no Saving Throw is allowed against this effect of the Chromatic Orb spell) and the target must Save or be affected adversely by the orb, as described below. Possibly, others near the target could also be affected, as well.
If the target is missed, the 3rd edition rules for thrown objects are used to determine where the orb goes, and what (and perhaps who) it hits, instead.
1. The chromatic orb creates light equal to a Light spell upon impact (impact with the target, if the wizard hits, or somewhere else, if he misses) which lasts for 1 turn per spellcaster level.
If the target makes a Reflex Save, the Light effect has no effect on it (unless it, and perhaps others nearby, are vulnerable to bright light.) The Light effect centers on where the target is standing when hit, and remains stationary thereafter.
If the target fails it's Reflex Save, it is blinded for the entire spell duration, and the Light effect centers on it and moves with it until the spell duration expires.
2. The chromatic orb generates a burst of severe heat upon impact. This heat is sufficient to melt 1 cubic yard of ice, or to cause equivalent effects, on everything within several feet of it's impact point.
If the target makes it's Reflex Save, it is not directly affected by this heat effect (although indirect effects are possible. For example, if the target were standing on an iced over lake, that ice might melt or at least weaken and the target fall through it into the frigid water below.)
If the target fails it's Reflext Save, it loses 1 point of Strength and 1 point of Dexterity, and suffers - 1 to it's BAB and - 1 AC, for 1 turn. All ill effects to the target stack.
3. The chromatic orb generates a brief, small burst of magical flame upon impact.
If the target makes it's Reflex save, it manages to dodge aside as a Free Action and takes no ill effects from these flames.
If the target fails it's Reflex Save, it sustains 2 additional points of fire damage.
In addition, all beings touching or within 1 foot of the target also must make Reflex Saves or sustain this fire damage.
Anyone wearing and/or carrying items, that fails it's Reflex Save against this magical flame, must make Item Saves against Magical Fire for each and every item worn and/or carried. (As per the 1st edition rules.) Any failed Save means that particular item is destroyed, that being is now on fire and sustains 2 - 12 points of damage each and every round thereafter until the fire is extinguished, and all carried and/or worn items on that being must Save versus Normal Fire each and every round thereafter or be destroyed, while the fire lasts. (As per the 1st edition rules, with a vengeance.)
Any magical protection against fire negates the extra 2 points of damage, negates the need for Item Saves, and prevents any possibility of the target creature immolating.
If the target is standing in heavy rain, or is already drenched, or is standing mostly submersed within a body of water, the magical fire effect still requires Reflex Saves (and Item Saves if failed), but the target creature will not immolate thereafter, will not take further damage, and will not have to make further Item Saves.
Complete submersion in water acts as per magical protection against fire. Note that the chromatic orb can still strike the target, passing through the water as if it were air.
4. The chromatic orb causes blindness upon impact.
If the target makes it's Reflex Save, it is unaffected by this blindness.
If the target fails it's Reflex Save, it is blinded for 5 to 8 turns. This blindness remains until the spell expires or it is magically dispelled.
5. The chromatic orb creates a 10 foot diameter Stinking Cloud (as per the spell) upon impact.
The target must make a Fortitude Save. Success indicates the target leapt clear of the Cloud as a Free Action (move the character 10 feet in a direction of the player's choosing.) The Stinking Cloud remains centered where the target was, and is stationary thereafter. The Cloud's duration is as per the regular Stinking Cloud spell.
If the Fortitude Save is failed, the Stinking Cloud centers on, and moves with, the target. The target remains conscious but is otherwise completely incapacitated, until someone successfully employs magical means to dispel the Stinking Cloud, or until it fades away when the spell's duration expires.
Anyone touching or standing within 5 feet of the target must also make a Fortitude Save. Success indicates they leap clear as a Free Action. Failure indicates they are afflicted as per the Stinking Cloud spell.
Note that Stinking Clouds are explosive. Any spark or fire brought within the Cloud will instantly cause it to detonate, inflicting 2 to 12 points of fire damage to everyone within it (Reflex Save for half) and possibly forcing Item Saving Throws against Fire as well. Blast damage of 1 to 6 points will occur out to 20 feet, and smoke will obscure vision for possibly several turns thereafter.
6. The chromatic orb causes an electrical blast upon impact.
If the target makes it's Reflex Save, it dodged as a Free Action, and the electrical discharge dissipates (if the target is standing in water or within heavy rain, the blast might rebound through the water into the target anyway, and/or into other beings nearby.)
If the target fails it's Reflex Save, all worn and/or carried items must Save versus Electricity or be destroyed. A single failed save means that item is destroyed, the target creature is on fire and sustains 2 to 12 points of fire damage each and every round until the fire is extinguished, and all other worn and/or carried items must save each and every round the fire burns, or be destroyed.
If the target is wearing ferrous metal and fails the Reflex Save that metal will be magnetized (whether it is damaged or not by the electrical discharge.) If the target was in full armor, that target will be paralyzed. Lesser armor will cause varying levels of debilitation. Weapons made of ferrous metal cannot be drawn or used. This effect will last for 30 to 120 turns! (And, of course, if the target is magnetized and immolated, it is in real trouble ...)
7. The chromatic orb paralyzes upon impact. Creatures normally immune to paralysis are immune to this effect.
If the target makes it's Reflex Save, it is not paralyzed.
If the target fails it's Reflex Save, it is paralyzed for 5 to 20 turns. As per 1st edition, paralyzed creatures may be automatically slain at the rate of one per slayer per round, unless some extraordinary circumstance exists (such as being unable to cut through dragonscales, or trying to chop apart a paralyzed black pudding, and so on.)
8. The chromatic orb petrifies upon impact. And even if the save is made, there are adverse effects.
If the target make's it's Reflex Save, it is Slowed (as per the spell) for 2 to 8 turns.
If the target fails it's Reflex Save, it is turned to stone. If the petrified target is then overturned and shattered, it is killed. Otherwise, it remains as a stone statue, and any damage to this statue remains when and if the target is returned to flesh and blood (breaking an arm off the statue will mean quite a problem for the restored being ...)
9. At this level, the Chromatic Orb is an Autokill Spell. Even if the target makes it's save, it is likely to die anyways as a result of the spell.
If the target makes it's Reflex Save, it is paralyzed for 2 to 5 turns.
If the target fails it's Reflex Save, it is instantly killed as the magical evocation literally blasts the life force out of it's body, sending it's soul reeling and yelping into the Afterlife.
The material component of the spell is a gem of the appropriate hue, or else a clear crystal one (such as a diamond). The gem can be as small (in value) as 50 gold pieces as long as its color is appropriate.
When 3rd Edition came out, I made a simple decision concerning spells, and this made a hard job very easy.
I decided that, as DM, I:
1. Would allow conversion of all existing 1st and 2nd edition spells to 3rd edition.
2. Would allow all 3rd edition spells and 3rd edition spells from d20 supplements.
3. The player would be allowed to choose which spell version he wanted to take: the converted 1st/2nd edition spell, or the 3rd edition spell. Certainly my NPCs might well take the more powerful version of the spell, so the player might as well also do so.
Concerning conversions, I went with the following:
1. All 1st and 2nd edition spells have their casting time reduced to 1 standard action (or, less than 1 standard action if the 3rd edition version specified that) in 3rd edition.
2. The saving throw requirements - or lack of a saving throw allowed by the 1st/2nd edition spell - is not changed in 3rd edition.
3. All parameters of the spell that need to be modified due to the new 6 second combat round, are modified in favor of increasing the power of the spell, in 3rd edition.
Here is an example (taken from the original text and modified)
1st Edition Chromatic Orb: As per the spell
3rd Edition Chromatic Orb (Alteration, Evocation)
Range: Short, see below - Components: V, S, M - Duration: Special
Casting Time: 1 standard action - Area of Effect: One creature - Saving Throw: Reflex negates and see below
The chromatic orb spell enables the 3rd edition spellcaster to create a small globe of varying hue in his or her hand and hurl it at any opponent he or she desires, providing there are no barriers between him and the target creature, and that the target creature is within 30 yards. 30 yards is the farthest distance the chromatic orb can be hurled.
Spell resistance withstands this spell as per the 3rd edition rules. The chromatic orb ignores damage reduction up to + 5 / 20.
At 10 yards or closer, there is a + 3 BAB, to 20 yards a + 2 BAB, and to 30 yards range a + 1 BAB. If a chromatic orb misses a target, it dissipates without further effect. The color of the globe determines its effect when a subject is struck. Low spellcasting level 3rd edition characters are restricted as to what color orb they can bring into existence by means of this spell, although the hues below their spellcasting level are always available should the choice be made to select a color not commensurate with spellcasting level of experience. Colors and effects are shown on the table below.
Minimum / Color of Orb / HPs of damage / Special effects of the orb
Spellcasting
Level
1st / Pearly /1 - 4 / light / Note 1 below
2nd / Ruby / 1 - 6 / heat / Note 2 below
3rd / Flame / 1 - 8 / fire / Note 3 below
4th / Amber / 1 - 10 / blindness / Note 4 below
5th / Emerald / 1 - 12 / stinking cloud / Note 5 below
6th / Turquoise / 2 - 16 / magnetism / Note 6 below
7th / Sapphire / 2 - 8 / paralysis / Note 7 below
10th / Amethyst / (slow) petrification / Note 8 below
12th / Ashen / (paralysis) death / Note 9 below
Special Powers:
Note that the special powers of the chromatic orb always manifest upon impact, whether the target is hit or not.
If the target is hit, it sustains the damage shown above on the chart (no Saving Throw is allowed against this effect of the Chromatic Orb spell) and the target must Save or be affected adversely by the orb, as described below. Possibly, others near the target could also be affected, as well.
If the target is missed, the 3rd edition rules for thrown objects are used to determine where the orb goes, and what (and perhaps who) it hits, instead.
1. The chromatic orb creates light equal to a Light spell upon impact (impact with the target, if the wizard hits, or somewhere else, if he misses) which lasts for 1 turn per spellcaster level.
If the target makes a Reflex Save, the Light effect has no effect on it (unless it, and perhaps others nearby, are vulnerable to bright light.) The Light effect centers on where the target is standing when hit, and remains stationary thereafter.
If the target fails it's Reflex Save, it is blinded for the entire spell duration, and the Light effect centers on it and moves with it until the spell duration expires.
2. The chromatic orb generates a burst of severe heat upon impact. This heat is sufficient to melt 1 cubic yard of ice, or to cause equivalent effects, on everything within several feet of it's impact point.
If the target makes it's Reflex Save, it is not directly affected by this heat effect (although indirect effects are possible. For example, if the target were standing on an iced over lake, that ice might melt or at least weaken and the target fall through it into the frigid water below.)
If the target fails it's Reflext Save, it loses 1 point of Strength and 1 point of Dexterity, and suffers - 1 to it's BAB and - 1 AC, for 1 turn. All ill effects to the target stack.
3. The chromatic orb generates a brief, small burst of magical flame upon impact.
If the target makes it's Reflex save, it manages to dodge aside as a Free Action and takes no ill effects from these flames.
If the target fails it's Reflex Save, it sustains 2 additional points of fire damage.
In addition, all beings touching or within 1 foot of the target also must make Reflex Saves or sustain this fire damage.
Anyone wearing and/or carrying items, that fails it's Reflex Save against this magical flame, must make Item Saves against Magical Fire for each and every item worn and/or carried. (As per the 1st edition rules.) Any failed Save means that particular item is destroyed, that being is now on fire and sustains 2 - 12 points of damage each and every round thereafter until the fire is extinguished, and all carried and/or worn items on that being must Save versus Normal Fire each and every round thereafter or be destroyed, while the fire lasts. (As per the 1st edition rules, with a vengeance.)
Any magical protection against fire negates the extra 2 points of damage, negates the need for Item Saves, and prevents any possibility of the target creature immolating.
If the target is standing in heavy rain, or is already drenched, or is standing mostly submersed within a body of water, the magical fire effect still requires Reflex Saves (and Item Saves if failed), but the target creature will not immolate thereafter, will not take further damage, and will not have to make further Item Saves.
Complete submersion in water acts as per magical protection against fire. Note that the chromatic orb can still strike the target, passing through the water as if it were air.
4. The chromatic orb causes blindness upon impact.
If the target makes it's Reflex Save, it is unaffected by this blindness.
If the target fails it's Reflex Save, it is blinded for 5 to 8 turns. This blindness remains until the spell expires or it is magically dispelled.
5. The chromatic orb creates a 10 foot diameter Stinking Cloud (as per the spell) upon impact.
The target must make a Fortitude Save. Success indicates the target leapt clear of the Cloud as a Free Action (move the character 10 feet in a direction of the player's choosing.) The Stinking Cloud remains centered where the target was, and is stationary thereafter. The Cloud's duration is as per the regular Stinking Cloud spell.
If the Fortitude Save is failed, the Stinking Cloud centers on, and moves with, the target. The target remains conscious but is otherwise completely incapacitated, until someone successfully employs magical means to dispel the Stinking Cloud, or until it fades away when the spell's duration expires.
Anyone touching or standing within 5 feet of the target must also make a Fortitude Save. Success indicates they leap clear as a Free Action. Failure indicates they are afflicted as per the Stinking Cloud spell.
Note that Stinking Clouds are explosive. Any spark or fire brought within the Cloud will instantly cause it to detonate, inflicting 2 to 12 points of fire damage to everyone within it (Reflex Save for half) and possibly forcing Item Saving Throws against Fire as well. Blast damage of 1 to 6 points will occur out to 20 feet, and smoke will obscure vision for possibly several turns thereafter.
6. The chromatic orb causes an electrical blast upon impact.
If the target makes it's Reflex Save, it dodged as a Free Action, and the electrical discharge dissipates (if the target is standing in water or within heavy rain, the blast might rebound through the water into the target anyway, and/or into other beings nearby.)
If the target fails it's Reflex Save, all worn and/or carried items must Save versus Electricity or be destroyed. A single failed save means that item is destroyed, the target creature is on fire and sustains 2 to 12 points of fire damage each and every round until the fire is extinguished, and all other worn and/or carried items must save each and every round the fire burns, or be destroyed.
If the target is wearing ferrous metal and fails the Reflex Save that metal will be magnetized (whether it is damaged or not by the electrical discharge.) If the target was in full armor, that target will be paralyzed. Lesser armor will cause varying levels of debilitation. Weapons made of ferrous metal cannot be drawn or used. This effect will last for 30 to 120 turns! (And, of course, if the target is magnetized and immolated, it is in real trouble ...)
7. The chromatic orb paralyzes upon impact. Creatures normally immune to paralysis are immune to this effect.
If the target makes it's Reflex Save, it is not paralyzed.
If the target fails it's Reflex Save, it is paralyzed for 5 to 20 turns. As per 1st edition, paralyzed creatures may be automatically slain at the rate of one per slayer per round, unless some extraordinary circumstance exists (such as being unable to cut through dragonscales, or trying to chop apart a paralyzed black pudding, and so on.)
8. The chromatic orb petrifies upon impact. And even if the save is made, there are adverse effects.
If the target make's it's Reflex Save, it is Slowed (as per the spell) for 2 to 8 turns.
If the target fails it's Reflex Save, it is turned to stone. If the petrified target is then overturned and shattered, it is killed. Otherwise, it remains as a stone statue, and any damage to this statue remains when and if the target is returned to flesh and blood (breaking an arm off the statue will mean quite a problem for the restored being ...)
9. At this level, the Chromatic Orb is an Autokill Spell. Even if the target makes it's save, it is likely to die anyways as a result of the spell.
If the target makes it's Reflex Save, it is paralyzed for 2 to 5 turns.
If the target fails it's Reflex Save, it is instantly killed as the magical evocation literally blasts the life force out of it's body, sending it's soul reeling and yelping into the Afterlife.
The material component of the spell is a gem of the appropriate hue, or else a clear crystal one (such as a diamond). The gem can be as small (in value) as 50 gold pieces as long as its color is appropriate.
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