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Spells Converted from Netheril: Empire of Magic (Check my Balance)
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<blockquote data-quote="VirgilCaine" data-source="post: 2335031" data-attributes="member: 17083"><p>These are a few nifty spells I gleaned from the 2e product <em>Netheril: Empire of Magic</em> and found so nifty I had to convert them. Here are my attempts, I'd like suggestions on balance, since apparently clerics were just as powerful then as they are now.</p><p></p><p>________________________</p><p>Precipitation</p><p>Transmutation</p><p>Drd 1, Clr 1</p><p>Components: V, S, DF</p><p>Casting Time: 1 action</p><p>Range: Close</p><p>Area of Effect: 30-foot-diameter cylinder up to 60 feet high</p><p>Duration: 1 round</p><p>Saving Throw: None</p><p>SR: No</p><p>This spell precipitates a light rain out of the air, drizzling on everything in the area of effect. Small flames (candles) are extinguished. Small fires (torches and campfires) guttered and the material component for this spell is the priest’s holy symbol.</p><p>The precipitation spell has doubled effect in humid climates, causing only slight dampness in arid climates, produces light sleet at temperatures near freezing, and creates snow if the temperature is below freezing.</p><p>smokes for a round after the drizzling stopped. Bonfires and most magical fires are unaffected. Large magical fire effects (fireball, wall of fire, flame strike) cast into the area during the rain are reduced in the damage they inflicted by 2 points per die and create a warm fog that obscured vision in an area 60 feet in diameter. This lasts 1d4+1 rounds, half that in a breeze, and but one round in a strong wind.</p><p></p><p>Handfang</p><p>Transmutation, Necromancy</p><p>Clr 2</p><p>Components: V, S, DF, M</p><p>Casting Time: 1 action</p><p>Range: Touch</p><p>Area of Effect: The caster’s palm</p><p>Duration: 1 round/level</p><p>Saving Throw: Special</p><p></p><p>This spell created a fanged, biting mouth in the palm of the caster’s hand. It could readily be concealed by curling the hand into fist or by placing the palm of the hand against something. Its bite was under the control of the caster; it didn’t automatically snap at anything it touched. The caster could only deliver the hand’s attack by slapping his palm against a target, requiring a successful normal attack roll; it could bite once per round.</p><p>The bite of a handfang inflicted 1 point of damage and forced the victim to make two saving throws, one Will save and the next a Fortitude save. If the saving throw vs. paralyzation failed, the victim was paralyzed for 1d3 rounds; if it succeeded, this effect was negated. If the saving throw vs. spell failed, the mouths saliva corroded the victim, inflicting 3d4 points of additional acid damage. If this saving throw succeeded, this damage was reduced to 1d6 points.</p><p>These twin saving throws were made against every bite of handfang; saving successfully against one attack didn’t mean that the victim was immune to these effects. Paralyzed victims who were not actively protected by compatriots or somehow moved beyond the reach of the spell’s caster were automatically successfully attacked by the handfang on subsequent rounds while they were paralyzed if the spellcaster targeted them.</p><p></p><p></p><p>Wind Lash</p><p>Clr 3, Drd 3</p><p>Transmutation, Evocation</p><p>Casting Time: 1 action</p><p>Components: V, S, DF</p><p>Range: Close</p><p>Area of Effect: Personal</p><p>Duration: 1 round/level</p><p>Saving Throw: None</p><p>SR: Yes</p><p></p><p>This spell created an invisible, weightless whip of hard-edged air extending from a limb of the caster. With this construct, the caster could strike with his normal BAB at one chosen opponent, dealing 2 points of damage per level per successful attack. In any round in which the wind lash successfully struck, the target had to make a Dexterity check DC 15 or be hurled to the ground, taking an additional 1 point of damage. </p><p>The caster could switch targets at will, but switching targets consumed a round, during which time no one could be attacked by the wind lash. The nature of the wind lash was such that only the chosen target was struck. Other beings were aware of the spell because it emitted snarling wind noises and sometimes blew away small, light objects such as cap-feathers and parchments that were not securely gripped (but they suffered no damage). If the spellcaster cast another spell while this spell was still in effect, the wind lash dissipated immediately. A wind lash- wielder could employ magical items simultaneously with a lash if they could be wielded with one hand.</p><p></p><p>Armor of Darkness</p><p>Transmutation</p><p>Clr 4</p><p>Components: V, S, DF</p><p>Casting Time: 1 action</p><p>Range: Touch</p><p>Target: The caster or 1 touched creature</p><p>Duration: 1 round/level</p><p>Saving Throw: None</p><p>SR: No</p><p>This spell created a flickering, impressive-seeming shroud of magical darkness around the caster or a single touched recipient creature. The aura could, if the caster desired, conceal the wearer’s features. In any case, it gave the wearer +1 deflection bonus to AC per three caster levels (minimum +1). It also granted DR 2/-- (This ability changed to DR 4/-- if the caster was of 12th level or greater.).</p><p>The wearer of armor of darkness could see through the armor as if it did not exist and was also afforded 60-foot-range darkvision by the spell. All beings within armor of darkness gained a +4 bonus against illusion and enchantment spells.</p><p></p><p>Moon Blade</p><p>Transmutation, Evocation</p><p>Clr 4</p><p>Components: V, S</p><p>Casting Time: 1 action</p><p>Range: Personal</p><p>Effect: One swordlike magical construct</p><p>Duration: 1 round/level</p><p>Saving Throw: Will negates</p><p>SR: Yes</p><p>This spell brought into being a silent, weightless swordlike construct made of moonlight that extended four feet straight from the caster’s hand. It couldn’t be dropped, transferred to grasp of another being, or broken. To strike, it has to be wielded as a weapon. The caster’s normal THAC0 applied, but a moon blade was considered a +4 magical weapon for the purpose what kinds of beings it was able to hit. Its strike drained vitality or life force, causing no visible wounds, but inflicting 1d12+ 2 points of damage. Undead were visibly wounded by a moon blade; their substance boiled away from its touch, and they suffered 2d12+4 points of damage per blow. </p><p>A successful moon blade strike temporarily scrambled magic. On the round after being hit, victims couldn’t cast spells or call any spell-like abilities. The functioning of existing spell conditions was suspended for that round, and magical items wielded by the victim didn’t function for that round. A moon blade vanished if its caster was slain or cast any other spell except those that had only verbal components. This spell had no connection with the enchanted items known as <em>moonblades</em> borne and made by some elves.</p></blockquote><p></p>
[QUOTE="VirgilCaine, post: 2335031, member: 17083"] These are a few nifty spells I gleaned from the 2e product [i]Netheril: Empire of Magic[/i] and found so nifty I had to convert them. Here are my attempts, I'd like suggestions on balance, since apparently clerics were just as powerful then as they are now. ________________________ Precipitation Transmutation Drd 1, Clr 1 Components: V, S, DF Casting Time: 1 action Range: Close Area of Effect: 30-foot-diameter cylinder up to 60 feet high Duration: 1 round Saving Throw: None SR: No This spell precipitates a light rain out of the air, drizzling on everything in the area of effect. Small flames (candles) are extinguished. Small fires (torches and campfires) guttered and the material component for this spell is the priest’s holy symbol. The precipitation spell has doubled effect in humid climates, causing only slight dampness in arid climates, produces light sleet at temperatures near freezing, and creates snow if the temperature is below freezing. smokes for a round after the drizzling stopped. Bonfires and most magical fires are unaffected. Large magical fire effects (fireball, wall of fire, flame strike) cast into the area during the rain are reduced in the damage they inflicted by 2 points per die and create a warm fog that obscured vision in an area 60 feet in diameter. This lasts 1d4+1 rounds, half that in a breeze, and but one round in a strong wind. Handfang Transmutation, Necromancy Clr 2 Components: V, S, DF, M Casting Time: 1 action Range: Touch Area of Effect: The caster’s palm Duration: 1 round/level Saving Throw: Special This spell created a fanged, biting mouth in the palm of the caster’s hand. It could readily be concealed by curling the hand into fist or by placing the palm of the hand against something. Its bite was under the control of the caster; it didn’t automatically snap at anything it touched. The caster could only deliver the hand’s attack by slapping his palm against a target, requiring a successful normal attack roll; it could bite once per round. The bite of a handfang inflicted 1 point of damage and forced the victim to make two saving throws, one Will save and the next a Fortitude save. If the saving throw vs. paralyzation failed, the victim was paralyzed for 1d3 rounds; if it succeeded, this effect was negated. If the saving throw vs. spell failed, the mouths saliva corroded the victim, inflicting 3d4 points of additional acid damage. If this saving throw succeeded, this damage was reduced to 1d6 points. These twin saving throws were made against every bite of handfang; saving successfully against one attack didn’t mean that the victim was immune to these effects. Paralyzed victims who were not actively protected by compatriots or somehow moved beyond the reach of the spell’s caster were automatically successfully attacked by the handfang on subsequent rounds while they were paralyzed if the spellcaster targeted them. Wind Lash Clr 3, Drd 3 Transmutation, Evocation Casting Time: 1 action Components: V, S, DF Range: Close Area of Effect: Personal Duration: 1 round/level Saving Throw: None SR: Yes This spell created an invisible, weightless whip of hard-edged air extending from a limb of the caster. With this construct, the caster could strike with his normal BAB at one chosen opponent, dealing 2 points of damage per level per successful attack. In any round in which the wind lash successfully struck, the target had to make a Dexterity check DC 15 or be hurled to the ground, taking an additional 1 point of damage. The caster could switch targets at will, but switching targets consumed a round, during which time no one could be attacked by the wind lash. The nature of the wind lash was such that only the chosen target was struck. Other beings were aware of the spell because it emitted snarling wind noises and sometimes blew away small, light objects such as cap-feathers and parchments that were not securely gripped (but they suffered no damage). If the spellcaster cast another spell while this spell was still in effect, the wind lash dissipated immediately. A wind lash- wielder could employ magical items simultaneously with a lash if they could be wielded with one hand. Armor of Darkness Transmutation Clr 4 Components: V, S, DF Casting Time: 1 action Range: Touch Target: The caster or 1 touched creature Duration: 1 round/level Saving Throw: None SR: No This spell created a flickering, impressive-seeming shroud of magical darkness around the caster or a single touched recipient creature. The aura could, if the caster desired, conceal the wearer’s features. In any case, it gave the wearer +1 deflection bonus to AC per three caster levels (minimum +1). It also granted DR 2/-- (This ability changed to DR 4/-- if the caster was of 12th level or greater.). The wearer of armor of darkness could see through the armor as if it did not exist and was also afforded 60-foot-range darkvision by the spell. All beings within armor of darkness gained a +4 bonus against illusion and enchantment spells. Moon Blade Transmutation, Evocation Clr 4 Components: V, S Casting Time: 1 action Range: Personal Effect: One swordlike magical construct Duration: 1 round/level Saving Throw: Will negates SR: Yes This spell brought into being a silent, weightless swordlike construct made of moonlight that extended four feet straight from the caster’s hand. It couldn’t be dropped, transferred to grasp of another being, or broken. To strike, it has to be wielded as a weapon. The caster’s normal THAC0 applied, but a moon blade was considered a +4 magical weapon for the purpose what kinds of beings it was able to hit. Its strike drained vitality or life force, causing no visible wounds, but inflicting 1d12+ 2 points of damage. Undead were visibly wounded by a moon blade; their substance boiled away from its touch, and they suffered 2d12+4 points of damage per blow. A successful moon blade strike temporarily scrambled magic. On the round after being hit, victims couldn’t cast spells or call any spell-like abilities. The functioning of existing spell conditions was suspended for that round, and magical items wielded by the victim didn’t function for that round. A moon blade vanished if its caster was slain or cast any other spell except those that had only verbal components. This spell had no connection with the enchanted items known as [i]moonblades[/i] borne and made by some elves. [/QUOTE]
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