D&D 3E/3.5 [2E/3E] Converting 2E Spells to 3E plus Custom Kulan Spells

I'm fairly happy with the levels of these two spells. - KF72
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Cold Snap
Original 2e spell from Tome of Mighty Magic
Evocation [Cold]
Level: Drd 2, Sor/Wiz 3
Components: S, DF
Casting Time: 1 standard action
Range: 30 ft.
Area: Cone-shaped emanation
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

Upon casting this spell, you release a 30-ft. cone of frost from your hand. The frost does 2 points of damage per caster level (maximum of 30 points) to all within the area of effect.

Component Substitute Spell
Original 2e spell from Tome of Mighty Magic
Transmutation
Level: Brd 6, Sor/Wiz 5
Components: V
Casting Time: 1 standard action
Range: Personal
Target: One spell
Duration: Special (see text)
Saving Throw: None
Spell Resistance: No

This spell allows you to substitute one material component for another. The component replaced must have a cost equal to or less than 1 gp.

The casting time of the spell to be affected increases. Therefore, a spell with a casting time of 1 free action is cast as if it had a casting time of 1 standard action, a spell with a casting time of 1 standard action is cast as if it had a casting time of 1 round, a spell with a casting time of 1 round is cast as if it had a casting time of 2 rounds, etc.

Note that only the next spell cast by you is affected.
 
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Crate
Original 2e spell from Tome of Mighty Magic
Conjuration (Summoning)
Level: Brd 0, Sor/Wiz 0
Components: V, S, M
Casting Time: 1 round
Range: 10 ft.
Effect: One crate
Duration: Permanent
Saving Throw: None
Spell Resistance: No

With the casting of this spell a normal 2-ft. by 2-ft. by 2-ft. crate appears within 10 feet of you. It is made from wood.

Material Component: A small sliver of wood.

Moving Crate
Original 2e spell from Tome of Mighty Magic
Conjuration (Summoning)
Level: Brd 1, Sor/Wiz 1
Components: V, S, M
Casting Time: 1 round
Range: 10 ft.
Effect: One crate
Duration: Permanent
Saving Throw: None
Spell Resistance: No

With the casting of this spell, a three wheeled 4-ft. by 4-ft. by 4-ft. wooden crate appears within 10 feet of you.

Material Component: A small piece of wood in the shape of a circle.
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This is my 7,000th post
 
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Ida's Final Lesson
Original 2e spell from Tome of Mighty Magic
Conjuration (Summoning) [Evil]
Level: Evil 9, Sor/Wiz 9
Components: V, S, M, F/DF
Casting Time: 1 round
Range: Touch
Target: Creature touched
Duration: 12 hours (D)
Saving Throw: Fortitude half (see text)
Spell Resistance: Yes

This spell causes the target to be teleported, submerged, and trapped in a vat of boiling oil, which will cause intolerable pain. It also causes 1d6 points of damage per caster level per hour to the victim, and the target can do nothing but scream in agony.

The target of this spell must make a Fortitude save each hour. If a particular save is successful then the victim suffers only half damage. For each failed save, the victim suffers a -1 penalty to each consecutive save.

This spell can only be dispelled by a spellcaster of a level equal to or higher than you, and they must use a dispelling spell of 7th-level or higher.

Focus: A vat made of brass worth 10,000 gp.

Material Component: Enough oil to fill the vat. The oil costs no less than 5 gp.

Ida's Mighty Mojo
Original 2e spell from Tome of Mighty Magic
Enchantment (Charm)
Level: Brd 6, Sor/Wiz 6
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 round/2 levels
Saving Throw: Will negates
Spell Resistance: Yes

The target of this spell suffers a -4 to attack rolls, saving throws, and armor class. All of the victim's opponents gain a +4 attack rolls, saving throws, and armor class while engaged in melee with the victim. These bonuses don't apply to ranged attacks. The target's Charisma is effectively 0 until the spell expires, and all wandering creatures will attack the target as if hostile.
 
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Since spells that effect psionics are less effective for my World of Kulan campaigm. I've kept the levels of these two spells fairly high. They would likely be lower in level in other campaigns.
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Psionic Sanction
Original 2e spell from Tome of Mighty Magic
Abjuration
Level: Clr 7, Sor/Wiz 7
Components: S, DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/2 levels
Saving Throw: None
Spell Resistance: No

This spell causes a shimmering shield to surround you, which no psionic power can pass through. You cannot attack with psionic powers or be attacked by psionic characters for the duration of the spell.

Psionic Shield
Original 2e spell from Tome of Mighty Magic
Abjuration
Level: Brd 6, Clr 5, Sor/Wiz 5
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: Special
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

This spell renders you immune to psionic attack for a number of rounds equal to your class level. After this the shield goes down and psionic powers can once again affect you normally.

Material Component: The hair from a psionic character's head.
 
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HTK Battery
Original 2e spell from Tome of Mighty Magic
Transmutation
Level: Clr 7, Drd 7, Sor/Wiz 9
Components: V, S, DF
Casting Time: 1 standard action
Range: Personal
Target: You (see text)
Duration: Special
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

This spell enables you to accumulate extra hit points for one day. You can receive up to a maximum of 3 hit points per caster level. These extra hit points may be given to any injured character of your choice, but the extra hit points cannot be used to exceed the target's original hit point total. You may distribute these hit points at will with no deficit to your own hit point total.

To Whom It May Concern
Original 2e spell from Tome of Mighty Magic
Transmutation
Level: Sor/Wiz 9
Components: V, S, M, F/DF
Casting Time: 1 round
Range: Unlimited
Target: One object (see text)
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

This spell will teleport without error any nonliving object of up to 20 lbs. plus 10 lbs. per caster level to a person known by you (the location need not be known). It will send the object anywhere, even to another plane.

Note: This is not a detection spell (i.e. mind cloaking spells will not stop it). This is not normally an offensive weapon. All explosives and the like will be rendered harmless.

Focus: A personal item of the person the object is to be teleported too.

Material Component: Amber dust worth 500 gp.
 
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Nimanril’s Revelationary Blast
Original 2e spell from Tome of Mighty Magic
Evocation
Level: Clr 4, Good 4, Sor/Wis 5
Components: V, S, DF
Casting Time: 1 standard action
Range: 2 feet/level
Area: 20-ft. radius
Duration: Instantaneous
Saving Throw: Special (see text)
Spell Resistance: Yes

This spell taps a plane with the positive energy trait releasing a burst of pure positive energy which does 1d6 points of damage per caster level. Any creature of the Undead type, regardless of alignment, take full damage without the benefit of a save. Evil and neutral creatures must make a Fortitude save. On a successful save, an evil creature takes half damage while a neutral creature takes only one-quarter damage. Good creatures are unaffected.

If not of good alignment, you will take damage from casting the spell even if not in the area of effect (no save).

Protection from Friendly Missiles
Original 2e spell from Tome of Mighty Magic
Abjuration
Level: Sor/Wiz 3
Components: V, S, F
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 round/level or until discharged
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

The warded creature gains resistance to ranged weapons fired by their allies. The subject gains damage reduction 10/magic against any ranged weapon fired by all companions including cohorts and followers. (This spell doesn't grant you the ability to damage creatures with similar damage reduction.) Once the spell has prevented a total of 15 points of damage per caster level (maximum 150 points), it is discharged.

Focus: A piece of shell from a tortoise or a turtle.
 

Resist Magic
Original 2e spell from Tome of Mighty Magic
Abjuration
Level: Clr 7, Magic 7, Protection 7, Sor/Wiz 9
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 min./level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

This spell gives the creature touched spell resistance. The target gains spell resistance equal to 10 + half their character level + 2 points per caster level.

If the creature touched already has spell resistance against magical spells and effect then they only gain an additional 2 points of spell resistance per caster level.

Material Component: A small part of the skin from a creature with spell resistance.

The White Tornado
Original 2e spell from Tome of Mighty Magic
Abjuration
Level: Brd 0, Clr 0, Pal 1, Sor/Wiz 0
Components: V, S, DF
Casting Time: 1 swift action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Ref negates (object) (harmless)
Spell Resistance: No

This spell removes all foreign matter from the recipient's clothing and possessions. It does not repair damaged items.
 

Secret Message
Original 2e spell from Tome of Mighty Magic
Divination
Level: Sor/Wiz 2
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: You plus one willing creature per three levels, no two of which can be more than 30 ft. apart
Duration: 2 rounds/level (D)
Saving Throw: None
Spell Resistance: No

You forge a secret language among yourself and a number of willing creatures, each of which must have an Intelligence of 3 or higher. Each creature included in the secret language is capable of conversing with the others. No special power or influence is established as a result of the language; although, it does allow each of the creatures to be affected by any language-dependent spells cast by any member of the group. Once the secret language is formed, it works over any distance (although not from one plane to another).

If desired, you may leave yourself out of the language forged. This decision must be made at the time of casting.

Secret message can be understood by any language-dependent spell (such as tongues) of equal or lower spell level.

Secret message can be made permanent with a permanency spell, though it only allows two creatures per casting of permanency.

Material Component: A small piece of coded script.
 
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Any and all suggestions will be taken for the spells I've already posted. Mainly, I'm looking for opinions about level, duration, and damage.

Cheers!

KF72
 


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