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

Knightfall

World of Kulan DM
I'm just beginning a new project for 3rd Edition. I'm looking for unique 2nd Edition spells to convert to 3rd Edition. Yes, I already have lots of spells but there is always room for more spells, IMO.

I have a number of old 2e fan-based spell references including AOL Wizard Spells, Libram of Wild Magic, The Book of Eclips, The Book of Horrors, The Grand Grimoire, and The Great Net Spellbook.

My plan is convert the best spells from those sources to 3rd Edition. And if anyone wants to help with the process then that would be greatly appreciated.

Cheers!

KF72
 
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The Grand Grimoire

First on my list of spells to convert are the ones from this 2e fan reference. It was written by someone whose character was named Tremlock Lightwing. I'm including a RTF and PDF version in the attached file, which lists the spells as designed for 2nd Edition.

I've sent an e-mail to the address provided but I doubt it is still valid. I'd like to find the person who designed these spells in order to give them proper credit.

At the very least, the attached spells will be useful to anyone still playing 2e. I don't know much about OSRIC, but they might be useful for that game system too.
 

Attachments


Here is a list of all the 2e spells listed in the above reference in the order the spell's are listed. There are a few of them not worth converting, IMO (i.e. locate portal).

Top on my list from the list below are Assassin Quest (as Epic spell), Ecpare's Kenkuan Koins, Morgana's Metal Morph, Tremlock's Delayed Blast Ethereal Fireball, and Tremlock's Ride the Lightning.

Anytime I come across 10th-level spells I'm going to try to convert them to Epic spells, which should be loads of fun. :p

2nd-Level
Locate Portal

3rd-Level
Frozen Touch
Reverse Present
Wings of Flight

4th-Level
Morgana's Metal Morph
Isotol's Instant Razorvine
Create Weightlessness

5th-Level
Summon Beastlord
Tremlock's Reverse Melt Ice Bomb
Ecpare's Kenkuan Koins
Enhanced Baatezu Strength

6th-Level
Isotol's Canine Barrier
Tremlock's Dragon Breath
Tremlock's Delayed Blast Ethereal Fireball
Improved Dimension Door
Improved Plant Growth
Isotol's Temporary Enchantment
Tremlock's Ride the Lightning

7th-Level
Isotol's Instant Abyssal Monster Summoning
Isotol's Magical Termites
Morgana's Improved Weather Control

8th-Level
Cancellation Zone

9th-Level
Disintegrate II
Close Magical Conduits

10th-Level
Assassin Quest
Make Sentient
 
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Here's a converted spell from a different source. Part of me wonders if this should be a cantrip for 3e. -KF72

Alteration
Original 2e spell from Tome of Mighty Magic
Transmutation
Level: Clr 0, Brd 0, Pal 1, Rgr 1, Sor/Wiz 0
Components: V, S, F/DF
Casting Time: 1 round
Range: Touch
Target: Creature and garment touched
Duration: Permanent
Saving Throw: None
Spell Resistance: No

This spell will adjust the size of one piece of non-magical clothing to fit the creature touched (you must touch the garment as well). It will not, however, increase or decrease the size of a piece of clothing by more than 50%.

Focus: The garment to be altered and a needle and thread.
 
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Fellstar's Flame Finger
Original 2e spell from The Great Net Spellbook
Evocation [Fire]
Level: Elm (Fire) 1, Fire 1, Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: Instantaneous
Saving Throw: Reflex half (see text)
Spell Resistance: Yes

When this spell is cast, a thin bolt of searing, white heat shoots forth from your index finger. This bolt will automatically hit a single target inflicting 1d10 points of damage, plus 1 point per caster level (maximum +10). A successful Reflex save reduces this damage by half.

Even if the save is failed, the target's possessions do not have to make a save.
 
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On Alteration: I'd agree with cantrip. But shouldn't a material component that isn't consumed be a focus instead (the needle & thread)?
 


All of the following spells are from a source 2e fan netbook called the Tome of Mighty Magic. - KF72
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Aluap's Zufferooma
Original 2e spell from Tome of Mighty Magic
Conjuration (Summoning)
Level: Sor/Wis 7, Travel 7 (opinions on level?)
Components: V, S, M/DF
Casting Time: 1 round
Range: Unlimited
Effect: Special
Duration: 1 hour/level
Saving Throw: See text
Spell Resistance: No

You conjure a magical camel to be your flying mount. It arrives instantly when summoned and will take you to a preselected destination with a fly speed of 120 feet per round.

This horrid looking creature is immune to fire, cold, and lightning-based magical attacks and has damage reduction 10/magic. The zufferooma is also surrounded by a continuous 1-foot diameter sandstorm, which flays the skin from those exposed, excluding you and the zufferooma. All other creatures that come within this range must make a Fortitude save or take 12d12 points of damage. If a creature saves, then they take half damage.

Unless noted above, the zufferooma has all the statistics of the camel described in the D&D Monster Manual v.3.5.

Material Component: A small map showing the location of your destination.
 
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Avoid Solicitation
Original 2e spell from Tome of Mighty Magic
Enchantment (Charm) [Mind-Affecting]
Level: Brd 1, Sor/Wiz 1 (opinions?)
Components: V, S
Casting Time: 1 standard action
Range: 1 foot/level
Target: One soliciting creature
Duration: 1 round
Saving Throw: Will negates
Spell Resistance: Yes

If annoyed and bothered by solicitors, you may use this enchantment to cause a soliciting creature to leave you alone. You may then direct the solicitor towards another being within his line of sight.
 
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I'm really uncertain regarding the levels for these two spells. For 2e, Bind was a 6th-level wizard spell and Bloodlust was a 9th-level wizard spell.

Bloodlust, as written, definitely should be lower in level but the duration is pretty good. I'm not sure about Bind at all.
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Bind
Original 2e spell from Tome of Mighty Magic
Transmutation
Level: Clr 4, Sor/Wiz 4
Components: V, S, M/DF
Casting Time: 1 round
Range: 1 foot/level
Target: One sundered object
Duration: Permanent
Saving Throw: Fortitude negates (object)
Spell Resistance: Yes (object)

When this spell is cast on a sundered, non-magical object, it will bind the two parts of the object together. The two surfaces must be brought into contact for the spell to function.

Material Component: A small amount of fresh tree sap.

Bloodlust
Original 2e spell from Tome of Mighty Magic
Necromancy
Level: Evil 6, Sor/Wiz 7
Components: V, S, DF
Casting Time: 1 round
Range: Touch
Target: Creature touched
Duration: 5 rounds/level
Saving Throw: None
Spell Resistance: No

This spell makes the target bloodthirsty giving him sadistic thrills at every blow. For every 2 points of damage the target does to an opponent, he will recover 1 point of damage.
 
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