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

Love the work thus far, give me a bit to look over things though been swamped.
Thanks and take your time looking through it all. I'll be posting more but I also have to put my mind more on my night classes of which the first class is tomorrow night.
 

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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.

Problems here in the duration, using Major and Minor creation as the basis for spells to create useful mundane items both have a duration of 1 hour per level. It isn't until fabricate until you can create an item with a duration of "Instantaneous". I would be of the opinion to change the duration rather then the level due to it just makes more sense. With such a restriction I might even allow for the creation of multiple crates as well based on the level, say 2 at 5th and perhaps maybe 3 at 10th.
 

Problems here in the duration, using Major and Minor creation as the basis for spells to create useful mundane items both have a duration of 1 hour per level. It isn't until fabricate until you can create an item with a duration of "Instantaneous". I would be of the opinion to change the duration rather then the level due to it just makes more sense. With such a restriction I might even allow for the creation of multiple crates as well based on the level, say 2 at 5th and perhaps maybe 3 at 10th.
Good catch. I've made the duration changes. I don't think I want the spells to create multiple crates, however.

What do you think about changing the casting time to 1 minute as per Major and Minor Creation?
 

Good catch. I've made the duration changes. I don't think I want the spells to create multiple crates, however.

What do you think about changing the casting time to 1 minute as per Major and Minor Creation?

I have a problem with the 1 min/Level Duration, first the Minor and Major creation both have 1 hour/Level and second I cannot think of very many needs for a spell that creates a crate for 5 minutes. It would quickly become a spell that one would always ask, why was it created and who wasted the time and gold doing it? I do think that the fact the spell is much smaller in size then both Minor and Major creation in addition is very focused as to what it creates can lend to the argument for the longer duration of 1 hour/level.

I would go one step further and add the rules for making the spell able to be permanent as per the Permanency spell. Though with a very low XP cost.


Note: As far as the multiple crates, that was just me thinking out loud. I tend to explore how spells can be pushed and pulled to find different uses and perhaps new paths research either on the spell in question or new spells were explored.
 

Secret Message
Original 2e spell from Tome of Mighty Magic
Divination
Level: Sor/Wiz 4
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 made permanent with a permanency spell, though it only allows two creatures per casting of permanency.

Material Component: A small piece of coded script.

Love the spell however I do have some thoughts..
It could very easily be a 3rd perhaps even 2nd level spell depending on a few things. Does Comprehend Languages allow for understanding it? and does Tongues? The duration seems very short for this sort of 4th level spell, but since I can see quite a few uses for it as is I don't know how big of an issue this is yet.

I could see splitting this spell, creating a 2nd level version and a 4th level version also.

2nd Level: Same duration as you have now but language based spells can understand it (perhaps we use the same rules as per light and darkness here and only spells of higher level can allow understanding?)
4th Level: Same spell expect duration has been created to an hour per level.
 

I have a problem with the 1 min/Level Duration, first the Minor and Major creation both have 1 hour/Level and second I cannot think of very many needs for a spell that creates a crate for 5 minutes. It would quickly become a spell that one would always ask, why was it created and who wasted the time and gold doing it? I do think that the fact the spell is much smaller in size then both Minor and Major creation in addition is very focused as to what it creates can lend to the argument for the longer duration of 1 hour/level.

I would go one step further and add the rules for making the spell able to be permanent as per the Permanency spell. Though with a very low XP cost.
Um, I meant changing the Casting Time to 1 minute instead of 1 round not the Duration to 1 min./round instead of 1 hour/round.

Note: As far as the multiple crates, that was just me thinking out loud. I tend to explore how spells can be pushed and pulled to find different uses and perhaps new paths research either on the spell in question or new spells were explored.
No worries.
 

Love the spell however I do have some thoughts..
It could very easily be a 3rd perhaps even 2nd level spell depending on a few things. Does Comprehend Languages allow for understanding it? and does Tongues? The duration seems very short for this sort of 4th level spell, but since I can see quite a few uses for it as is I don't know how big of an issue this is yet.

I could see splitting this spell, creating a 2nd level version and a 4th level version also.

2nd Level: Same duration as you have now but language based spells can understand it (perhaps we use the same rules as per light and darkness here and only spells of higher level can allow understanding?)
4th Level: Same spell expect duration has been created to an hour per level.
So, like this...

"A secret message spell can be understood by any language-dependant spell of equal or lower spell level."

I like that.

BTW, I used Rary's Telepathic Bond as a guide for this spell.
 
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Secret Message, Greater
Divination
Level: Sor/Wiz 4
Targets: You plus one willing creature per two levels, no two of which can be more than 30 ft. apart
Duration: 1 hour/level (D)

This spell functions like secret message, except as noted above. However, language-dependent spells such as tongues cannot understand the secret language of a greater secret message.
 
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Moved here from my Kulan: Lands of Harqual thread...

New Spells
Here are some new spells I designed specifically for World of Kulan.

Agony's Grace
Conjuration (Teleportation)
Level: Dmn 9, Sor/Wiz 9
Components: V, S, F
Casting Time: 1 round/creature targeted
Range: Medium (100 ft. + 10 ft./2 levels)
Target: One creature/5 levels (max. 4 creatures)
Duration: Permanent (see text)
Saving Throw: Will partial (see text)
Spell Resistance: Yes

Agony's grace is a more powerful version of the maze spell. It was developed by an unknown wizard of Sigil who passed the spell onto the infamous tiefling, known as Ashenbach, before disappearing in mysterious circumstances.

Agony's grace allows the caster to maze one creature for every 5 caster levels depending on the number of rounds he or she is willing to take in casting the spell. Thus, a spellcaster who cast the two round version of the spell mazes two creatures, while the four round version of the spell mazes four creatures. The caster must decide which version of the spell he or she is using before casting the spell. The spell is treated as one spell for memorization purposes, however.

Agony's grace, unlike the maze spell, has a permanent duration. However, the targets of Agony's grace are allowed a Will saving throw to resist the permanent nature of the spell. If this save is successful then the targeted creature(s) is only affected as if by the maze spell. If the save is unsuccessful then the targeted creature(s) are permanently mazed.

Note that cursed minotaurs, and other creatures immune to the maze spell, are not completely immune to this spell. Such a creature that saves is not affected by the spell. If the save is failed then the creature is affected, as if it wasn’t immune to maze. The duration is never permanent for such as creature.

Spells and abilities that move a creature within a plane, such as teleport and dimension door, do not help a creature escape the Agony's grace spell. A plane shift spell or special ability may allow it to exit to whatever plane is designated, but the creature trying to escape must beat an Spell Resistance of 10 + the caster’s level in order to use the ability. The attempt can be retried but each attempt adds a +1 penalty to the SR. Beyond this, nothing short of wish, miracle, or greater paradox can free the banished creature from the Agony's Grace.

Focus: A glass statuette depicting the Lord of Agony worth at least 5,000 gp.

Special: In Sigil, the Lord of Agony will send any spellcaster who casts this spell to the mazes.

Black Pearl Eye
Transmutation
Level: Nautical 8, Sor/Wiz 8
Components: V, S, F/DF, Ritual, Shipboard
Casting Time: 1 hour (see text)
Range: Touch
Target: One creature
Duration: Permanent
Saving Throw: Fort partial
Spell Resistance: Yes

The black pearl eye spell is a powerful nautical spell, which must be cast on board a sailing ship. This spell causes the target creature to gain the following benefits: Darkvision 60 ft., low-light vision, and freedom of movement. These abilities are considered permanent supernatural abilities when the target is on the sailing ship or within 1 mile of the ship out at sea (including underwater). However, the black pearl eye does not grant the target these benefits while on land.

In order to receive the benefit of this spell, the target and caster must spend one month aboard the ship to be attuned to the spell, as part of a ritual, never leaving the ship for any reason. After this time has elapsed, the spellcaster casts the spell, which takes 1 hour of time to prepare the focus of the spell. At the end of the casting time the caster hands the focus to the target whom must then forcibly pull out one eye and place the black pearl eye in the bleeding eye socket.

The power of the spell takes over fusing the focus with the empty eye socket. This is an extremely painful process, which forces the target creature to make a Fortitude saving throw or take 2d6 points of permanent physical damage and 2 points of permanent Charisma loss. Even if the save is successful the target creature still takes 2d6 points of normal physical damage and 1 point of permanent Charisma loss.

As noted above, the black pearl eye doesn’t function on land becoming an inert pearl, which looks like a blackened glass eye. While the eye is functioning it gives off an eerie incandescent glow, which is noticeable to all casual observers.

This spell is well known amongst the pirates of the Wakuna Sea, as well as the populace of Freeport of the Serpent’s Teeth (located in the region known as the Serpent Waters). It is rare amongst the Island Kingdoms of Merria of the Traders’ Sea and the continent of Triadora. It is very rare everywhere else, although any cleric who has access to the Nautical Domain has access to the spell.

Nothing short of wish, miracle, or greater paradox will remove a black pearl eye from the targeted creatures eye socket. The black pearl eye can be forcibly removed from the targeted creature but this always forces another Fortitude saving throw. If the save is successful then the target takes damage as if it had failed its original save. If the save fails then the target dies. As a result, those who have had the spell cast for them are very protective of the black pearl eye.

Focus: A black pearl worth at least 5,000 gp. This pearl is permanently affixed to the target of the spell and cannot be reused even if it is somehow removed from the target’s eye socket.

Bone Spur Explosion
Necromancy [Evil]
Level: Necromancy 1, Sor/Wiz 2
Components: S, M, DF
Casting Time: 1 standard action
Range: 10 ft.
Targets: Living creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

The victim's body grows 3d4 bone protrusions that explode as bone spurs for 1 point of damage per spur to those within 10 feet. The victim takes 3d4 points of physical damage and 1d4-1 Constitution damage due to blood loss. The victim can have the physical damage healed magically but the Constitution damage must be healed naturally, at one point per day until fully recovered.

The caster of this spell must make a successful ranged touch attack against the victim. If the attack fails then nothing happens and the spell is used for the day.

Material Component: human finger bone, which is consumed during the casting.

Comprehend Rebus Talk
Divination
Level: Brd 0, Clr/Fvs 1, Sor/Wiz 1
Components: S, M/DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 minutes/level

As per comprehend languages, except this spell only allows the caster to understand the visual, pictographic language of the dabus of Sigil. The caster can also understand the meaning of any rebus talk symbols, which have been marked down in a written format, although such documents are extremely rare.

Comprehend rebus talk cannot be made permanent.

Material Component: A tiny clay statuette of a dabus.

Special: In the World of Kulan cosmology, comprehend languages cannot interpret the rebus talk of the dabus of Sigil.
 
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*Spells marked with an asterisk are spells done in homage to Piratecat's campaign setting, and the spells done by Brannon Hollingsworth for Son of a Portable Hole. ― KF72

Dylrath's Blatant and Irresponsible Misuse of Magick *
Illusion (Pattern) [Mind-Affecting]
Level: Brd 1, Hou 1, Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft + 5 ft/level)
Effect: An illusory wench 3 inches high dancing upon one flat surface
Duration: 1 round/2 levels
Saving Throw: None
Spell Resistance: No

This spell creates a small, illusory wench, three inches high, which dances on a floor or tabletop [Speed 5 (1 square)]. The illusory wench does not speak and only reacts when someone tries to make contact with the illusion. The person must make a Touch Attack against AC 10 + the illusory wenches’ Dexterity modifier. The illusory wench has a Dexterity equal to 10 + the caster’s Intelligence or Charisma bonus to start. (Intelligence for wizards; Charisma for bards and sorcerers.)

The illusory wench moves faster as the spell nears the end of its duration and always attempts to evade those that are trying to touch it. It gains a +5 to its overall speed and +1 to its Dexterity score per round. However, the illusory wench cannot move off of the flat surface, it was created upon, to another flat surface.

If anyone makes contact with the illusion, usually with a hand or foot, without ‘squashing’ it, the illusory wench briefly exposes herself for all to see then starts dancing again. Multiple people can make contact with the illusion multiple times, but if anyone ‘squashes’ the wench, the dweomer ends.

Fiery Flies
Evocation [Fire]
Level: Elm (Fire) 2, Sor/Wiz 3, Wmg 2
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: Up to three creatures, no two of which can be more than 10 ft. apart
Duration: Instantaneous
Saving Throw: Fortitude half
Spell Resistance: Yes

A dozen fiery flyspecks streak forth from the caster’s hand striking their target. Each fiery fly does 1 point of fire damage.

No attack roll is required, as the fiery flies strike unerringly, even if the target has anything less than total cover or concealment. Specific parts of a creature cannot be singled out. Inanimate objects can be damaged by the spell.

For every three levels of experience past 3rd, you gain an additional six fiery flies. You have eighteen at 6th level, twenty-four at 9th level, and the maximum of thirty at 12th level or higher. You can have them strike a single creature or divide them amongst several creatures. You must designate targets before you roll for SR or determine damage.

Material Component: A dead fly that has been scorched.

Gotcherfoot *
Evocation [Force]
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 standard action (see below)
Range: Close
Target: One person
Duration: 1 round/level (D)
Saving Throw: Reflex negates
Spell Resistance: Yes

An invisible hand of force grabs one person by a foot hauling the foot to a height of 6 feet. A successful Reflex saving throw evades the effect. The invisible hand grabs a hold of the actual foot, not a victim’s boot, sandal, etc. Thus, it is not possible to escape the effect of this spell by slipping out of one’s boot.

Once a victim has had there foot hauled up, they remain in that position until the duration ends or the spell is dispelled. The caster may only use this spell against one person at a time, but he or she may drop the victim's foot attempting to gotcherfoot another person if the spell’s duration has not ended. This counts as an additional action, however.

Gotcherfoot may be also laid as a warded glyph: Considered an Area spell variant. 5 sq. ft./level. Affects only one person at a time. Will drop a victim if another person enters the warded area and attempt to gotcherfoot the new person. The caster is not affected by the warded area version of gotcherfoot.

Material Component: A string looped into a snare.

Nanesa’s Underwater Lantern
Conjuration (Creation) [Light]
Level: Brd 5, Clr/Fvs 5, Drd 5, Pal 5, Sor/Wiz 5, Undersea 4
Components: S, M/DF
Casting Time: 1 standard action
Range: Personal
Effect: Conjures one magical bullseye lantern made of coral
Duration: 10 minutes/level (D)
Saving Throw: None
Spell Resistance: No

This spell conjures a magical bullseye lantern constructed of coral. Nanesa’s underwater lantern illuminates an area exactly as a normal bullseye lantern does. Thus, Nanesa’s underwater lantern provides clear illumination in a 60-ft cone and shadowy illumination in a 120-ft. cone.

The lantern can be carried in one hand and can be shuttered like a normal bullseye lantern. Once the spell’s duration ends, the lantern fades away.

Note that this spell can only be cast underwater. If brought into an air-based environment the lantern’s magic is permanently negated.

If Nanesa’s underwater lantern is brought into an area of magical darkness (or vice versa) then it is temporarily negated, so that the otherwise prevailing light conditions exist in the overlapping areas of effect.

Nanesa’s underwater lantern counters or dispels any darkness-based spell of equal or lower level, such as darkness and deeper darkness.

Component: A piece of preserved coral.
 

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