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

Nightmare Manifest
Illusion (Shadow) [Evil, Fear]
Level: Fear 8, Sor/Wiz 8
Components: V, S
Casting Time: 1 standard action
Range: See text
Effect: See text
Duration: See text
Saving Throw: Will disbelief (if interacted with); varies (see text)
Spell Resistance: No (see text)

You use the material from the Plane of Twilight to make a target creature’s worst nightmare manifest as quasi-real shadow creatures, objects, or event. The caster must make a successful ranged touch attack against the target creature in order for the spell’s power to reach into the creature’s subconscious mind and learn its greatest fear. A caster need not make an attack roll against a prone or unconscious target.

Once this initial attack has succeeded the nightmare then manifests adjacent too the target creature in whatever form is appropriate to how the nightmare creature, object, or event would appear to the target creature. This means that the conjured creature, object, or event is often distorted in some dark, twisted manner and is intensely frightening to behold. All those that interact with the conjured object, event, or creature can make Will saves to recognize its shadowy nature. The target creature’s Will save is one and a half times the normal DC in order to save against this spell. Those that do make their save see through the illusion.

Those, besides the target creature, that fail at their saves suffer a -1 morale penalty on saving throws due to the fear that nightmare manifest causes in those that interact with the conjured object, creature, or event. If the target creature fails its save then it becomes panicked. It suffers a -2 morale penalty on saving throws, and it flees the region where nightmare manifest is in effect. A panicked creature has a 50% chance to drop what it’s holding, chooses its path randomly (as long as it is getting away from immediate danger), and flees any other dangers that confront it. If cornered, a panicked creature cowers. (See DMG for more information on fear-panicked creatures.)

Shadow objects or substances have normal effects except against those who disbelieve them. Against disbeliveers, they are one-fifth strength or 20% likely to work.

Shadow creatures have one-fifth the normal hit points (regardless of whether they’re recognized as shadowy). They deal normal damage and have all normal abilities and weaknesses. Against a creature who recognizes them as shadowy, however, such a creature’s damage is one-fifth normal, and all special abilities that do not produce damage (in hit points) are 20% likely to work. (Roll for each use and each affected character separately.) Furthermore, the shadow creature’s AC bonuses are one fifth as large (so a +10 total bonus resulting in AC 15 would change to a +2 total bonus for a new AC of 11).

Those who succeed at their saves see nightmare manifest as transparent images superimposed on vague, shadowy forms.

Rebus Speak
Divination
Level: Brd 1, Clr/Fvs 4, Sor/Wiz 3
Components: S, M/DF
Casting Time: 1 standard action
Range: Touch
Target: Dabus touched
Duration: 10 minutes/level
Saving Throw: Will negates (harmless)
Spell Resistance: No

As per tongues, except it only allows the caster to speak and understand the rebus talk of the dabus of Sigil.

Rebus speak cannot be made permanent.

Material Component: A small clay statuette of a dabus.

Special: In the World of Kulan cosmology, tongues cannot interpret the rebus talk of the dabus of Sigil.

Sonic Blast
Evocation [Sonic]
Level: Sor/Wiz 4, Wmg 4 (changed as per suggestion given below)
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: 5 ft. wide to close range (25 ft. + 5 ft./2 levels)
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

You release an invisible, powerful blast of sonic energy that deals 1d6 points of damage per caster level (maximum 10d6) to each creature within its area. The blast begins at your fingertips.

Any creature within the area is also deafened for 2d6 rounds and stunned for 1d4 rounds. A successful Fortitude negates these effects. Any exposed brittle or crystalline object or crystalline creature takes twice the normal amount of sonic damage. (Crystalline creatures do not gain an additional save beyond the Reflex save.)

A deaf character, in addition to the obvious effects, suffers a -4 penalty on initiative and 20% chance to miscast and lose any spell with a verbal (V) component that he tries to cast. A stunned creature can't act and loses any Dexterity bonus to AC. Attackers gain +2 bonuses to attack it.

The sonic blast spell cannot penetrate the spell silence.

Sonic Blast, Chained
Evocation [Sonic]
Level: Sor/Wiz 6, Wmg 6
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: One primary target plus one secondary target/2 levels (each must be within 30 ft. of the primary target).
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

This spell creates an invisible sonic discharge that begins as a single concussive blast commencing from your fingertips. Unlike sonic blast, chained sonic blast strikes one object or creature initially, then arcs to other targets.

The blast deals 1d6 points of sonic damage per 2 caster levels (maximum 10d6) on the primary target. After the blast strikes, the sonic energy can arc to as many secondary targets as you have levels. The secondary blasts each strike one target and deal half as many dice of damage as the primary (rounded down). All subjects can attempt Reflex saving throws for half damage. You choose secondary targets as you like, but they must be within 30 feet of the primary target, and no target can be struck more than once. You cannot choose to affect fewer secondary targets than the maximum.

The primary target is also deafened for 2d6 rounds and stunned for 1d4 rounds, while all secondary targets are deafened for 1d4 rounds. A successful Fortitude negates these effects. Any exposed brittle or crystalline object or crystalline creature takes twice the normal amount of sonic damage. (Crystalline creatures do not gain an additional save beyond the Reflex save.)

A deaf character, in addition to the obvious effects, suffers a -4 penalty on initiative and 20% chance to miscast and lose any spell with a verbal (V) component that he tries to cast. A stunned creature can't act and loses any Dexterity bonus to AC. Attackers gain +2 bonuses to attack it.

The chained sonic blast spell cannot penetrate the spell silence.

Sonic Blast, Deadly
Evocation [Death, Sonic]
Level: Sor/Wiz 4, Wmg 4
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Area: 25-ft. radius spread centered on the caster, first 5 ft. of area is unaffected
Duration: Instantaneous
Saving Throw: Special [see text]
Spell Resistance: Yes

The deadly sonic blast spell is a burst of energy that detonates with a loud thunderous roar and deals 1d6 points of sonic damage and 1d6 points of negative energy damage per three caster levels (maximum 5d6 sonic + 5d6 negative energy) to all creatures within the area, except those that are within the first 5 feet of the caster. The spell is always centered on the caster of the spell, who is unaffected. A successful Reflex save halves the amount of damage done. Note that undead creatures are, ironically, healed by the negative energy damage produced by this spell, but they do take the sonic damage normally.

Any creature within the area is also deafened for 2d6 rounds and stunned for 1d4 rounds. A successful Fortitude negates these effects. Any exposed brittle or crystalline object or crystalline creature takes twice the normal amount of sonic damage. (Crystalline creatures do not gain an additional save beyond the Reflex save.)

A deaf character, in addition to the obvious effects, suffers a -4 penalty on initiative and 20% chance to miscast and lose any spell with a verbal (V) component that he tries to cast. A stunned creature can't act and loses any Dexterity bonus to AC. Attackers gain +2 bonuses to attack it.

The deadly sonic blast spell's sonic damage cannot penetrate the spell silence, although the negative energy damage does.
 
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Thundercloud
Conjuration (Summoning) [Electricity, Sonic]
Level: Elm (Air/Water) 4, Clr/Fvs 5, Sor/Wiz 5, Weather 5, Wmg 6
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: Cloud centered on creature spreads 30 ft., 20 ft. high
Duration: 1 minute/level
Saving Throw: Reflex partial [see text]
Spell Resistance: Yes

This spell conjures a bank of dark thunderous clouds that arise around the victim, which deals sonic and electrical damage, as well as obscures sight.

The dense clouds obscure all sight, including darkvision, beyond 5 feet. A creature 5 feet away has one half concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target).

Any creature caught in the spell's area suffers 1d6 points of sonic damage and 1d6 points of electricity damage per three caster levels (maximum 5d6 sonic + 5d6 electrical). A successful Reflex save halves the amount of damage done.

Any creature within the area is also deafened for 2d6 rounds and stunned for 1d4 rounds. A successful Fortitude negates these effects. Any exposed brittle or crystalline object or crystalline creature takes twice the normal amount of sonic damage. (Crystalline creatures do not gain an additional save beyond the Reflex save.)

A deaf character, in addition to the obvious effects, suffers a -4 penalty on initiative and 20% chance to miscast and lose any spell with a verbal (V) component that he tries to cast. A stunned creature can't act and loses any Dexterity bonus to AC. Attackers gain +2 bonuses to attack it.

A moderate wind (11+ mph), such as from the gust of wind spell, disperses the cloud in 4 rounds. A strong wind (21+ mph) disperses the cloud in 1 round. Fireball, flame strike, wall of fire and similar fire-related spells do not have an effect on the cloud created by this spell.

The thundercloud spell's sonic damage cannot penetrate the spell silence, although the electricity damage does. This spell does function underwater but without the obscuring effect.

Wanda's Crawling Force Blast
Evocation [Fear, Force, Mind-Affecting]
Level: Drd 7, Sor/Wiz 6, Insect 7
Components: V, S, M
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: 20-ft radius spread
Duration: Instantaneous
Saving Throw: See text
Spell Resistance: Yes

This spell is a blast of force energy that explodes with little or no noise, deals 1d6 points of force damage per caster level (maximum 10d6) to all creatures within the area, and makes victims believe insects are crawling on them. Inanimate objects cannot be damaged by the spell and the blast creates no pressure. A successful Reflex save halves the force damage done.

After Wanda's crawling force blast explodes, victims must also make a Will save or become panicked for 1d4 rounds, as they believe that tiny beetle-like insects are crawling all over their bodies. A successful save negates this mind-affecting fear effect. Panicked victims suffers a -2 morale penalty on saving throws, and cower until the effect ends. (See DMG for more information on fear-panicked creatures.)

The character determines the range (distance and height) at which Wanda's crawling force blast is to explode. A glowing, pea-sized bead streaks from the character and, unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, blossoms into Wanda's crawling force blast at that point (an early impact results in an early explosion). If the character attempts to send the bead through a narrow passage, such as through an arrow slit, the character must "hit" the opening with a ranged touch attack, or else the bead strikes the barrier and explodes prematurely.

Material Component: A beaded necklace painted white.

Wanda's Crawling Force Missile
Evocation [Fear, Force, Mind-Affecting]
Level: Drd 4, Sor/Wiz 3, Insect 4
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Targets: Up to five creatures, no two of which can be more than 15 ft. apart
Duration: Instantaneous
Saving Throw: Will partial negates
Spell Resistance: Yes

A force missile of magical energy darts forth from your fingertip, unerringly strikes its target, and makes the victim believe insects are crawling on her. The force missile deals 1d4+1 points of damage.

No attack roll is required, as Wanda's crawling force missile strikes unerringly, even if the target has anything less than total cover or concealment. Specific parts of a creature cannot be singled out. Inanimate objects cannot be damaged by the spell.

After the crawling force missile strikes, the victim must make a Will save or become panicked for 1d4 rounds, as she believes that tiny beetle-like insects are crawling all over her body. A successful save negates this mind-affecting fear effect. A panicked victim suffers a -2 morale penalty on saving throws, and cowers until the effect ends. (See DMG for more information on fear-panicked creatures.)

For every three levels of experience past 3rd, you gain an additional missile. You have two at 6th level, three at 9th level, and the maximum of fur at 12th level or higher. You can have them strike a single creature or several creatures. You must designate targets before you roll for SR or determine damage.

Material Component: An arrow painted white.

Wanda's Forceful Tornadic Blast
Evocation [Force]
Level: Elm (Air) 5, Sor/Wiz 6
Components: V, S
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: 40-ft radius spread
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

This spell is a blast of force energy that explodes, accompanied by a roaring tornado-like wind and deals 1d6 points of force damage per caster level (maximum 10d6) to all creatures within the area. Inanimate objects cannot be damaged by the force effect of this spell.

This spell creates high-powered winds when the blast erupts, as per Wind Effects in DMG. Any creature of Large size or smaller that fails its Reflex save is blown away, while Huge creatures are knocked down and Gargantuan or Colossal creatures are checked. (See DMG for information on Wind Effect on Creatures.)

The character determines the range (distance and height) at which Wanda's forceful tornadic blast is to explode. A glowing, pea-sized bead streaks from the character and, unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, blossoms into Wanda's forceful tornadic blast at that point (an early impact results in an early explosion). If the character attempts to send the bead through a narrow passage, such as through an arrow slit, the character must "hit" the opening with a ranged touch attack, or else the bead strikes the barrier and explodes prematurely.

All flames within the area, when the bead explodes, are extinguished by this spell. Unattended inanimate objects must make a successful Fortitude save or be destroyed by the powerful winds that accompany this spell.
 

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.

Actually you do not need the line "However, language-dependent spells such as tongues cannot understand the secret language of a greater secret message" due to the states ruling of the base spell covers this.

The difference between the two spells is that one is useful for a single conversation while the other may be better for a day of diplomatic talks or such and also provides better protection against someone else understanding.
 

Actually you do not need the line "However, language-dependent spells such as tongues cannot understand the secret language of a greater secret message" due to the states ruling of the base spell covers this.
Okay, I'm not sure I understand.

I want the greater version of this spell to be immune from ANY language-dependant magical ability to interpret the secret language, regardless of such a spell's level.

This makes me think greater secret message should be higher in level.

Anyway, I edited the original to make it 2nd level and included the other change "Secret message can be understood by any language-dependent spell (such as tongues) of equal or lower spell level."
 

Disintegrate II
Original 2e spell from The Grand Grimoire
Transmutation
Level: Sor/Wiz 9
Effect: Ray (see text)
Saving Throw: Fortitude partial (object) (see text)

This spell functions like disintegrate, except that any creature struck by the ray takes 4d6 points of damage per caster level (to a maximum of 80d6 [?]) and loses a random limb (i.e. arm, leg). Roll 1d4 to determine the limb. On a roll of 1 or 4 the creature loses a leg while on a roll of 2 or 3 the creature loses an arm.

When used against an object, the ray simply disintegrates as much as one 5-foot cube of nonliving matter per caster level (to a maximum of one 100-foot cube).

In order to shrug off the effects of this spell, a target creature must make two successful Fortitude saves. If the first save is successful for the target creature, then it doesn't lose a limb. If the second save is successful, the target creature takes 10d6 points of damage.

In order to shrug off the effects of this spell, a target object must make one successful Fortitude save. If the target object makes its save, it takes 20d6 points of damage.

In addition, disintegrate II has the power to pass through the target creature or object and strike any other creature or object behind the original target but only if the target fails to save. (The line of effect must be exact.) Any secondary target is affected as if hit by a disintegrate spell.

Material Components: A lodestone, a pinch of dust, and an eye stalk from a beholder or a beholder-kin.
 
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I apologize for the delay, between time outs here and going to see my son play college football I have been pretty busy..
Back to suggestions...

I have made a few mental notes I will save for later and I also need to do some research as well to make suggestions rather then just say "This looks bad"..

Sonic Blast

The level needs to be increased to at least 4th, I need to do some more reading before I dare suggest 5th but 4th really seems to fit. I also do not know how I feel about the whole 2nd save or feel things should be tied to the initial save. Once I figure out these small things it would be easier to apply it all to the other spell in this series.
 

As per the DMG, pg. 36 a 9th level arcane spell can do no more of 25 dice of damage.
That's odd since disintigrate (a 6th-level arcane spell) does a maximum of 40 dice of damage (PHB, pg. 222). Unless there is some errata I'm not aware of. :hmm:
 
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I apologize for the delay, between time outs here and going to see my son play college football I have been pretty busy..
No worries.

Back to suggestions...

I have made a few mental notes I will save for later and I also need to do some research as well to make suggestions rather then just say "This looks bad"..

Sonic Blast

The level needs to be increased to at least 4th, I need to do some more reading before I dare suggest 5th but 4th really seems to fit. I also do not know how I feel about the whole 2nd save or feel things should be tied to the initial save. Once I figure out these small things it would be easier to apply it all to the other spell in this series.
Thanks for the comments. I've never really used my custom spells in-game yet and I often "ballpark" spell levels, so any feedback is good feedback.
 

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