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[2E/3E] Converting 2E Spells to 3E plus Custom Kulan Spells
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<blockquote data-quote="Knightfall" data-source="post: 4453195" data-attributes="member: 2012"><p>*Spells marked with an asterisk are spells done in homage to Piratecat's campaign setting, and the spells done by Brannon Hollingsworth for <strong>Son of a Portable Hole</strong>. ― KF72</p><p></p><p><span style="color: DarkOrange"><strong>Dylrath's Blatant and Irresponsible Misuse of Magick</strong></span> *</p><p><strong>Illusion (Pattern) [Mind-Affecting]</strong></p><p><strong>Level:</strong> Brd 1, Hou 1, Sor/Wiz 1</p><p><strong>Components:</strong> V, S</p><p><strong>Casting Time:</strong> 1 standard action</p><p><strong>Range:</strong> Close (25 ft + 5 ft/level)</p><p><strong>Effect:</strong> An illusory wench 3 inches high dancing upon one flat surface</p><p><strong>Duration:</strong> 1 round/2 levels</p><p><strong>Saving Throw:</strong> None</p><p><strong>Spell Resistance:</strong> No</p><p></p><p>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.)</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p><span style="color: DarkOrange"><strong>Fiery Flies</strong></span></p><p><strong>Evocation [Fire]</strong></p><p><strong>Level:</strong> Elm (Fire) 2, Sor/Wiz 3, Wmg 2</p><p><strong>Components:</strong> V, S, M</p><p><strong>Casting Time:</strong> 1 standard action</p><p><strong>Range:</strong> Close (25 ft. + 5 ft./2 levels)</p><p><strong>Targets:</strong> Up to three creatures, no two of which can be more than 10 ft. apart</p><p><strong>Duration:</strong> Instantaneous</p><p><strong>Saving Throw:</strong> Fortitude half</p><p><strong>Spell Resistance:</strong> Yes</p><p></p><p>A dozen fiery flyspecks streak forth from the caster’s hand striking their target. Each fiery fly does 1 point of fire damage.</p><p></p><p>No attack roll is required, as the <em>fiery flies</em> 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.</p><p></p><p>For every three levels of experience past 3rd, you gain an additional six <em>fiery flies</em>. 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.</p><p></p><p><em>Material Component</em>: A dead fly that has been scorched.</p><p></p><p><span style="color: DarkOrange"><strong>Gotcherfoot</strong></span> *</p><p><strong>Evocation [Force]</strong></p><p><strong>Level:</strong> Sor/Wiz 3</p><p><strong>Components:</strong> V, S, M</p><p><strong>Casting Time:</strong> 1 standard action (see below)</p><p><strong>Range:</strong> Close</p><p><strong>Target:</strong> One person</p><p><strong>Duration:</strong> 1 round/level (D)</p><p><strong>Saving Throw:</strong> Reflex negates</p><p><strong>Spell Resistance:</strong> Yes</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p><em>Gotcherfoot</em> 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 <em>gotcherfoot</em> the new person. The caster is not affected by the warded area version of <em>gotcherfoot</em>.</p><p></p><p><em>Material Component</em>: A string looped into a snare.</p><p></p><p><span style="color: DarkOrange"><strong>Nanesa’s Underwater Lantern</strong></span></p><p><strong>Conjuration (Creation) [Light]</strong></p><p><strong>Level:</strong> Brd 5, Clr/Fvs 5, Drd 5, Pal 5, Sor/Wiz 5, Undersea 4</p><p><strong>Components:</strong> S, M/DF</p><p><strong>Casting Time:</strong> 1 standard action</p><p><strong>Range:</strong> Personal</p><p><strong>Effect:</strong> Conjures one magical bullseye lantern made of coral</p><p><strong>Duration:</strong> 10 minutes/level (D)</p><p><strong>Saving Throw:</strong> None</p><p><strong>Spell Resistance:</strong> No</p><p></p><p>This spell conjures a magical bullseye lantern constructed of coral. <em>Nanesa’s underwater lantern</em> illuminates an area exactly as a normal bullseye lantern does. Thus, <em>Nanesa’s underwater lantern</em> provides clear illumination in a 60-ft cone and shadowy illumination in a 120-ft. cone.</p><p></p><p>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.</p><p></p><p>Note that this spell can only be cast underwater. If brought into an air-based environment the lantern’s magic is permanently negated.</p><p></p><p>If <em>Nanesa’s underwater lantern</em> is brought into an area of magical <em>darkness</em> (or vice versa) then it is temporarily negated, so that the otherwise prevailing light conditions exist in the overlapping areas of effect.</p><p></p><p><em>Nanesa’s underwater lantern</em> counters or dispels any darkness-based spell of equal or lower level, such as <em>darkness</em> and <em>deeper darkness</em>.</p><p></p><p><em>Component</em>: A piece of preserved coral.</p></blockquote><p></p>
[QUOTE="Knightfall, post: 4453195, member: 2012"] *Spells marked with an asterisk are spells done in homage to Piratecat's campaign setting, and the spells done by Brannon Hollingsworth for [B]Son of a Portable Hole[/B]. ― KF72 [COLOR=DarkOrange][B]Dylrath's Blatant and Irresponsible Misuse of Magick[/B][/COLOR] * [B]Illusion (Pattern) [Mind-Affecting][/B] [B]Level:[/B] Brd 1, Hou 1, Sor/Wiz 1 [B]Components:[/B] V, S [B]Casting Time:[/B] 1 standard action [B]Range:[/B] Close (25 ft + 5 ft/level) [B]Effect:[/B] An illusory wench 3 inches high dancing upon one flat surface [B]Duration:[/B] 1 round/2 levels [B]Saving Throw:[/B] None [B]Spell Resistance:[/B] 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. [COLOR=DarkOrange][B]Fiery Flies[/B][/COLOR] [B]Evocation [Fire][/B] [B]Level:[/B] Elm (Fire) 2, Sor/Wiz 3, Wmg 2 [B]Components:[/B] V, S, M [B]Casting Time:[/B] 1 standard action [B]Range:[/B] Close (25 ft. + 5 ft./2 levels) [B]Targets:[/B] Up to three creatures, no two of which can be more than 10 ft. apart [B]Duration:[/B] Instantaneous [B]Saving Throw:[/B] Fortitude half [B]Spell Resistance:[/B] 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 [I]fiery flies[/I] 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 [I]fiery flies[/I]. 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. [I]Material Component[/I]: A dead fly that has been scorched. [COLOR=DarkOrange][B]Gotcherfoot[/B][/COLOR] * [B]Evocation [Force][/B] [B]Level:[/B] Sor/Wiz 3 [B]Components:[/B] V, S, M [B]Casting Time:[/B] 1 standard action (see below) [B]Range:[/B] Close [B]Target:[/B] One person [B]Duration:[/B] 1 round/level (D) [B]Saving Throw:[/B] Reflex negates [B]Spell Resistance:[/B] 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. [I]Gotcherfoot[/I] 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 [I]gotcherfoot[/I] the new person. The caster is not affected by the warded area version of [I]gotcherfoot[/I]. [I]Material Component[/I]: A string looped into a snare. [COLOR=DarkOrange][B]Nanesa’s Underwater Lantern[/B][/COLOR] [B]Conjuration (Creation) [Light][/B] [B]Level:[/B] Brd 5, Clr/Fvs 5, Drd 5, Pal 5, Sor/Wiz 5, Undersea 4 [B]Components:[/B] S, M/DF [B]Casting Time:[/B] 1 standard action [B]Range:[/B] Personal [B]Effect:[/B] Conjures one magical bullseye lantern made of coral [B]Duration:[/B] 10 minutes/level (D) [B]Saving Throw:[/B] None [B]Spell Resistance:[/B] No This spell conjures a magical bullseye lantern constructed of coral. [I]Nanesa’s underwater lantern[/I] illuminates an area exactly as a normal bullseye lantern does. Thus, [I]Nanesa’s underwater lantern[/I] 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 [I]Nanesa’s underwater lantern[/I] is brought into an area of magical [I]darkness[/I] (or vice versa) then it is temporarily negated, so that the otherwise prevailing light conditions exist in the overlapping areas of effect. [I]Nanesa’s underwater lantern[/I] counters or dispels any darkness-based spell of equal or lower level, such as [I]darkness[/I] and [I]deeper darkness[/I]. [I]Component[/I]: A piece of preserved coral. [/QUOTE]
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