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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: 4453206" data-attributes="member: 2012"><p><span style="color: DarkOrange"><strong>Nightmare Manifest</strong></span></p><p><strong>Illusion (Shadow) [Evil, Fear]</strong></p><p><strong>Level:</strong> Fear 8, Sor/Wiz 8</p><p><strong>Components:</strong> V, S</p><p><strong>Casting Time:</strong> 1 standard action</p><p><strong>Range:</strong> See text</p><p>Effect: See text</p><p><strong>Duration:</strong> See text</p><p><strong>Saving Throw:</strong> Will disbelief (if interacted with); varies (see text)</p><p><strong>Spell Resistance:</strong> No (see text)</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.)</p><p></p><p>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.</p><p></p><p>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).</p><p></p><p>Those who succeed at their saves see nightmare manifest as transparent images superimposed on vague, shadowy forms.</p><p></p><p><span style="color: DarkOrange"><strong>Rebus Speak</strong></span></p><p><strong>Divination</strong></p><p><strong>Level:</strong> Brd 1, Clr/Fvs 4, Sor/Wiz 3</p><p><strong>Components:</strong> S, M/DF</p><p><strong>Casting Time:</strong> 1 standard action</p><p><strong>Range:</strong> Touch</p><p><strong>Target:</strong> Dabus touched</p><p><strong>Duration:</strong> 10 minutes/level</p><p><strong>Saving Throw:</strong> Will negates (harmless)</p><p><strong>Spell Resistance:</strong> No</p><p></p><p>As per <em>tongues</em>, except it only allows the caster to speak and understand the rebus talk of the dabus of Sigil.</p><p></p><p><em>Rebus speak</em> cannot be made permanent.</p><p></p><p><em>Material Component</em>: A small clay statuette of a dabus.</p><p></p><p><em>Special</em>: In the World of Kulan cosmology, <em>tongues</em> cannot interpret the rebus talk of the dabus of Sigil.</p><p></p><p><span style="color: DarkOrange"><strong>Sonic Blast</strong></span></p><p><strong>Evocation [Sonic]</strong></p><p><strong>Level:</strong> Sor/Wiz 4, Wmg 4 (changed as per suggestion given below)</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./2 levels)</p><p><strong>Area:</strong> 5 ft. wide to close range (25 ft. + 5 ft./2 levels)</p><p><strong>Duration:</strong> Instantaneous</p><p><strong>Saving Throw:</strong> Reflex half</p><p><strong>Spell Resistance:</strong> Yes</p><p></p><p>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.</p><p></p><p>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.)</p><p></p><p>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.</p><p></p><p>The <em>sonic blast</em> spell cannot penetrate the spell <em>silence</em>.</p><p></p><p><span style="color: DarkOrange"><strong>Sonic Blast, Chained</strong></span></p><p><strong>Evocation [Sonic]</strong></p><p><strong>Level:</strong> Sor/Wiz 6, Wmg 6</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./2 levels)</p><p><strong>Area:</strong> One primary target plus one secondary target/2 levels (each must be within 30 ft. of the primary target).</p><p><strong>Duration:</strong> Instantaneous</p><p><strong>Saving Throw:</strong> Reflex half</p><p><strong>Spell Resistance:</strong> Yes</p><p></p><p>This spell creates an invisible sonic discharge that begins as a single concussive blast commencing from your fingertips. Unlike <em>sonic blast</em>, <em>chained sonic blast</em> strikes one object or creature initially, then arcs to other targets.</p><p></p><p>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.</p><p></p><p>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.)</p><p></p><p>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.</p><p></p><p>The <em>chained sonic blast</em> spell cannot penetrate the spell <em>silence</em>.</p><p></p><p><span style="color: DarkOrange"><strong>Sonic Blast, Deadly</strong></span></p><p><strong>Evocation [Death, Sonic]</strong></p><p><strong>Level:</strong> Sor/Wiz 4, Wmg 4</p><p><strong>Components:</strong> V, S, M</p><p><strong>Casting Time:</strong> 1 standard action</p><p><strong>Range:</strong> Personal</p><p><strong>Area:</strong> 25-ft. radius spread centered on the caster, first 5 ft. of area is unaffected</p><p><strong>Duration:</strong> Instantaneous</p><p><strong>Saving Throw:</strong> Special [see text]</p><p><strong>Spell Resistance:</strong> Yes</p><p></p><p>The <em>deadly sonic blast</em> 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.</p><p></p><p>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.)</p><p></p><p>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.</p><p></p><p>The <em>deadly sonic blast</em> spell's sonic damage cannot penetrate the spell <em>silence</em>, although the negative energy damage does.</p></blockquote><p></p>
[QUOTE="Knightfall, post: 4453206, member: 2012"] [COLOR=DarkOrange][B]Nightmare Manifest[/B][/COLOR] [B]Illusion (Shadow) [Evil, Fear][/B] [B]Level:[/B] Fear 8, Sor/Wiz 8 [B]Components:[/B] V, S [B]Casting Time:[/B] 1 standard action [B]Range:[/B] See text Effect: See text [B]Duration:[/B] See text [B]Saving Throw:[/B] Will disbelief (if interacted with); varies (see text) [B]Spell Resistance:[/B] 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. [COLOR=DarkOrange][B]Rebus Speak[/B][/COLOR] [B]Divination[/B] [B]Level:[/B] Brd 1, Clr/Fvs 4, Sor/Wiz 3 [B]Components:[/B] S, M/DF [B]Casting Time:[/B] 1 standard action [B]Range:[/B] Touch [B]Target:[/B] Dabus touched [B]Duration:[/B] 10 minutes/level [B]Saving Throw:[/B] Will negates (harmless) [B]Spell Resistance:[/B] No As per [I]tongues[/I], except it only allows the caster to speak and understand the rebus talk of the dabus of Sigil. [I]Rebus speak[/I] cannot be made permanent. [I]Material Component[/I]: A small clay statuette of a dabus. [I]Special[/I]: In the World of Kulan cosmology, [I]tongues[/I] cannot interpret the rebus talk of the dabus of Sigil. [COLOR=DarkOrange][B]Sonic Blast[/B][/COLOR] [B]Evocation [Sonic][/B] [B]Level:[/B] Sor/Wiz 4, Wmg 4 (changed as per suggestion given below) [B]Components:[/B] V, S [B]Casting Time:[/B] 1 standard action [B]Range:[/B] Close (25 ft. + 5 ft./2 levels) [B]Area:[/B] 5 ft. wide to close range (25 ft. + 5 ft./2 levels) [B]Duration:[/B] Instantaneous [B]Saving Throw:[/B] Reflex half [B]Spell Resistance:[/B] 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 [I]sonic blast[/I] spell cannot penetrate the spell [I]silence[/I]. [COLOR=DarkOrange][B]Sonic Blast, Chained[/B][/COLOR] [B]Evocation [Sonic][/B] [B]Level:[/B] Sor/Wiz 6, Wmg 6 [B]Components:[/B] V, S [B]Casting Time:[/B] 1 standard action [B]Range:[/B] Close (25 ft. + 5 ft./2 levels) [B]Area:[/B] One primary target plus one secondary target/2 levels (each must be within 30 ft. of the primary target). [B]Duration:[/B] Instantaneous [B]Saving Throw:[/B] Reflex half [B]Spell Resistance:[/B] Yes This spell creates an invisible sonic discharge that begins as a single concussive blast commencing from your fingertips. Unlike [I]sonic blast[/I], [I]chained sonic blast[/I] 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 [I]chained sonic blast[/I] spell cannot penetrate the spell [I]silence[/I]. [COLOR=DarkOrange][B]Sonic Blast, Deadly[/B][/COLOR] [B]Evocation [Death, Sonic][/B] [B]Level:[/B] Sor/Wiz 4, Wmg 4 [B]Components:[/B] V, S, M [B]Casting Time:[/B] 1 standard action [B]Range:[/B] Personal [B]Area:[/B] 25-ft. radius spread centered on the caster, first 5 ft. of area is unaffected [B]Duration:[/B] Instantaneous [B]Saving Throw:[/B] Special [see text] [B]Spell Resistance:[/B] Yes The [I]deadly sonic blast[/I] 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 [I]deadly sonic blast[/I] spell's sonic damage cannot penetrate the spell [I]silence[/I], although the negative energy damage does. [/QUOTE]
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[2E/3E] Converting 2E Spells to 3E plus Custom Kulan Spells
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