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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: 4453208" data-attributes="member: 2012"><p><span style="color: DarkOrange"><strong>Thundercloud</strong></span></p><p><strong>Conjuration (Summoning) [Electricity, Sonic]</strong></p><p><strong>Level:</strong> Elm (Air/Water) 4, Clr/Fvs 5, Sor/Wiz 5, Weather 5, Wmg 6</p><p><strong>Components:</strong> V, S</p><p><strong>Casting Time:</strong> 1 standard action</p><p><strong>Range:</strong> Medium (100 ft. + 10 ft./level)</p><p><strong>Area:</strong> Cloud centered on creature spreads 30 ft., 20 ft. high</p><p><strong>Duration:</strong> 1 minute/level</p><p><strong>Saving Throw:</strong> Reflex partial [see text]</p><p><strong>Spell Resistance:</strong> Yes</p><p></p><p>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.</p><p></p><p>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).</p><p></p><p>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.</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>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. <em>Fireball</em>, <em>flame strike</em>, <em>wall of fire</em> and similar fire-related spells do not have an effect on the cloud created by this spell.</p><p></p><p>The <em>thundercloud</em> spell's sonic damage cannot penetrate the spell <em>silence</em>, although the electricity damage does. This spell does function underwater but without the obscuring effect.</p><p></p><p><span style="color: DarkOrange"><strong>Wanda's Crawling Force Blast</strong></span></p><p><strong>Evocation [Fear, Force, Mind-Affecting]</strong></p><p><strong>Level:</strong> Drd 7, Sor/Wiz 6, Insect 7</p><p><strong>Components:</strong> V, S, M</p><p><strong>Casting Time:</strong> 1 standard action</p><p><strong>Range:</strong> Long (400 ft. + 40 ft./level)</p><p><strong>Area:</strong> 20-ft radius spread</p><p><strong>Duration:</strong> Instantaneous</p><p><strong>Saving Throw:</strong> See text</p><p><strong>Spell Resistance:</strong> Yes</p><p></p><p>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.</p><p></p><p>After <em>Wanda's crawling force blast</em> 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.)</p><p></p><p>The character determines the range (distance and height) at which <em>Wanda's crawling force blast</em> 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 <em>Wanda's crawling force blast</em> 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.</p><p></p><p><em>Material Component</em>: A beaded necklace painted white.</p><p></p><p><span style="color: DarkOrange"><strong>Wanda's Crawling Force Missile</strong></span></p><p><strong>Evocation [Fear, Force, Mind-Affecting]</strong></p><p><strong>Level:</strong> Drd 4, Sor/Wiz 3, Insect 4</p><p><strong>Components:</strong> V, S, M</p><p><strong>Casting Time:</strong> 1 standard action</p><p><strong>Range:</strong> Medium (100 ft. + 10 ft./level)</p><p><strong>Targets:</strong> Up to five creatures, no two of which can be more than 15 ft. apart</p><p><strong>Duration:</strong> Instantaneous</p><p><strong>Saving Throw:</strong> Will partial negates</p><p><strong>Spell Resistance:</strong> Yes</p><p></p><p>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.</p><p></p><p>No attack roll is required, as <em>Wanda's crawling force missile</em> 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.</p><p></p><p>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.)</p><p></p><p>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.</p><p></p><p><em>Material Component</em>: An arrow painted white.</p><p></p><p><span style="color: DarkOrange"><strong>Wanda's Forceful Tornadic Blast</strong></span></p><p><strong>Evocation [Force]</strong></p><p><strong>Level:</strong> Elm (Air) 5, Sor/Wiz 6</p><p><strong>Components:</strong> V, S</p><p><strong>Casting Time:</strong> 1 standard action</p><p><strong>Range:</strong> Long (400 ft. + 40 ft./level)</p><p><strong>Area:</strong> 40-ft radius spread</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 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.</p><p></p><p>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.)</p><p></p><p>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 <em>Wanda's forceful tornadic blast</em> 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.</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="Knightfall, post: 4453208, member: 2012"] [COLOR=DarkOrange][B]Thundercloud[/B][/COLOR] [B]Conjuration (Summoning) [Electricity, Sonic][/B] [B]Level:[/B] Elm (Air/Water) 4, Clr/Fvs 5, Sor/Wiz 5, Weather 5, Wmg 6 [B]Components:[/B] V, S [B]Casting Time:[/B] 1 standard action [B]Range:[/B] Medium (100 ft. + 10 ft./level) [B]Area:[/B] Cloud centered on creature spreads 30 ft., 20 ft. high [B]Duration:[/B] 1 minute/level [B]Saving Throw:[/B] Reflex partial [see text] [B]Spell Resistance:[/B] 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. [I]Fireball[/I], [I]flame strike[/I], [I]wall of fire[/I] and similar fire-related spells do not have an effect on the cloud created by this spell. The [I]thundercloud[/I] spell's sonic damage cannot penetrate the spell [I]silence[/I], although the electricity damage does. This spell does function underwater but without the obscuring effect. [COLOR=DarkOrange][B]Wanda's Crawling Force Blast[/B][/COLOR] [B]Evocation [Fear, Force, Mind-Affecting][/B] [B]Level:[/B] Drd 7, Sor/Wiz 6, Insect 7 [B]Components:[/B] V, S, M [B]Casting Time:[/B] 1 standard action [B]Range:[/B] Long (400 ft. + 40 ft./level) [B]Area:[/B] 20-ft radius spread [B]Duration:[/B] Instantaneous [B]Saving Throw:[/B] See text [B]Spell Resistance:[/B] 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 [I]Wanda's crawling force blast[/I] 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 [I]Wanda's crawling force blast[/I] 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 [I]Wanda's crawling force blast[/I] 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. [I]Material Component[/I]: A beaded necklace painted white. [COLOR=DarkOrange][B]Wanda's Crawling Force Missile[/B][/COLOR] [B]Evocation [Fear, Force, Mind-Affecting][/B] [B]Level:[/B] Drd 4, Sor/Wiz 3, Insect 4 [B]Components:[/B] V, S, M [B]Casting Time:[/B] 1 standard action [B]Range:[/B] Medium (100 ft. + 10 ft./level) [B]Targets:[/B] Up to five creatures, no two of which can be more than 15 ft. apart [B]Duration:[/B] Instantaneous [B]Saving Throw:[/B] Will partial negates [B]Spell Resistance:[/B] 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 [I]Wanda's crawling force missile[/I] 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. [I]Material Component[/I]: An arrow painted white. [COLOR=DarkOrange][B]Wanda's Forceful Tornadic Blast[/B][/COLOR] [B]Evocation [Force][/B] [B]Level:[/B] Elm (Air) 5, Sor/Wiz 6 [B]Components:[/B] V, S [B]Casting Time:[/B] 1 standard action [B]Range:[/B] Long (400 ft. + 40 ft./level) [B]Area:[/B] 40-ft radius spread [B]Duration:[/B] Instantaneous [B]Saving Throw:[/B] Reflex half [B]Spell Resistance:[/B] 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 [I]Wanda's forceful tornadic blast[/I] 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. [/QUOTE]
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