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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: 4453288" data-attributes="member: 2012"><p><span style="color: darkorange"><strong>Disintegrate II</strong></span></p><p><span style="font-size: 9px"><em>Original 2e spell from The Grand Grimoire</em></span></p><p><strong>Transmutation</strong></p><p><strong>Level:</strong> Sor/Wiz 9</p><p><strong>Effect:</strong> Ray (see text)</p><p><strong>Saving Throw:</strong> Fortitude partial (object) (see text)</p><p></p><p>This spell functions like <em>disintegrate</em>, 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.</p><p></p><p>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).</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>In addition, <em>disintegrate II</em> 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 <em>disintegrate</em> spell.</p><p></p><p><em>Material Components:</em> A lodestone, a pinch of dust, and an eye stalk from a beholder or a beholder-kin.</p></blockquote><p></p>
[QUOTE="Knightfall, post: 4453288, member: 2012"] [color="darkorange"][b]Disintegrate II[/b][/color] [size="1"][i]Original 2e spell from The Grand Grimoire[/i][/size] [b]Transmutation[/b] [B]Level:[/B] Sor/Wiz 9 [B]Effect:[/B] Ray (see text) [B]Saving Throw:[/B] Fortitude partial (object) (see text) This spell functions like [i]disintegrate[/i], 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, [i]disintegrate II[/i] 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 [I]disintegrate[/I] spell. [i]Material Components:[/i] A lodestone, a pinch of dust, and an eye stalk from a beholder or a beholder-kin. [/QUOTE]
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[2E/3E] Converting 2E Spells to 3E plus Custom Kulan Spells
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