D&D 2E 2E Spell Conversions


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the Jester

Legend
Here are a few 1e and 2e spells I've converted...

ACID STORM
Evocation
[Acid]

Level: Wiz/Sor 7, Elem 7 (Air/Water)
Components: V, S, M, DF
Casting Time: 1 action
Range: Medium (100’+10’/level)f
Area: Cylinder (40’ radius, 60’ high)
Duration: 1 round/level
Saving Throw: Reflex half
Spell Resistance: Yes

This deadly spell causes a downpour of gelatinous acid droplets. All creatures in the area of effect are coated by them and suffer 1d4 hp per round for the first 3 rounds, 1d6 for the next 3 rounds, and 1d8 per round thereafter. A creature receives a reflex save the first round it enters the area of effect. If successful the creature takes half damage each round of the storm; otherwise full damage is taken each round within the area of effect.

Material component: a drop of acid.


AIRBOAT
Transmutation
Level: Elem 7 (Air), Wiz/Sor 8, Drd 9
Components: V, S, DF
Casting Time: 1 round
Range: See text
Effect: See text
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: No

You cast this spell on a cloud within one mile. It rapidly approaches you, forming a vessel of your imagining. It can hold up to one large sized creature per level of the caster, or more smaller creatures (double number for each decrease of size- so two medium creatures/level, four small creatures/level, etc.) The airboat can move 5 mph/level, directed by your mental commands (changing course is a standard action). When you are not concentrating on the airboat it continues following your last mental command. The airboat’s maneuverability is clumsy. If it has not done so sooner, one minute before it is to expire the airboat will descend to the ground to allow passengers to disembark.

Note: an airboat can be boarded by other creatures up to its maximum capacity, but excess creatures find it is not solid enough to support them.

ANALYZE BALANCE
Divination
Level: Balance 1

As detect evil, but instead of evil you detect how far out of balance something is. “In balance” is defined as true neutral; “moderate” is one neutral alignment component (lawful neutral, for example); and “extreme” is a completely non-neutral alignment.


BLACKMANTLE
Necromancy
[Evil]
Level: Darkness 5, Wiz/Sor 6, Clr 7
Components: V, S, M, DF
Casting Time: 1 full round
Range: Medium (100’+10’/level)
Area: 30’ radius emanation
Duration: 10 minutes/level
Saving Throw: None
Spell Resistance: Yes

Blackmantle creates a shimmering dark haze in the air that negates all healing and regeneration within its area. Spells that heal hit points, subdual damage or ability damage are cast normally but have no effect. Creatures may check their spell resistance against it upon first entering its area; if you fail to overcome a creature’s SR it can be the subject of healing or regeneration.

Additionally, an area under a blackmantle effect grants one quarter concealment to all creatures within it (miss chance 10%), even against darkvision.

Blackmantle counters and dispels, and is countered and dispelled by, circle of healing.

Material component:


BLESSED WATCHFULNESS
Enchantment
Level: Clr 1, Pal 1
Components: V, S
Casting Time: 1 action
Range: Touch
Target: 1 creature
Duration: 1 hour/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

Blessed Watchfulness confers exceptional powers of alertness to the target. The spell’s subject remains awake, alert and vigilant throughout the spell, gaining a +4 sacred bonus to Spot and Listen checks and to saves vs. sleep effects, as well as a +2 sacred bonus to saves vs. fear, charm and compulsion effects.


BODY CLOCK
Transmutation
Level: Time 4
Components: V, S, M, DF
Casting Time: 1 action
Range: Touch
Target: 1 creature
Duration: 1 hour/level
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)

Body Clock gives the subject great control over the interaction between its body and time. This has the following effects:

-Every hour of sleep counts as ten
-The subject’s breathing slows, allowing her to hold her breath for ten times as long as normal before making Con checks. This also gives the subject a +4 circumstance bonus to saves against inhaled attacks.
-The subject can set internal alarm clocks to wake her up at any time within the duration.
-The subject becomes immune to slow spells for the duration.

Material component: A kernel of corn, a drop of water and a stoppered glass bottle.



BRAINKILL
Necromancy
[Mind-Affecting]
Level: Wiz/Sor 4, Clr 4
Components: V, S
Casting Time: 1 full round
Range: Touch
Target: One creature
Duration: Permanent
Saving Throw: Will negates
Spell Resistance: Yes

You can permanently burn from the memory of one creature all knowledge of either a specific place or person or a time period of up to one year (you choose). The spell works only on creatures of Int 3 or higher. It destroys part of the subject’s brain, dealing 1d6 hp as it excises the chosen memory (this is in the form of a terrific headache).

Brainkill only affects the victim’s ability to recall factual information such as names, places, traits, etc. It has no effects on skills or experience (so a character who learned to swim and had the memory of it excised through this spell would still know how to swim but wouldn’t remember the lessons, teacher, places where he swam, etc.)

Lost memories can be relearned or regained through a Greater Restoration, Heal or similar powerful magic (Wish, etc.)



CALL UPON FAITH
Conjuration
(Summoning)
Level: Clr 1
Components: V, S, DF
Casting Time: 1 action
Range: Personal
Target: You
Duration: See text

You call upon the sacred power you worship and your faith is rewarded. You receive a +3 sacred bonus on any one roll made before the end of your next round.

CHOOSE FUTURE
Divination
Level: Time 3
Components: V, S, M
Casting Time: 1 action
Range: Touch
Target: One creature
Duration: 1 round
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

In the round after which you cast this spell the subject is allowed to roll twice for any attacks, saves or checks and take the roll she prefers.

Material Component: Two grains of sand and a rose petal.

COPY
Evocation
Level: Wiz/Sor 0, Brd 0, Clr 1
Components: V, S, F, M
Casting Time: 1 round
Range: Touch
Target: See text
Duration: Permanent
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)

You can copy a written or drawn document. You must have a blank parchment or book of sufficient size to hold the copy. You hold the blank material over the item to be copied and cast the spell; note that objects in a creature’s possession or magic objects receive a saving throw. The copy is a perfect duplicate.

A scroll can be copied into a spellbook but cannot be copied onto another functional scroll. A wizard must still take time to learn copied spells (with a spellcraft check). Likewise, a spell can be copied from one spellbook to another.

Focus: The blank book or parchment. Material component: A drop of black ink.

DEAD MAN’S EYES
Necromancy
[Death] [Evil]
Level: Wiz/Sor 6
Components: S, M
Casting Time: 1 action
Range: Personal
Target: You
Duration: 1 round/level
Saving Throw: See text
Spell Resistance: See text

When you cast this spell your eyes turn black and the pupils reshape into white skills. Once per round as a standard action you can attempt to gaze into the eyes of a single creature within 10’. Victims are allowed spell resistance and must make a Fort save or be affected as follows:

-A victim with 5 HD or less dies. A successful save still results in 2d6 hp of damage.
-A victim with 6-8 HD suffers 2d6 hp. If it fails its saving throw, you roll 1d6/level, and if the total exceeds the victim’s current hp, it dies.
-Victims with 9 HD or more suffer 2d6 hp.

At the end of the spell’s duration there is a 5% chance that you go blind.

Material components: Two eyeball-sized glass marbles, the same color as your eyes.


DEFENSIVE HARMONY
Abjuration
Level: Clr 4
Components: V, S, DF
Casting Time: 1 action
Range: Close (25’+5’/2 levels)
Targets: One creature/two levels, no two of whom can be more than 20’ apart
Duration: 1 round/level or see text
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

This spell must be cast on at least two creatures, and it lasts until either the duration ends or the group separates too much. Although at the time of casting all subjects must be close together, the spell only breaks if any subject is more than 60’ away from the closest other subject. The spell’s effects, however, only apply when the entire group is working together (fighting the same battle, etc.)

Defensive harmony grants all recipients a +1 style bonus to AC per other member of the group, up to a maximum of +5. This is the result of the creatures harmonizing their defenses and constantly aiding one another. If a single creature leaves the battle the bonus is lost for all, though if members of the group are killed or incapacitated it is not.


DIMENSIONAL BLADE
Transmutation
Level: Dimensionalist 3
Components: V, S
Casting Time: 1 action
Range: Touch
Target: One slashing weapon up to 3 lbs/level
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

This spell makes a weapon incredibly sharp by making it come to a two-dimensional edge. The dimensional blade makes touch attacks and gains a +2 enhancement bonus. Its threat range increases by 3 (19-20 becomes 16-20) and any critical hits are treated as if the wielder had the lethality feat. A dimensional blade ignores hardness and can deal double damage against unmoving objects.

DISBELIEF
Abjuration
Level: Thought 6
Components: V, S
Casting Time: 1 action
Range: Personal
Target: You
Duration: 1 round/level

You convince yourself that any or all objects in an area up to a 10’ cube or as many as four creatures do not actually exist. While this spell lasts, these objects cannot harm you, and you can pass through them as if they didn’t exist. Of course, if you take any action against them you acknowledge their existence and this spell ends. You disbelieve the same creatures or objects for the duration of the spell.

Disbelieving a creature includes all its gear and treasure carried. Disbelief is not automatic; to successfully disbelieve you must make a Will save against the DC of your own spell.

DISPEL EXHAUSTION
Illusion
(Phantasm) [Mind-Affecting]
Level: Wiz/Sor 4
Components: V, S
Casting Time: 1 action
Range: Touch
Targets: Up to four creatures touched
Duration: 10 minutes/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

The recipients of this spell feel refreshed and rested, effectively gaining 2 hp/level in their minds (as if they’d had a day of full rest). However, these are phantasmal hit points and are all lost at the spell’s expiration. Dispel exhaustion does not stack with itself.

While dispel exhaustion is in effect each recipient can move at double normal speed for one round out of ten. When it expires, anyone who chose to do so

DISTANCE DISTORTION
Transmutation
Level: Dimensionalist 3
Components: V, S
Casting Time: 1 action
Range: Long (400’+40’/level)
Effect: See text
Duration: 10 minutes/level (D)
Saving Throw: None
Spell Resistance: No

This spell allows you to manipulate and distort distances within range, making them either shorter or longer. All distances are effectively either half as long or twice as long as they really are (for movement purposes only). You can change the distortion throughout the spell’s duration (from shorter to longer or back to normal) as a standard action.


ELEMENTAL AURA
Abjuration
[Air, Earth, Fire or Water]
Level: Elem (all) 9, Wiz/Sor 9, Drd 9
Components: V, DF
Casting Time: 1 action
Range: Personal
Target: You
Duration: 1 hour/level

You are surrounded by a 3” thick aura of flickering elemental energy. You may wear only one elemental aura at a time. The effects vary by type:

-Air: the aura is hazy white. While it lasts you are immune to air or gas-based attacks; this includes total protection from the physical attacks of air elementals. You may also fly as the spell at will while the aura lasts. Finally, once during the duration of the aura you may cast protection from arrows.

-Earth: the aura is dull brown. You gain DR20/+3 to metal and stone weapons, including the attacks of earth elemental creatures, stone or iron golems, etc. You also gain the ability to pass through earth and stone (as the spell) freely for the duration, and to breathe within it; and the ability to cast stone shape once.

-Fire: the aura is flickering red. You gain immunity to fire, including total protection from the physical attacks of fire elementals. You are also able to breathe and move freely in a fiery environment, even the plane of Fire itself. Finally, once during the duration you may cast wall of fire.

-Water: the aura is shimmering blue. It provides immunity to water-based attacks, including drowning and similar effect. The aura also grants cold resistance 30, DR20 vs. water elemental creatures, the ability to move freely in water and to breathe water without impairment, and the ability to cast sleet storm once.

FIRE CHARM
Enchantment
(Compusion) [Mind-Affecting]
Level: Wiz/Sor 4, Brd 4, Drd 4, Elem (fire) 4
Components: V, S, M
Casting Time: 1 action
Range: Short (25’+5’/2 levels)
Effect: Gossamer veil of flame within a 15’ radius spread
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes

A gossamer veil of multihued flame springs from an existing fire source. Creatures observing this fire from within the range must make saving throws or stop and do nothing but warch the flames. While victims are so enchanted, you can give them verbal suggestions of up to 12 words (this is a language-dependant ability). You can give a separate suggestion to each creature (giving a suggestion is a standard action). Such suggestions last only one hour.

A fire charm is broken on an individual creature if it is attacked or loses sight of the fire.


FIST OF STONE
Transmutation
[Earth]
Level: Elem 0 (earth), Wiz/Sor 1
Components: V, S, DF
Casting Time: 1 action
Range: Personal
Target: You
Duration: 1 round/level

You turn one hand to stone. If you strike with it without a weapon the hand has a strength of 18 and you do not count as unarmed. The hand also has strength 18 for purposes of crushing, gripping and breaking objects small enough to be held in one hand. The fist of stone also gives you a +4 circumstance bonus to your opposed disarm rolls.

FOREST’S FIERY CONSTRICTOR
Transmutation
[Fire]
Level: Elem (fire) 5, Wiz/Sor 6, Drd 6
Components: V, S, M
Casting Time: 1 action
Range: Close (25’+5’/2 levels)
Effect: 20’ long tendril from one fire source
Duration: 1 round/level
Saving Throw: See text
Spell Resistance: See text

You cast this spell on a fire source and a 20’ long serpent of fire emerges from it to attack your enemies. It cannot move from the fire but is considered to have a 20’ attack range. You may cause the tendril to attack each round on your initiative as a free action, in which case you make a ranged touch attack. If the constrictor hits the subject suffers an initial 1d6 hp and must make a Ref save or be snatched up by the flaming snake. (Creatures with SR may check it, as well.) A creature snatched is conveyed to the fire source and suffers 3d6 hp/round. The fire source may hold a creature of up to its size, two creatures one size smaller, four creatures two sizes smaller, etc. If the fire source is extinguished the constrictor’s remaining duration is halved and it can constrict only one creature at a time. A victim caught by the snake is considered grappled and can escape only with an escape artist check (DC=save DC+20) , the destruction of the constrictor or via teleportation or plane shifting magic.

Constrictor: AC13, hp2/level, DR20/+2, fire subtype.

Material Component: the scale of a salamander.


GIFT OF SPEECH
Enchantment
Level: Drd 2, Brd 2, Rng 1
Components: V, S, DF
Casting Time: 1 action
Range: Close (25’+5’/2 levels)
Target: One animal
Duration: 10 minutes/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

Gift of speech gives a creature of the animal type the ability to speak any one language that you know, along with the ability to comprehend the language to the limits of its intelligence.

HUNGRY EARTH
Transmutation
Level: Drd 4, Cannabix 5
Components: V, S, M
Casting Time: 1 action
Range: Close (25’+5’/2 levels)
Area: 10’ diameter circle of ground (see text)
Duration: 1 round
Saving Throw: Reflex negates
Spell Resistance: Yes

You cause a patch of ground to open up as a mouth filled with stalactite teeth. It erupts forth, attacking all creatures within a 10’ circle in range (and it can even reach creatures up to 10’ in the air). Creatures must make reflex saves to avoid the maw; it then retracts into the earth.

Creatures that fail their saving throws suffer 4d4 hp of damage and are buried 2d4’ underground. The ground is somewhat disturbed so the victims may make a Str check (DC15+2/foot of depth) to force their way free. A character with ranks in escape artist may make an escape artist check using their strength instead of dexterity modifier instead. Creatures may attempt this as a standard action (this is strenuous activity; the character must hold their breath all the while). A creature with a burrowing speed can move out normally and the creature’s allies can, of course, help to dig it out. While buried a creature cannot take any action requiring free movement.

Material component: the tooth of a predatory animal.

[Note: in 2e this was called earthmaw.]


ICE BLIGHT
Transmutation
[Cold]
Level: Cannabix 8, Ice 7
Components: V, S, DF
Casting Time: 10 minutes
Range: 0
Area: 1 mile/level radius spread
Duration: 1 day/level
Saving Throw: None
Spell Resistance: No

You summon fearsome freezing winds, ice and snow. Gray scudding clouds gather within minutes and rain begins drizzling down. The temperature falls 40 degrees per day until it is -20 degrees Farenheit. Each day conditions worsen. In arctic or wintery conditions, snow begins falling after six hours. Even in tropical conditions it snows after 48 hours. The snow accumulates at a rate of 1”/hour until a reaches a typical height of 4’ with 12’ drifts. The winds build 10 mph/day to a maximum of 30 mph (DMG pg. 87).

Exposed characters must make Fort saves every ten minutes (DC15+1/ previous check) or suffer 1d6 points of subdual damage and be frostbitten (can’t run or charge, -2 Str and Dex). The snow gives a -4 circumstance penalty to spot, search, and ranged attack rolls, as well as halving ground-based movement. With the winds providing a -2 circumstance penalty to ranged attacks and listen checks, the ranged attack penalty is -6 while the ice blight is at its height.

Casting this spell deals 2d6 temporary Con damage to you due to strain (strain resistance applies). You must be outdoors to cast it.

IMPEDING PERMISSION
Enchantment
(Compulsion) [Mind-Affecting, Language-Dependant]
Level: Authority 5
Components: V, S, DF
Casting Time: 1 action
Range: Medium (100’+10’/level)
Target: 1 creature
Duration: 10 minutes/level
Saving Throw: Will negates
Spell Resistance: Yes

This spell forces the target to ask your permission before doing anything other than talking and involuntary actions (such as breathing). Asking permission for one thing is a free action; for two things is a move-equivalent; for three things is a standard action; and for four things is a full round action.

Giving or denying permission is a free action. Doing neither gives consent.


IVY SIEGE
Transmutation
Level: Drd 6, Cannabix 5
Components: V, S, M
Casting Time: 1 action
Range: Medium (100’+10’/level)
Effect: See text
Duration: 10 minutes/level
Saving Throw: None
Spell Resistance: No

When you cast this spell you cause vines of ivy to curl up out of the ground and grip a building (up to ten 10’ cubes per level) that rests upon the earth. After ten minutes the ivy begins crushing the building, dealing 1d10 hp/10 minutes and ignoring the building’s hardness.

Material component: an ivy leaf.

KNOW AGE
Divination
Level: Time 1
Components: V, S, DF
Casting Time: 1 action
Range: Close (25’+5’/2 levels)
Target: 1 creature, object or effect
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes

You instantly learn the target’s age (to the year).


LANCE OF DISRUPTION
Evocation [Force]
Level: Wiz/Sor 3
Components: V,S
Casting Time: 1 action
Range: 60’
Area: Line 5’ high x5’ wide x60’ long
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

A lance of disruption is a beam of concussive force that lashes out from your hand in a path five feet wide and 60’ long. The lance deals 5d4+2/level hp of damage (max of 5d4+20). You may choose to deal subdual damage rather than real damage with your lance of disruption. A lance of disruption ignores all object hardness.

LEOMUND’S LAMENTABLE BELABORMENT
Enchantment
(Compulsion) [Mind-Affecting]
Level: Jester 4
Components: V
Casting Time: 1 action
Range: Short (25’+5’/2 levels)
Targets: All creatures in a 10’ spread
Duration: See text
Saving Throw: See text
Spell Resistance: Yes

This devious spell distracts the targets by drawing them into polite conversation on topics of interest to them. Upon casting the spell you begin a discussion of some subject germane to the spell’s targets. Those making an initial Will save are unaffected. Those affected immediately begin to converse with you, agreeing or disagreeing, all most politely. You can maintain the spell by talking with the subjects for up to seven rounds. If you’re attacked or otherwise distracted, the subjects don’t notice. You can leave at any time after the casting and the subjects continue on as if you were still present. As long as they aren’t attacked they ignore all else going on around them, spending their time talking and arguing. However, when you leave each subject completes only the stage of the spell it is currently in.

If you maintain the spell for four rounds each target must make another Will save. Failure means they wander off in confusion for 1d10+2 rounds, with the provision that they will ignore you. Success indicates that they continue to chat.

If you maintain the spell for seven rounds each target must make another Will save or fly into a rage (as a barbarian) and attacking all other subjects of the spell with intent to kill. This rage lasts 1d4+1 rounds and excludes you. Those that save against the rage realize they have been duped and collapse onto the ground, lamenting their foolishness, for 1d4 rounds unless attacked or otherwise disturbed.


LIVING LINK
Necromancy
Level: Sor/Wiz 2
Components: V, S
Casting Time: 1 action
Range: Long (400’+40’/level)
Target: One creature
Duration: One minute/level
Saving Throw: Will negates
Spell Resistance: Yes

You establish a sensory link with a single creature. If you wish you can reach for a random creature within range (potentially even out of view creatures can be targeted this way). The target does not know that its senses have been tapped, whether it succeeded or failed at its saving throw, or why it made a save, though it does know that it made a saving throw. The creature you link to must be alive. You choose one sense per three levels and receive information from that sense of the target’s, overriding your own. (If you are looking through someone else’s eyes you can’t see through yours.) If the creature you are linked to moves beyond the spell’s range the living link ends.

LOWER RESISTANCE
Abjuration
Level: Wiz/Sor 5, Clr 5, Drd 7
Components: V, S, M
Casting Time: 1 action
Range: Close (25’+5’/2 levels)
Target: One creature
Duration: 2 rounds/level
Saving Throw: None
Spell Resistance: Yes (see text)

This spell causes the target to lose some degree of spell resistance for a time. Though it is not allowed a saving throw the target’s SR applies, but your spell penetration roll receives a +6 competence bonus. If you succeed the target’s SR drops by half your level.


METAMORPHOSE LIQUIDS
Transmutation
Level: Elem (water) 1, Wiz/Sor 1
Components: V, S, M
Casting Time: 1 round
Range: Touch
Area: Cube up to 1’/level on a side or 1 creature
Duration: Permanent
Saving Throw: Fortitude negates (creatures or magical liquids only)
Spell Resistance: Yes

This spell turns one liquid into another. Magical liquids cannot be created. Poisons may be rendered harmless (although those already consumed are not affected). Living creatures are unaffected except those from the elemental plane of water or oozes, who suffer 1d4+1/level points of damage (Fort negates).

Material component: a drop of the liquid to be created, which must be placed on your tongue. (This makes creating poisons, acid, alchemist’s fire, etc. somewhat dangerous.)


MOON RUNE
Illusion
(Figment)
Level: Wiz/Sor 2, Clr 2, Drd 2, Brd 2, Ass 2, Rng 2
Components: V, S, M, XP
Casting Time: 1 action
Range: Touch
Effect: Invisible rune, up to 1 sq. foot
Duration: Permanent (D)
Saving Throw: Will disbelief (harmless)
Spell Resistance: No

You create up to seven invisible marks, runes or characters on any surface (not on a creature). The mark(s) remain invisible until conditions you specify at the time of casting are met. For example you could specify that the runes are solely visible under the light of a moon, when viewed by an elf, at sunrise, when you are present, and so on, using visual cues. A moon rune cannot transcribe magical runes. Moon runes are permanent and will appear whenever their conditions are met. In addition, a detect magic, see invisibility, illuminate, true sight or similar magic will reveal a moon rune. Moon runes are subject to an erase spell.

Material components: a special mixture of pigments including mithril filings or powder worth 100 gp.

XP Cost: 25.

NAP
Transmutation
Level: Time 2
Components: V, S, DF
Casting Time: 1 action
Range: Touch
Targets: Up to one willing creature/level
Duration: 1 hour

You put willing creatures into a deep, restful sleep. After the nap the creatures are as refreshed as if they’d slept for 8 hours, recovering hit points and ability points, spells (if an arcane caster), power points, etc.

Nap will only work on a given creature once per day.


PROGRAMMED AMNESIA
Enchantment
(Compulsion) [Mind-Affecting]
Level: Thought 9
Components: V, S
Casting Time: See text
Range: Touch
Target: 1 creature
Duration: Permanent (D) (see text)
Saving Throw: Will negates
Spell Resistance: Yes

You can selectively delete, edit, or add memories to the target. You can perform simple or complex changes and can even program in behavior. The more extreme the changes, the longer it takes to cast this spell.

You can delete any or all memories possessed by the target, including all memory of a specific person, place or event. This is a simple change. Conversely, you can add false memories of things as you desire. Imaginary friends, events that never happened, betrayals by friends or the friendship of an enemy can be implanted. Implanting memories is a moderately complex change.

You can attempt to cut off access to the character’s skill ranks. This is moderately complex. You can affect any or all skills you desire. You can also choose to cut off access to specific feats (but not all feats; the creature must always be left with one, two if human), spellcasting ability or supernatural or exceptional class features. This can never affect racial abilities.

Combining the ability to delete and implant memories, you can attempt to perform highly complex mental operations, replacing the current persona completely with a new one, changing him into a new 1st-level character and choosing his class and alignment.

Another highly complex operation is to program a target to undergo a preprogrammed amnesia effect when a certain event takes place. You can also program a target’s memories to return when a trigger event happens.

The casting time is one minute for simple operations, one hour for moderately complex operations, or one day for highly complex operations.

REVERSE TIME
Transmutation
Level: Time 7
Components: V, S, DF
Casting Time: 1 action
Range: Medium (100’+10’/level)
Target: 1 creature
Duration: 1d4+1 rounds (see text)
Saving Throw: Will negates
Spell Resistance: Yes

You force a creature to relive the last several rounds in reverse. All actions that creature took during those rounds are negated, but actions of other creatures are not affected (so if you cast this spell on a dragon you’re fighting and made it reverse the last 3 rounds, all the damage it dealt is undone while the damage you have done to it is not).

SEARING ORB
Evocation
Level: Light 6
Components: V, S, M
Casting Time: 1 action
Range: Medium (100’+10’/level)
Effect: 30’ burst
Duration: Instantaneous
Saving Throw: See text
Spell Resistance: Yes

This spell changes the material component into a glowing orb of brilliant hot energy, which you throw as part of the casting. Make a touch attack at your target, and if you miss use the rules for grenade-like missiles to determine where the searing orb hits. When it hits the orb bursts with a brilliant searing flash. Any creature actually struck by the orb suffers 1d6 hp/level fire damage (maximum of 20d6) and is blinded for 1 day (Fort save halves the damage and negates the blindness). All other creatures in the burst suffer 10d6 hp of fire damage and are dazzled for 1d4 hours (Ref save for half damage and no dazzling; for evasion purposes treat this as a Reflex half save).

Material component: a topaz worth at least 500 gp.


SHADOW FORM
Transmutation
Level: Darkness 8

As ghostform, except you also become shadowy and very difficult to see, granting you a +20 circumstance bonus to hide checks in shadowy areas. Furthermore, you gain a touch attack that deals 1d6 temporary strength damage.


SKIP DAY
Transmutation
Level: Time 6
Components: V, S, DF
Casting Time: 1 action
Range: 0
Targets: All creatures within 10’
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes

All creatures in a 10’ radius around you, including yourself, are instantly teleported one day into the future. Unwilling creatures are allowed a saving throw.


SOLIPSISM
Illusion
(Shadow)
Level: Thought 5
Components: V, S, M
Saving Throw: See text

This spell creates a strange reverse illusion. This is the same as a silent image, except texture is included in the illusion and you are the only one who believes in it automatically. All other creatures can plainly see that it is illusory. However, to those who believe the illusion it is real; it can deal real damage, you can cross a chasm on a solipsistic bridge, and so forth.

If another creature wishes to believe in your solipsism, it must make a Will saving throw. Attempting to do so is a standard action.

Material component: a lotus blossom and a bit of fleece. The lotus blossom is swallowed as part of the spellcasting.


SPEAK WITH PLANAR TRAVELLER
Divination
[Language-Dependant]
Level: Astral 1, Clr 2, Wiz/Sor 3
Components: V, S, DF
Casting Time: 1 round
Range: Special (see text)
Target: See text
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes

This spell empowers you to speak to a creature currently on another plane. You must be able to perceive the plane traveler in some fashion, whether it is seeing the physical body of an astral traveler, scrying out an ethereal wizard, a planar window, etc.


SPHERE OF ULTIMATE DESTRUCTION
Conjuration
[Anti-Creation]
Level: Darkness 9, Dimensionalist 5
Components: V, S, M, DF
Casting Time: 1 action
Range: Close (25’+5’/2 levels)
Effect: See text
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

This awful spell brings into existence a short-lived sphere of annihilation. The sphere utterly destroys anything it touches. You must attempt to control it as normal or it moves towards you. Other creatures can vie with you to control it as a standard action but suffer a -10 circumstance penalty to their opposed checks.

TELEPATHY
Divination
[Mind-Affecting]
Level: Thought 3
Component: V, S
Casting Time: 1 action
Range: Medium (100’+10’/level)
Targets: You and one other creature
Duration: 10 minutes/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

You establish a direct two-way communication with another subject. The spell allows silent telepathic communication as long as the other creature is within range. If the other creature leaves the range the spell is suppressed, resuming when she returns to within range. Language is not a barrier with this spell.

Telepathy does not give either recipient access to the other’s thoughts, memories or emotions. Participants can only “hear” the thoughts their partner “sends.” Mind-to-mind communication is four times faster than spoken communication.

THOUGHT CAPTURE
Divination
Level: Thought 1
Components: V, S
Casting Time: 1 action
Range: Personal
Target: Self
Duration: Instantaneous

One of the more bizarre contentions held by priests of the school of thought is that once a thought has existed in someone’s brain it exists as a “freestanding mental object.” This thought object generally remains inside the brain that created it, but sometimes it escapes (this explains why people forget things). When this happens the thought object stays in the area in which it was lost. Any receptive brain, usually the one that initially created it, can pick it up again simply by passing through it. This spell makes your mind something of a magnet for these thought objects, and any in close proximity will be drawn to you. You can sense strong thoughts and emotions, sometimes even getting a glimpse of creatures who died or suffered some powerful emotion in the immediate vicinity. The strongest thought objects are those which were spawned from powerful emotions; those are the ones that will provide you with the most information. Most thought objects are momentary flashes; you gain insight from (at most) one thought object plus one per three levels, though there may not be so many present.

TIME POOL
Divination
Level: Time 5
Components: V, S, M, F
Casting Time: 1 round
Range: Touch
Effect: Special (see text)
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

You cause a flat reflective surface, such as a mirror or pool of water, to act as a divining agent, showing you a brief glimpse of a specific event in the past. The time pool provides images and sounds that you would have seen and heardc had you been at the event observed.

You must name an event (“the death of Fuligin”), then make a level check, modified as follows:
-Successfully used this spell to view this even previously: +4
-Present at event: +4
-Well-informed of event: +2

The DC is dependant on the time since the event: up to one day, DC15; up to 1 month, DC20; up to 1 year, DC25; up to 1 century, DC30; up to 1000 years, DC35; up to 10,000 years, DC40; and up to 100,000 years, DC50. Anything beyond that is also beyond the power of this spell.

Material component: a pinch of powdered quartz. Focus: the reflective surface.


WEIGHTY CHEST
Transmutation
Level: Clr 2, Wiz/Sor 3, Brd 3
Components: V, S, M
Casting Time: 1 action
Range: Touch
Target: One chest (up to a 5’ cube)
Duration: 1 day/level

This spell enchants a chest so that if anyone but you tries to pick it up or move it its apparent weight becomes 2-5 times the weight of the creature(s) touching it.


Hope you enjoy them....

Are you looking for something in particular?
 

Eye Tyrant

First Post
Hey thanks a lot! Some of those spells are indeed some that I don't yet have coversions for... I am looking for some of the "Name" spells from 2E. I have only seen one or two Snilloc spells in the 3E format, same with Lorloviem and Gemidan spells. Also, I haven't seen Throbbing Bones (though I believe I found Bone Blight).

Here is a list I'm curious about. Take a look and see what you make of it... It's quite a bit and I know that some of them have new names. Any help is greatly appreciated...

Catapult
Conjure Spell Component
Exterminate
Fist of Stone
Metamorphose Liquids
Prot. from Hunger/Thirst
Reveal Magic
Spidereyes
Wall of Fog
Continual Light
Gemidan's Paralytic Missile
Maximillian's Earthen Grasp
Moonfire
Nystul's Magic Mask
Prot. from Paralysis
Vocalize
Wound Bind
Write
Alimir's Fundamental Breakdown
Augmentation I
Conjure Travelling Spellbook
Delay Death
Homing Missile
Frost Trap
Item
Lorloviem's Creeping Shadow
Melf's Minute Meteors
Proof from Teleportation
Sculpt Features
Teleport Object
Dilation I Brainkill
Dig
Empathic Wound Transfer
Everchanging Self
Extension I
Minor Spell Turning
Summon Spirit
Turn Pebble to Boulder
Wall of Sand
Airy Water
Arien of thang-Nor
Bone Blight
Conduit
Lightning Reflection
Presper's Moonbow
Shadow magic
Snilloc's Major Missile
Throbbing Bones
Zone of Despair
Construction
Dimension Thrust
Eyebite
Invulnerability to Magical Weapons
Trollish Fortitude
 
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the Jester

Legend
Eye Tyrant said:
Hey thanks a lot! Some of those spells are indeed some that I don't yet have coversions for... I am looking for some of the "Name" spells from 2E. I have only seen one or two Snilloc spells in the 3E format, same with Lorloviem and Gemidan spells. Also, I haven't seen Throbbing Bones (though I believe I found Bone Blight).

I'd like to see that bone blight- where's it at? Or could you post it?

Fist of Stone
Metamorphose Liquids
Brainkill

See my post above for these spells.
Wall of Fog
Continual Light

Wall of Fog is now Obscuring Mist; Continual Light is now Continual Flame. Not precisely the same, but I think the idea was that Continual Light was extremely good. You could make a higher level Continual Daylight or something....

Vocalize
Extension (all)
Dilation (all)
Augmentation (all)

These aren't spells anymore, now you use metamagic to simulate them.


Now Shrink Item.

Empathic Wound Transfer

There won't be any more arcane healing spells, according to the designers... but then again, that was a couple of years ago and hardly any of them still work for wotc...

This is in the PH, dude! LOL...

Trollish Fortitude

I think this may fall under the arcane healing clause, what with the regeneration and all.

Hope that helps!
 

Eye Tyrant

First Post
Yeah, my bad on that Eyebite, found it last night... As for the other info, thank you very much Jester. I was wrong about that Bone Blight, I don't see it anywhere.

Again thanks a lot!
 

the Jester

Legend
Eye Tyrant said:
Yeah, my bad on that Eyebite, found it last night... As for the other info, thank you very much Jester. I was wrong about that Bone Blight, I don't see it anywhere.

Again thanks a lot!

No problem!

Shame about bone blight, I love that one. I'll have to get around to converting it eventually.
 


the Jester

Legend
Let me just add a few to this list, that I just converted for an adventure I'm gonna be running for the next couple of months:

AGE DRAGON (Transmutation)
Level: Time 7
Components: V, S, DF
Casting Time: 1 hour
Range: Close (25’ + 5’/2 levels)
Target: One true dragon
Duration: 10 minutes/level
Saving Throw: Will negates
Spell Resistance: Yes

This spell causes a true dragon (one which progresses through various age categories) to physically age one category per eight levels. This aging takes effect immediately, but it does not change the dragon’s intelligence, wisdom or charisma. Other than that, however, it is just as if the dragon had aged naturally; it gains skill points, feats, special abilities, increased hit dice and breath weapon damage, etc. This spell will affect dragons with the Drake template on them. It has no affect on other creatures.

This spell does not stack with itself. It is, however, subject to permanency.

AGE OBJECT (Transmutation)
Level: Time 5
Components: V, S, M, DF
Casting Time: 1 action
Range: Close (25’ + 5’/2 levels)
Target: One nonmagical object, up to one cubic foot per level
Duration: Permanent
Saving Throw: Fort negates (object)
Spell Resistance: Yes (object)

With this spell, you can cause an amount of nonliving nonmagical matter to age 20 years per level. The effects of this vary with the material, but are summarized as follows:

Wood, iron- every 20 years decreases its hardness by 1

Paper, rope- becomes brittle after 100 years; must make a Fort save, DC 15, or crumble when handled; every additional 100 years increases the DC by 2

Stone, normal metal (not mithral, adamantite, etc) - loses 1 point of hardness per 100 years; at hardness 0 it crumbles

Special metals, gems- No effect

You can control the extent of the aging up to your upper limit.

Material components: A flask of seawater and a piece of coal.
 

the Jester

Legend
CHARIOT OF SUSTARRE

Here's one I just converted for one of the high-level characters in my campaign.... (go Lester!)



CHARIOT OF SUSTARRE

Conjuration
(Summoning) [Fire]

Level: Drd 8, Elem (Fire) 8
Components: V, S, M
Casting Time: 1 round
Range: Close (25’+5’/2 levels)
Effect: Flaming chariot
Duration: 1 hour/level
Saving Throw: None (see text)
Spell Resistance: Yes (see text)

When this spell is cast, it brings forth a large, flaming chariot pulled by two fiery horses from the elemental plane of Fire. These appear in a clap of thunder amid a cloud of smoke. The vehicle moves at a speed of 60 feet on the ground, 150 feet flying, (average maneuverability) and can carry you and up to seven other creatures of man-size or less. You must touch the passengers as you cast the spell in order to designate them and protect them from the chariot’s flames. Creatures other than you and your designated passengers sustain 2d6 points of fire damage each round if they come within 5 feet of the horses or chariot. Such creatures are entitled to check spell resistance against the chariot, but only once.

You control the chariot by verbal command, causing the flaming steeds to stop or go, walk, trot, run or fly, and turn left or right as he desires. The flaming creatures that pull it are essentially Large fire elementals with fast healing 2. They understand Common, but they speak Ignan. Note that the chariot of Sustarre is a physical manifestation and can sustain damage. The vehicle is struck only by magical weapons (DR 10/magic) or by water (one quart of which inflicts 1 point of damage). The chariot itself is AC 18, and can sustain 100 hp before being destroyed. Naturally, fire has no effect upon either the vehicle or its steeds, and all passengers are utterly protected against fire as well. Other spells, such as a successful Dispel magic or Dismissal, will force the chariot back to its home plane, without its passengers.

At any time, as long as you can see the chariot, you may speak a command word to detonate it in a 20’ burst that inflicts 10d6 points of fire damage (Reflex half).

Material Components: a small piece of wood, two holly berries, and a fire source at least equal to a torch.
 
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