Converting original D&D and Mystara monsters

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Well, the 2nd and 3rd versions don't have transmute dust to water (though they do have fire to ice). So we could leave it off entirely. I do agree that control water makes sense thematically. Also, are we giving them both wall of ice and ice storm?
 

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I'm alright with ice storm either way, either keeping or dropping it. If we do drop it, we might want to give it some other offensive spell-like ability.
 


Added to Homebrews.

OK, to summarize the SLAs:

"Ice web" - probably should make a unique SLA/Su ability

"Ice storm/wall" 3/day - ice storm and/or wall of ice; technically both spells work as normal underwater, as well as freyar's recommendation of cone of cold

transmute dust to water - control water and/or convert the orginal spell

"fire to ice" 3/day - probably a unique SLA/Su ability

Here's the original...

Transmute Water to Dust
(Alteration) Reversible
Range: 60 yds.
Components: V, S, M
Duration: Permanent
Casting Time: 5
Area of Effect: 10-ft. cube/level
Saving Throw: None (special)

When this spell is cast, the subject area instantly undergoes a change from liquid to powdery dust. Note that if the water is already muddy, the area of effect is doubled, while if wet mud is being transmuted, the area of effect is quadrupled. If water remains in contact with the transmuted dust, the former quickly soaks the latter, turning the dust into silty mud (if a sufficient quantity of water exists to do so), otherwise soaking or dampening the dust accordingly.

Only liquid actually in the area of effect at the moment of spellcasting is affected. Liquids that are only partially water are affected only insofar as the actual water content is concerned; however, potions containing water are rendered useless. Living creatures are unaffected, except for those native to the Elemental Plane of Water. Such creatures receive saving throws vs. spell. Failure inflicts 1d6 points of damage per caster level upon the subject, while success means the creature receives half damage. Only one such creature can be affected by any single casting of this spell, regardless of the creature's size or the size of the spell's area of effect.

The reverse of the spell is simply a very high-powered create water spell that requires a pinch of normal dust as an additional material component.

For either usage of the spell, other components required are diamond dust of at least 500 gp value and a bit of seashell.
 

These rarely leave elemental water, so does dust to water even make much sense for them?
 


Does this work, then?

Spell-Like Abilities: 3/day—control water, detect magic, dispel magic, ice storm, wall of ice. Caster level 9th. The save DCs are Charisma-based.

There's an ice web spell in Frostburn...

Ice Web
Conjuration (Creation)[Cold]
Level: Sor/Wiz 4
Components: V, S, Coldfire
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Webs of coldfire in a 20-ft. radius spread
Duration: 10 min./level (D)
Saving Throw: Reflex negates; see text
Spell Resistance: No

Ice web creates a many-layered mass of strong, frigid strands of pure coldfire. These masses must be anchored to two or more solid and diametrically opposed points--floor and ceiling, opposite walls, or the like--or else the ice web collapses upon itself and disappears. Creatures caught within the ice web become entangled in the strands. Attacking a creature in an ice web won't cause you to become entangled.

Any creature moving into or through the spell's area takes 1d6 points of frostburn damage per round.

In addition, anyone in the affect's area when the spell is cast must make a Reflex save. If this save succeeds, the creature is entangled, but not prevented from moving, though moving is more difficult than normal (see below). If the save fails, the creature is entangled and can't move from its space, but can break loose by spending 1 round and making a DC 10 Strength check or a DC 25 Escape Artist check. Once loose (either by making the initial Reflex save or a later Strength check or Escape Artist check), a creature remains entangled, but may move through the ice web very slowly. Each round devoted to moving allows the creature to make a new Strength check or Escape Artist check. The creature moves 5 feet for each full 5 points by which the check result exceeds 10.

If you have at least 5 feet of ice web between you and an opponent, it provides cover. If you have at least 20 feet of ice web between you, it provides total cover.

The strands of an ice web are immune to damage from cold. Any fire--a torch, burning oil, a flaming sword, and so forth--can melt 5 square feet of coldfire strands in 1 round.

Ice web can be made permanent with a permanency spell. A permanent ice web that is damaged (but not destroyed) regrows in 10 minutes.

Creatures with the cold subtype may pass unimpeded and unharmed through an ice web.

Coldfire Component: Two ounces of coldfire.
 

Well, a few things I don't like about this spell for our Su ability: it needs an anchor and the complicated movement rules. Don't have time to write this up, though.
 

Regular web requires anchor points and has complicated movement rules as well. ;)

Perhaps pattern it after an ettercap's web instead?
 

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