Zardnaar
Legend
Some 2E spells Im working on adapting.
Amaunaters Uncertainty
Original spell messed with initiative. I've converted it as a single target concentration free slow effect.
Advanced Sunshine
4th level spell but basically creates light, continual light or a fireball your choice.
Illumination
Kind of a timestop effect. You could only ask questions, heal or cast lesser restoration, free action effects that ends the spell.
Sunscepter. Creates a +3 mace that is good vs constructs and outsiders. Big mind control effect though 200-500 HD, no save except 12+ HD or 15+ intelligence. Basically you can boss them around. I've split the effects (pick 1) and based them off spiritual weapon and a short duration mass suggestion.
More or less happy with the 1sttwo not sure about Illumination/Sunscepter. A little bit of power creep is fine (level6 spiritual weapon and Mordenkainen's sword are a bit meh for example). But they might be better off as daylight on steroids type effects. Sun Scepter may be better off as glowing radiant mace in face.
Amaunator
Amaunators Uncertainty (2nd level Enchantment)
Casting Time 1 Action
Range60'
Target: An opponent you can see within range
ComponentsV,M
Duration Up to 1 minute.
Asslow except as noted.
CastingTime 1 Action
Range120'
Target:A point you choose within range
Components V,M
Duration: Special
This spell has several uses. It can
Daylight(transmutation). As the daylight spell except it creates a sphere of light 120' and dispels any darkness spell of 4thlevel or lower.
Fireball(evocation).You can cast a fireball spell
Illumination(transmutation). You create a radiant torch. It functions as a continual flame spell butdoubles the light. This effect lasts until dispelled.
CastingTime 1 Action
RangeSelf
Target:Self
ComponentsV,M
Duration: Concentration up to 1 minute.
This spell alters the flow of time around you. Opponents have disadvantage against you on all attack rolls and you gain resistance to all type of damage except cold and psychic damage damage. You gain an additional action on each of your turns. This action can only be used for one of the following effects.
Commune. A servant of your deity is contacted. You may ask a simple yes or no question or a simple question of up to 5 words. The answer is accurate but may include “ I dont know” or similar response.
Cast a spell. You may cast a spell off the cleric spell list up to 4thlevel. This ends the illumination effect.
Heal. As a bonus action you may heal a target within 60' of 2d8+ your spellcasting modifier.
The material component is a vial of holy water and a holy symbol (not consumed).
CastingTime 1 bonus action
RangeSpecial
Target:See text
ComponentsV, M
Duration:10 minutes
Sunscepter temporary enchants a solid gold mace or scepter into a magical weapon reflecting your deities splendor. Pick one of the following effects.
Radiant Weapon(evocation) Your weapon is infused with the power of the sun. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of you. On a hit, the target takes radiant damage equal to 3d8 + your spellcasting ability modifier. You may also wield the weapon as a normal weapon.
Asa bonus action on your turn, you make a melee spell attack against a creature within 5 feet of you. On a hit, the target takes radiant damage equal to 3d8 + your spellcasting ability modifier.
Constructs and outsiders are vulnerable to the scepters damage. On a critical hit however the scepter is completely destroyed in the process.
Sovereign Right (concentration ,enchantment). You may cast mass suggestion. For the duration of the spell you have advantage on charisma checks.
The material component for this spell is a solid gold scepter or mace worth 2500gp. It is not consumed in the casting of this spells except as noted.
Amaunaters Uncertainty
Original spell messed with initiative. I've converted it as a single target concentration free slow effect.
Advanced Sunshine
4th level spell but basically creates light, continual light or a fireball your choice.
Illumination
Kind of a timestop effect. You could only ask questions, heal or cast lesser restoration, free action effects that ends the spell.
Sunscepter. Creates a +3 mace that is good vs constructs and outsiders. Big mind control effect though 200-500 HD, no save except 12+ HD or 15+ intelligence. Basically you can boss them around. I've split the effects (pick 1) and based them off spiritual weapon and a short duration mass suggestion.
More or less happy with the 1sttwo not sure about Illumination/Sunscepter. A little bit of power creep is fine (level6 spiritual weapon and Mordenkainen's sword are a bit meh for example). But they might be better off as daylight on steroids type effects. Sun Scepter may be better off as glowing radiant mace in face.
Amaunator
Amaunators Uncertainty (2nd level Enchantment)
Casting Time 1 Action
Range60'
Target: An opponent you can see within range
ComponentsV,M
Duration Up to 1 minute.
Asslow except as noted.
Advanced Sunshine 4th Level
CastingTime 1 Action
Range120'
Target:A point you choose within range
Components V,M
Duration: Special
This spell has several uses. It can
Daylight(transmutation). As the daylight spell except it creates a sphere of light 120' and dispels any darkness spell of 4thlevel or lower.
Fireball(evocation).You can cast a fireball spell
Illumination(transmutation). You create a radiant torch. It functions as a continual flame spell butdoubles the light. This effect lasts until dispelled.
Ilumination(5th leveltransmutation)
CastingTime 1 Action
RangeSelf
Target:Self
ComponentsV,M
Duration: Concentration up to 1 minute.
This spell alters the flow of time around you. Opponents have disadvantage against you on all attack rolls and you gain resistance to all type of damage except cold and psychic damage damage. You gain an additional action on each of your turns. This action can only be used for one of the following effects.
Commune. A servant of your deity is contacted. You may ask a simple yes or no question or a simple question of up to 5 words. The answer is accurate but may include “ I dont know” or similar response.
Cast a spell. You may cast a spell off the cleric spell list up to 4thlevel. This ends the illumination effect.
Heal. As a bonus action you may heal a target within 60' of 2d8+ your spellcasting modifier.
The material component is a vial of holy water and a holy symbol (not consumed).
Sun Scepter (6th level)
CastingTime 1 bonus action
RangeSpecial
Target:See text
ComponentsV, M
Duration:10 minutes
Sunscepter temporary enchants a solid gold mace or scepter into a magical weapon reflecting your deities splendor. Pick one of the following effects.
Radiant Weapon(evocation) Your weapon is infused with the power of the sun. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of you. On a hit, the target takes radiant damage equal to 3d8 + your spellcasting ability modifier. You may also wield the weapon as a normal weapon.
Asa bonus action on your turn, you make a melee spell attack against a creature within 5 feet of you. On a hit, the target takes radiant damage equal to 3d8 + your spellcasting ability modifier.
Constructs and outsiders are vulnerable to the scepters damage. On a critical hit however the scepter is completely destroyed in the process.
Sovereign Right (concentration ,enchantment). You may cast mass suggestion. For the duration of the spell you have advantage on charisma checks.
The material component for this spell is a solid gold scepter or mace worth 2500gp. It is not consumed in the casting of this spells except as noted.