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HW conversions, especially spells

Herzog

Adventurer
second list. Note that, as with the OD&D druid summoning spells, summoning spells for druids remain working, reasoning that they worked to begin with because the animals in question are more 'called' by the druid and responding in recognition of the Druid being in tune with nature.
Edit: did the same with ranger summoning spell.
Edit2: Did some reading on the summon animal spells, and I have to come back on my earlier saying on druid summoning spells. They also 'summon' creatures, just not from another plane, but since this is the equivalent of teleportation, they have to go. I also think that this is fair, balance wise.
1ST-LEVEL BARD SPELLS
Working:

Alarm: Wards an area for 2 hours/level.
Animate Rope: Makes a rope move at your command.
Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
Comprehend Languages: You understand all spoken and written languages.
Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
Detect Secret Doors: Reveals hidden doors within 60 ft.
Disguise Self: Changes your appearance.
Erase: Mundane or magical writing vanishes.
Expeditious Retreat: Your speed increases by 30 ft.
Feather Fall: Objects or creatures fall slowly.
Grease: Makes 10-ft. square or one object slippery.
Hypnotism: Fascinates 2d4 HD of creatures.
Identify M: Determines properties of magic item.
Lesser Confusion: One creature is confused for 1 round.
Magic Mouth M: Speaks once when triggered.
Nystul’s Magic Aura: Alters object’s magic aura.
Obscure Object: Masks object against scrying.
Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.
Silent Image: Creates minor illusion of your design.
Sleep: Puts 4 HD of creatures into magical slumber.
Tasha’s Hideous Laughter: Subject loses actions for 1 round/level.
Undetectable Alignment: Conceals alignment for 24 hours.

Not Working:
Charm Person: Makes one person your friend.
Summon Monster I: Calls extraplanar creature to fight for you.
Unseen Servant: Invisible force obeys your commands.
Ventriloquism: Throws voice for 1 min./level.

1ST-LEVEL CLERIC SPELLS
Working:
Bane: Enemies take –1 on attack rolls and saves against fear.
Bless: Allies gain +1 on attack rolls and saves against fear.
Bless Water M: Makes holy water.
Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
Comprehend Languages: You understand all spoken and written languages.
Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
Curse Water M: Makes unholy water.
Deathwatch: Reveals how near death subjects within 30 ft. are.
Detect Chaos/Evil/Good/Law: Reveals creatures, spells, or objects of selected alignment.
Detect Undead: Reveals undead within 60 ft.
Divine Favor: You gain +1 per three levels on attack and damage rolls.
Doom: One subject takes –2 on attack rolls, damage rolls, saves, and checks.
Endure Elements: Exist comfortably in hot or cold environments.
Entropic Shield: Ranged attacks against you have 20% miss chance.
Hide from Undead: Undead can’t perceive one subject/level.
Inflict Light Wounds: Touch deals 1d8 damage +1/level (max +5).
Magic Stone: Three stones gain +1 on attack, deal 1d6 +1 damage.
Magic Weapon: Weapon gains +1 bonus.
Obscuring Mist: Fog surrounds you.
Protection from Chaos/Evil/Good/Law: +2 to AC and saves,
counter mind control, hedge out elementals and outsiders.
Remove Fear: Suppresses fear or gives +4 on saves against fear for
one subject + one per four levels.
Sanctuary: Opponents can’t attack you, and you can’t attack.
Shield of Faith: Aura grants +2 or higher deflection bonus.

Not Working:
Command: One subject obeys selected command for 1 round.
Summon Monster I: Calls extraplanar creature to fight for you.

1ST-LEVEL DRUID SPELLS
Working:
Calm Animals: Calms (2d4 + level) HD of animals.
Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
Detect Animals or Plants: Detects kinds of animals or plants.
Detect Snares and Pits: Reveals natural or primitive traps.
Endure Elements: Exist comfortably in hot or cold environments.
Entangle: Plants entangle everyone in 40-ft.-radius.
Faerie Fire: Outlines subjects with light, canceling blur, concealment, and the like.
Goodberry: 2d4 berries each cure 1 hp (max 8 hp/24 hours).
Jump: Subject gets bonus on Jump checks.
Longstrider: Your speed increases by 10 ft.
Magic Fang: One natural weapon of subject creature gets +1 on attack and damage rolls.
Magic Stone: Three stones gain +1 on attack rolls, deal 1d6+1 damage.
Obscuring Mist: Fog surrounds you.
Pass without Trace: One subject/level leaves no tracks.
Produce Flame: 1d6 damage +1/level, touch or thrown.
Shillelagh: Cudgel or quarterstaff becomes +1 weapon (1d10 damage) for 1 min./level.
Speak with Animals: You can communicate with animals.

Not Working:
Charm Animal: Makes one animal your friend.
Hide from Animals: Animals can’t perceive one subject/level.
Summon Nature’s Ally I: Calls creature to fight.

1ST-LEVEL RANGER SPELLS
Working:
Alarm: Wards an area for 2 hours/level.
Animal Messenger: Sends a Tiny animal to a specific place.
Calm Animals: Calms (2d4 + level) HD of animals.
Delay Poison: Stops poison from harming subject for 1 hour/level.
Detect Animals or Plants: Detects kinds of animals or plants.
Detect Poison: Detects poison in one creature or object.
Detect Snares and Pits: Reveals natural or primitive traps.
Endure Elements: Exist comfortably in hot or cold environments.
Entangle: Plants entangle everyone in 40-ft.-radius circle.
Jump: Subject gets bonus on Jump checks.
Longstrider: Increases your speed.
Magic Fang: One natural weapon of subject creature gets +1 on attack and damage rolls.
Pass without Trace: One subject/level leaves no tracks.
Read Magic: Read scrolls and spellbooks.
Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.
Speak with Animals: You can communicate with animals.

Not working:
Charm Animal: Makes one animal your friend.
Hide from Animals: Animals can’t perceive one subject/level.
Summon Nature’s Ally I: Calls animal to fight for you.

1ST-LEVEL PALADIN SPELLS
Working:
Bless: Allies gain +1 on attack rolls and +1 on saves against fear.
Bless Water: Makes holy water.
Bless Weapon: Weapon strikes true against evil foes.
Create Water: Creates 2 gallons/level of pure water.
Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
Detect Poison: Detects poison in one creature or small object.
Detect Undead: Reveals undead within 60 ft.
Divine Favor: You gain +1 per three levels on attack and damage rolls.
Endure Elements: Exist comfortably in hot or cold environments.
Magic Weapon: Weapon gains +1 bonus.
Protection from Chaos/Evil: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
Read Magic: Read scrolls and spellbooks.
Resistance: Subject gains +1 on saving throws
Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.
Virtue: Subject gains 1 temporary hp.

Not working:

1ST-LEVEL SORCERER/WIZARD SPELLS
Working:
Alarm: Wards an area for 2 hours/level.
Endure Elements: Exist comfortably in hot or cold environments.
Hold Portal: Holds door shut.
Protection from Chaos/Evil/Good/Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
Shield: Invisible disc gives +4 to AC, blocks magic missiles.
Grease: Makes 10-ft. square or one object slippery.
Mage Armor: Gives subject +4 armor bonus.
Mount: Summons riding horse for 2 hours/level.
Obscuring Mist: Fog surrounds you.
Comprehend Languages: You understand all spoken and written languages.
Detect Secret Doors: Reveals hidden doors within 60 ft.
Detect Undead: Reveals undead within 60 ft.
Identify M: Determines properties of magic item.
True Strike: +20 on your next attack roll.
Hypnotism: Fascinates 2d4 HD of creatures.
Sleep: Puts 4 HD of creatures into magical slumber.
Burning Hands: 1d4/level fire damage (max 5d4).
Magic Missile: 1d4+1 damage; +1 missile per two levels above 1st (max 5).
Shocking Grasp: Touch delivers 1d6/level electricity damage (max 5d6).
Color Spray: Knocks unconscious, blinds, and/or stuns 1d6 weak creatures.
Disguise Self: Changes your appearance.
Nystul’s Magic Aura: Alters object’s magic aura.
Silent Image: Creates minor illusion of your design.
Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
Chill Touch: One touch/level deals 1d6 damage and possibly 1 Str damage.
Ray of Enfeeblement: Ray deals 1d6 +1 per two levels Str damage.
Animate Rope: Makes a rope move at your command.
Enlarge Person: Humanoid creature doubles in size.
Erase: Mundane or magical writing vanishes.
Expeditious Retreat: Your speed increases by 30 ft.
Feather Fall: Objects or creatures fall slowly.
Jump: Subject gets bonus on Jump checks.
Magic Weapon: Weapon gains +1 bonus.
Reduce Person: Humanoid creature halves in size.

Not working:
Charm Person: Makes one person your friend.
Summon Monster I: Calls extraplanar creature to fight for you.
Unseen Servant: Invisible force obeys your commands.
Tenser’s Floating Disk: Creates 3-ft.-diameter horizontal disk that holds 100 lb./level.
Ventriloquism: Throws voice for 1 min./level.
 
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Herzog

Adventurer
2ND-LEVEL BARD SPELLS
Working:
Alter Self: Assume form of a similar creature.
Animal Trance: Fascinates 2d6 HD of animals.
Blindness/Deafness: Makes subject blind or deaf.
Blur: Attacks miss subject 20% of the time.
Calm Emotions: Calms creatures, negating emotion effects.
Cat’s Grace: Subject gains +4 to Dex for 1 min./level.
Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).
Darkness: 20-ft. radius of supernatural shadow.
Daze Monster: Living creature of 6 HD or less loses next action.
Delay Poison: Stops poison from harming subject for 1 hour/ level.
Eagle’s Splendor: Subject gains +4 to Cha for 1 min./level.
Fox’s Cunning: Subject gains +4 to Int for 1 min./level.
Glitterdust: Blinds creatures, outlines invisible creatures.
Heroism: Gives +2 on attack rolls, saves, skill checks.
Locate Object: Senses direction toward object (specific or type).
Minor Image: As silent image, plus some sound.
Mirror Image: Creates decoy duplicates of you (1d4 +1 per three levels, max 8).
Misdirection: Misleads divinations for one creature or object.
Pyrotechnics: Turns fire into blinding light or choking smoke.
Rage: Gives +2 to Str and Con, +1 on Will saves, –2 to AC.
Scare: Panics creatures of less than 6 HD.
Shatter: Sonic vibration damages objects or crystalline creatures.
Silence: Negates sound in 15-ft. radius.
Sound Burst: Deals 1d8 sonic damage to subjects; may stun them.
Tongues: Speak any language.
Whispering Wind: Sends a short message 1 mile/level.

Not Working:
Animal Messenger: Sends a Tiny animal to a specific place.
Detect Thoughts: Allows “listening” to surface thoughts.
Enthrall: Captivates all within 100 ft. + 10 ft./level.
Hold Person: Paralyzes one humanoid for 1 round/level.
Hypnotic Pattern: Fascinates (2d4 + level) HD of creatures.
Invisibility: Subject is invisible for 1 min./level or until it attacks.
Suggestion: Compels subject to follow stated course of action.
Summon Monster II: Calls extraplanar creature to fight for you.
Summon Swarm: Summons swarm of bats, rats, or spiders.

2ND-LEVEL CLERIC SPELLS
Working:
Aid: +1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10).
Align Weapon: Weapon becomes good, evil, lawful, or chaotic.
Augury M F: Learns whether an action will be good or bad.
Bear’s Endurance: Subject gains +4 to Con for 1 min./level.
Bull’s Strength: Subject gains +4 to Str for 1 min./level.
Calm Emotions: Calms creatures, negating emotion effects.
Consecrate M: Fills area with positive energy, making undead weaker.
Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).
Darkness: 20-ft. radius of supernatural shadow.
Death Knell: Kills dying creature; you gain 1d8 temporary hp, +2 to Str, and +1 level.
Delay Poison: Stops poison from harming subject for 1 hour/level.
Desecrate M: Fills area with negative energy, making undead stronger.
Eagle’s Splendor: Subject gains +4 to Cha for 1 min./level.
Find Traps: Notice traps as a rogue does.
Gentle Repose: Preserves one corpse.
Inflict Moderate Wounds: Touch attack, 2d8 damage +1/level (max +10).
Make Whole: Repairs an object.
Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level.
Remove Paralysis: Frees one or more creatures from paralysis or slow effect.
Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.
Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.
Shatter: Sonic vibration damages objects or crystalline creatures.
Shield Other F: You take half of subject’s damage.
Silence: Negates sound in 15-ft. radius.
Sound Burst: Deals 1d8 sonic damage to subjects; may stun them.
Spiritual Weapon: Magic weapon attacks on its own.
Status: Monitors condition, position of allies.
Undetectable Alignment: Conceals alignment for 24 hours.
Zone of Truth: Subjects within range cannot lie.

Not working:
Enthrall: Captivates all within 100 ft. + 10 ft./level.
Hold Person: Paralyzes one humanoid for 1 round/level.
Summon Monster II: Calls extraplanar creature to fight for you.

2ND-LEVEL DRUID SPELLS
Working:
Animal Messenger: Sends a Tiny animal to a specific place.
Animal Trance: Fascinates 2d6 HD of animals.
Barkskin: Grants +2 (or higher) enhancement to natural armor.
Bear’s Endurance: Subject gains +4 to Con for 1 min./level.
Bull’s Strength: Subject gains +4 to Str for 1 min./level.
Cat’s Grace: Subject gains +4 to Dex for 1 min./level.
Chill Metal: Cold metal damages those who touch it.
Delay Poison: Stops poison from harming subject for 1 hour/level.
Fire Trap M: Opened object deals 1d4 +1/level damage.
Flame Blade: Touch attack deals 1d8 +1/two levels damage.
Flaming Sphere: Creates rolling ball of fire, 2d6 damage, lasts 1 round/level.
Fog Cloud: Fog obscures vision.
Gust of Wind: Blows away or knocks down smaller creatures.
Heat Metal: Make metal so hot it damages those who touch it.
Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level.
Reduce Animal: Shrinks one willing animal.
Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.
Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.
Soften Earth and Stone: Turns stone to clay or dirt to sand or mud.
Spider Climb: Grants ability to walk on walls and ceilings.
Summon Nature’s Ally II: Calls creature to fight.
Summon Swarm: Summons swarm of bats, rats, or spiders.
Tree Shape: You look exactly like a tree for 1 hour/level.
Warp Wood: Bends wood (shaft, handle, door, plank).
Wood Shape: Rearranges wooden objects to suit you.

Not working:
Hold Animal: Paralyzes one animal for 1 round/level.

2ND-LEVEL PALADIN SPELLS
Working:
Bull’s Strength: Subject gains +4 to Str for 1 min./level.
Delay Poison: Stops poison from harming subject for 1 hour/level.
Eagle’s Splendor: Subject gains +4 to Cha for 1 min./level.
Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level.
Remove Paralysis: Frees one or more creatures from paralysis or slow effect.
Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.
Shield Other F: You take half of subject’s damage.
Undetectable Alignment: Conceals alignment for 24 hours.
Zone of Truth: Subjects within range cannot lie.

Not Working:

2ND-LEVEL RANGER SPELLS
Working:
Barkskin: Grants +2 (or higher) enhancement to natural armor.
Bear’s Endurance: Subject gains +4 to Con for 1 min./level.
Cat’s Grace: Subject gains +4 to Dex for 1 min./level.
Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
Hold Animal: Paralyzes one animal for 1 round/level.
Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level.
Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
Snare: Creates a magic booby trap.
Speak with Plants: You can talk to normal plants and plant creatures.
Spike Growth: Creatures in area take 1d4 damage, may be slowed.
Summon Nature’s Ally II: Calls animal to fight for you.
Wind Wall: Deflects arrows, smaller creatures, and gases.

Not working:

2ND-LEVEL SORCERER/WIZARD SPELLS
Working:
Arcane Lock M: Magically locks a portal or chest.
Obscure Object: Masks object against scrying.
Protection from Arrows: Subject immune to most ranged attacks.
Resist Energy: Ignores first 10 (or more) points of damage/attack from specified energy type.
Fog Cloud: Fog obscures vision.
Glitterdust: Blinds creatures, outlines invisible creatures.
Melf’s Acid Arrow: Ranged touch attack; 2d4 damage for 1 round +1 round/three levels.
Web: Fills 20-ft.-radius spread with sticky spiderwebs.
Locate Object: Senses direction toward object (specific or type).
Daze Monster: Living creature of 6 HD or less loses next action.
Tasha’s Hideous Laughter: Subject loses actions for 1 round/level.
Touch of Idiocy: Subject takes 1d6 points of Int, Wis, and Cha damage.
Continual Flame M: Makes a permanent, heatless torch.
Darkness: 20-ft. radius of supernatural shadow.
Flaming Sphere: Creates rolling ball of fire, 2d6 damage, lasts 1 round/level.
Gust of Wind: Blows away or knocks down smaller creatures.
Scorching Ray: Ranged touch attack deals 4d6 fire damage, +1 ray/four levels (max 3).
Shatter: Sonic vibration damages objects or crystalline creatures.
Blur: Attacks miss subject 20% of the time.
Leomund’s Trap M: Makes item seem trapped.
Magic Mouth M: Speaks once when triggered.
Minor Image: As silent image, plus some sound.
Mirror Image: Creates decoy duplicates of you (1d4 +1 per three levels, max 8).
Misdirection: Misleads divinations for one creature or object.
Blindness/Deafness: Makes subject blinded or deafened.
Command Undead: Undead creature obeys your commands.
False Life: Gain 1d10 temporary hp +1/level (max +10).
Ghoul Touch: Paralyzes one subject, which exudes stench that makes those nearby sickened.
Scare: Panics creatures of less than 6 HD.
Spectral Hand: Creates disembodied glowing hand to deliver touch attacks.
Alter Self: Assume form of a similar creature.
Bear’s Endurance: Subject gains +4 to Con for 1 min./level.
Bull’s Strength: Subject gains +4 to Str for 1 min./level.
Cat’s Grace: Subject gains +4 to Dex for 1 min./level.
Darkvision: See 60 ft. in total darkness.
Eagle’s Splendor: Subject gains +4 to Cha for 1 min./level.
Fox’s Cunning: Subject gains +4 Int for 1 min./level.
Knock: Opens locked or magically sealed door.
Levitate: Subject moves up and down at your direction.
Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level.
Pyrotechnics: Turns fire into blinding light or choking smoke.
Spider Climb: Grants ability to walk on walls and ceilings.
Whispering Wind: Sends a short message 1 mile/level.

Not Working:
Summon Monster II: Calls extraplanar creature to fight for you.
Summon Swarm: Summons swarm of bats, rats, or spiders.
Detect Thoughts: Allows “listening” to surface thoughts.
See Invisibility: Reveals invisible creatures or objects.
Hypnotic Pattern: Fascinates (2d4 + level) HD of creatures.
Invisibility: Subject is invisible for 1 min./level or until it attacks.
Rope Trick: As many as eight creatures hide in extradimensional space.
 

Herzog

Adventurer
Doh!

I just realized I missed a very important keyword in your post, BOZ:
Descriptor

I'll be going over my lists again using your pointers, so expect updates of the old lists.

Also, once I have finished with the working/not working, I will start to split the working list in a known in HW/unknown list.

And, once again, any comment is welcome.

Herzog
 

BOZ

Creature Cataloguer
yes, the word descriptor was very important. ;) note that "Mind-Affecting spells" covers a very long list!
 

the Jester

Legend
Herzog said:
Read the (OD&D) Hollow World Source books.
I didn't think them up, I just like to convert it to 3.5

I don't have them, unfortunately. :(

I skimmed the earlier part of the thread again, and I didn't see anything that would bar these... unless they're Mind-Affecting? (I don't think they are, but idhmbifom...)

Oh, or is it just that they're on the list in the sourcebooks..?
 

BOZ

Creature Cataloguer
the Jester said:
Why get rid of things like ventriloquism and ghost sound?

neither are mind-affecting. both are Illusion (Figment) spells, which does not sound like something exluded from the spell lists give what i've seen so far.
 

Herzog

Adventurer
Ok, here's the situation:

I tried to check each spell in the 3.5 book against the 'descriptor' rules, while back-referencing the original list in the HW sourcebooks.

I got frustrated pretty fast.

The main problem, I realised after a short while, is that the original list doesn't make much sense. If you look in my posted lists, you see that spells like Floating Disk and Ventriloquism don't work, although I can't think up a single reason why.
Also, a spell like Confusion, Feeblemind and Power Word (although unknown) works normally.

Invisibility-related spells don't work, (both Inv. + detection) but there is no reason why.

And, to top the list, the 'Death Spell' is both listed in the 'Not working' and 'Unknown' spell list.....

So, since the original list doesn't provide much to hold on to, I have to fall back on the general guidelines:

Spells of Holding: Hold Person is Enchantment(Compulsion)[Mind-Affecting].
I thought about making all mind-affecting compulsions not working, but this also would exclude bless and simmilar spells. I checked some of those, and they appear to have the (harmless) description in either saving throw or spell resistance entry.
So, rule 1: All Enchantment(Compulsion)[Mind-Affecting], NOT harmless spells do not function in the Hollow World.

Spells of Charming and Commanding: Charm Person is Enchantment(Charm)[Mind-Affecting].
Although this would disable some spells that used to work (like confusion), in the interest of a 'logical' spell list, I will make rule 2:
Rule 2: All Enchantment(Charm)[Mind-Affecting] spells do not funciton in the Hollow World.
Most of the Commanding spells are Enchantment(Compulsion)[Mind-Affecting], so they fall under rule 1.
However, command undead, plants, etc. have no such descriptor, so, I have to add those somehow to the list.
Rule 3: All spells that somehow take control over a creature (typically having the word 'control' or 'command' in the spell name or description) do not function in the Hollow World.

Spells of Divination and Communication: This spell includes (in OD&D) know alignment, but NOT Detect Evil. A quick reminder: OD&D only recognized Law/Chaos as alignment axis.
It typically includes spells that require mindreading or cross-planar communication (contact with immortals...)
Trying not to exluce all divination spells, the rule becomes:
Rule 4: All Divination spells Requiring communication with a being on another plane do not function in the Hollow World.
This requires a bit of DM's discretion. If the material component require 'an offering apropriate to your religion', assume a diety or immortal is involved. Throwing stones or bones does not require communication. (Compare 'Divination' and 'Augury')
Rule 5: All Divination[Mind-Affecting] spells do not function in the Hollow World. Note: I only found one(Detect Thoughts).

This still does not exclude a spell like 'speak with the dead', but the description of that spell states that you are semi-animating the corpse, not contacting the soul of the corpse, so I'll let that one function.

Spells of Immortality: This should include all spells that bring you back from the dead. I could use the 'Healing' subdomain as an indication, but that would exlude a lot of other spells that I think you want to keep.
I have therefore come to the following rule:
Rule 6: All spells that function by inserting a 'soul' into a body do not function in the Hollow World. Note that this would include 'Magic Jar' in a rather unpleasant way: you can leave your body to posses the 'jar', but cannot return to your body.( A slight alteration from the original rules, but logical nonetheless I think.)

Spells of Instantaneous Transportation: This includes both spells that require planar travel as the instant teleportation of persons and objects.
Most spells are quite clear on the subject, but I haven't checked them all. If you find an inconsistency, please tell me:
Rule 7: All spells that have the (Teleport) descriptor and all spells that function through planar travel (including to the ethereal plane) do not function in the Hollow World.

Spells of Summoning: This includes (in the OD&D system) all spells that summon or create creatures.
As most 'creation' spells would allready fail under rule 6 (requiring a 'soul' to enter the new body) they are already covered. As far as I can tell all summoning spells have the 'Summoning' descriptor, so:
Rule 8: All spells that have the (Summoning) descriptor do not function in the Hollow World.
Note that 'Unseen servant' has replaced 'Invisible stalker', and is now a 'mindless, shapeless form' instead of an actual summoned being. It therefore functions in the 3e HW, where its OD&D counterpart did not.

I will be going over the complete spell list somewhere in the coming week, to see what spells seem to slip through my rules, but if it's just one or two I think I leave it at this. (Note: I'm not sure what to do with Invisibility spells yet.)


<Note: I will edit this post later with additions if I should find some. feel free to comment in the meantime>

Herzog
 
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