D&D 3E/3.5 I need... College of Wizardry spell conversions!

Continual Wind

Transmutation [Air]
Level: Sor/Wiz 2, Drd 1, Wu Jen 1
Components: V, S, M
Range: Close (25 ft. + 5/level)
Area: Line (20 ft. x 60ft.)
Duration: Permanent
Saving Throw: None (Harmless)
Spell Resistance: No

The wind created by this spell blows at about 20 mph, enough to risk extinguishing unguarded candles or flutter a banner, loose papers, or hair, but otherwise without game effect. This wind is dispelled with a successful casting of dispel magic, a wind controlling spell of second level or higher (including another casting of this spell), or a natural breeze of more than 20 mph.
 
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Next on the list is One Question.

It seems to me that there has already been a 3.5 version of this spell - though it may have been a psionic power, an incantation, an invocation, or my imagination - Compelling Question sounds right to me for some reason. . .
 

Compelling Question is from the Complete Book of Eldritch Might. That's a Sor/Wiz 1 spell that "asks another creature a single question that can be answered with a singlw word."

Since my copy of College is.. you guessed it... still in a box after my latest move, I'll have to dig it out - again! - to see if that matches up. :)
 

One (Compelling) Question

Eridanis said:
Compelling Question is from the Complete Book of Eldritch Might. That's a Sor/Wiz 1 spell that "asks another creature a single question that can be answered with a singlw word."

Since my copy of College is.. you guessed it... still in a box after my latest move, I'll have to dig it out - again! - to see if that matches up. :)
Good call, Eridanis. Compelling Question, Sor/Wiz 1, Monte Cook's Book of Eldritch Might III: The Nexus, page 74:

Compelling Question
Enchantment (Compulsion) [Language-Dependant, Mind-Affecting]
Level: Wiz/Sor 1
Components: V,S
Casting Time: One action
Range: Close (25 ft + 5 ft/two levels)
Target: One creature
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes

This looks to me to be a good match, and given that Bruce and Monte grew up together, game together, and sometimes design together, I doubt you'll find a better match. This is the updated version of One Question, complete with a new name and corrected level.
 

I don't have College next to me -- it's been really quite a while since I've seen it, so please forgive my foggy memory -- but these 3.5e Expanded Psionic Powers look like updates to some of the spells, at least in so far as I recall them:


ESP Blocade -- (now known as Conceal Thoughts)
Telepathy [Mind-Affecting]
Level: Psion/wilder 1, psychic warrior 1
Display: Mental
Manifesting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One willing creature
Duration: 1 hour/level
Saving Throw: Will negates (harmless)
Power Resistance: Yes (harmless)
Power Points: 1

You protect the subject’s thoughts from analysis. While the duration lasts, the subject gains a +10 circumstance bonus on Bluff checks against those attempting to discern its true intentions with Sense Motive. It also gains a +4 bonus on its saving throw against any power or spell used to read its mind (such as read thoughts or mind probe).



Steadfast Perception -- (same name as power)
Clairsentience
Level: Psychic warrior 4
Display: Visual
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 min./level (D)
Power Points: 7

Your vision cannot be distracted or misled, granting you immunity to all figments and glamers (such as invisibility). Moreover, your Spot and Search checks receive a +6 enhancement bonus for the duration of this power. This power also grants you another saving throw against someone using false sensory input on you, but you must realize that that power has been used in order to know enough to manifest steadfast perception.


Adamant Grasp -- (perhaps the power known as Grip of Iron?)
Psychometabolism
Level: Psychic warrior 1
Display: Visual
Manifesting Time: 1 immediate action
Range: Personal
Target: You
Duration: 1 round/level
Power Points: 1

You can improve your chances in a grapple as an immediate action, gaining a +4 enhancement bonus on your grapple checks.

You can manifest this power with an instant thought, quickly enough to gain the benefit of the power in the current round. Manifesting this power is an immediate action. You can manifest this power when it isn’t your turn (if you are grappled).
Augment

For every 4 additional power points you spend, the enhancement bonus on your grapple checks increases by 2.


Hope this is somewhat helpful, -- N
 

I found my copy of College of Wizardry, so I'm ready to get to work on a few of these, as well!

Looking at slip, there is a subtle difference between it and grease: the former affects targets, while the latter affects an area. Worth writing up as a seperate spell.

As written, one question has more in common with greater compelling question, which is third level, rather than the basic first-level version. the greater version allows the target to reply in a sentence up to 25 words, while the first-level version only forces a one-word answer. (The 2e version allowed up to 15 words in the answer.) Otherwise, I think we're spot-on in using Monte's version rather than converting over the spell.

I'll do less kibbitzing and more converting in my next post! :)
 

Mnemonic Negation

Mnemonic Negation
Abjuration
Level: Sor/Wiz 5
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes

Inspired by Rary's mnemonic enhancer, this spell has the opposite effect. By means of the mnemonic negation, the caster can erase the memory of three currently memorized spell levels in the designated being. If no spells of the appropriate level remain (or ever resided) in the memory of the target, this spell has no effect.

See College of Wizardry, page 81, for further text.

Material Component: A piece of moss soaked in vinegar.

Notes: If this is "inspired" by mnemonic enhancer, should this be Wizard only? I'm thinking No.

Also, should the school be Enchantment {Mind-Affecting} rather than Abjuration?
 
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ESP Barricade

Thought Barricade
Abjuration
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: One standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature/three caster levels
Duration: 10 minutes/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
This spell bars the detect thoughts spell from functioning upon protected creatures. Thought barricade also provides a shield against creatures who possess natural abilities to detect the surface thoughts of sentient creatures.
The targets of the spell gain a +2 bonus to saving throws against charm spells.
Material Component: A bit of eggshell.
Source: College of Wizardry

Notes: Was named ESP Barricade; renamed to be in line with third edition spell names. Was Enchantment/Charm school. Compare to the first-level psion power Conceal Thoughts.
 
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Gaslungs

Gaslungs
Transmutation
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: One standard action
Range: Touch
Target: One creature/three caster levels
Duration: One hour/level
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)
The recipient of a gaslungs spell is able to breathe naturally fouled or poisonous air freely for the duration of the spell. It provides complete protection from air poisoned by spells of 4th level or less.
Breathable air must be present; the spell does not work in a vacuum. While the spell prevents suffocation, it does not negate corrosive or blistering effects (for example, those of green dragon breath).
Material Components: A small square of muslin, soaked in wine.
Source: College of Wizardry

Notes: Compare to Air Bubble from Advanced Player’s Manual (2nd level spell that allows underwater breathing & a +4 bonus on airbourne poison saves). Old school was Alteration. Original allowed caster to touch additional targets at the cost of dividing the duration by the number of creatures touched; I’ve substituted the one target per three levels progression, since we don’t see this in 3e. Added saving throw and left off the extra 1d4 hours of spell duration.
 


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