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View Full Version : D&D 3.x Other Neeld help converting these 2e spells into 3.5e spells.



Oryan77
2019-09-24, 12:18 PM
There are a few planar related 2nd edition spells that I would like converted to 3.5 rules. Is there anyone here with the chops to do such a thing? Conversions like this are not really my thing.

Original source for the following spells = Guide to the Ethereal Plane pg 37-40

Corporeality, Greater (this would be the reverse of the Etherealness, Greater spell listed down below)
Corporeality, Greater

7th level Wizard Spell
(Alteration)
Range: Touch
Components: V, S, M
Duration: Special
Casting Time: 7
Area of Effect: Special
Saving Throw: Negates

Greater corporeality, forces an ethereal creature or object (of up to 150 pounds per level of the caster) out of the Ethereal if it fails its saving throw (with a -4 penalty) against this effect. Affected creatures simply “drop” onto the adjoining plane if the caster casts
this spell upon the Border. If cast on an object in the Deep, the target is flung into a random area of the color curtain and dropped onto its adjoining plane. When greater corporeality is cast upon creatures that are normally ethereal - such as ghosts or thought eaters - they are unable to reenter the Ethereal for 1d4 turns and may incur additional penalties due to their temporary corporeal status, at the DM’s discretion.
The material components for this spell include a vial of mist and a pinch of powdered quartz.


Etherealness, Greater
Etherealness, Greater

7th level Wizard Spell
(Alteration)
Range: Touch
Components: V, S, M
Duration: Special
Casting Time: 7
Area of Effect: Special
Saving Throw: Negates

Like lesser etherealness, the greater etherealness spell allows the caster and a specific amount of additional weight to enter the Border Ethereal. The spellcaster is able to transfer a maximum weight of 1,000 pounds, plus an additional 150 pounds for each level of experience above the 16th (a 20th level caster can transfer 1,600 pounds, including herself, onto the Border Ethereal). Unwilling travelers receive saving throws that negate the effect if successful. Casting this spell on the Astral Plane, any of the Outer Planes, or on any other plane not “surrounded” by the Border Ethereal causes it to fail.
The caster and other travelers and/or objects transferred are subject to the standard conditions of the Border and Deep Ethereal. Creatures that accompany the caster are not bound to remain with her once they’ve transferred onto the Border.
Unlike lesser etherealness, greater etherealness is permanent for each creature or object it transfers onto the Ethereal - until the caster or other travelers desire to leave, or until some other force outside a traveler’s control prematurely pulls her out of an ethereal state. At any time after transferring onto the Ethereal, a traveler using this spell simply concentrates to reenter a bordering plane. Once a traveler leaves the Ethereal, the spell ends; she must use another spell, item, or effect to enter the Waveless Sea.
The material components for this spell include a vial of mist and a pinch of powdered quartz.


Etheralness, Lesser
Etheralness, Lesser

5th level Wizard Spell
(Alteration)
Range: Touch
Components: V, S
Duration: 3 turns/level
Casting Time: 5
Area of Effect: Special
Saving Throw: Negates

When this spell is cast, the caster and up to three other travelers (or up to 1,000 lbs., whichever is lowest) fade back into the area of the Border Ethereal surrounding the plane on which the spell was cast. Creatures unwilling to accompany the caster onto the Border receive a saving throw,
negating the effect if successful. If the Border Ethereal doesn’t touch the plane upon which this spell is cast - like the Astral and any of the Outer Planes - lesser etherealness fails to function, and the wizard loses it from her memory.
Once on the Ethereal Plane, the caster and any other travelers are subject to the conditions of the Ethereal Plane regardless of whether they travel into the Deep or remain upon the Border. Individuals who accompany the caster are not bound to remain with her once they’ve transferred onto the Border.
When the duration expires (or etherealness lapses through other means), all travelers “drop” back onto the bordering plane in a location analogous to the distance they have traveled (if any) while upon the Border. If etherealness ends for travelers in the Deep, they are immediately flung onto a randomly rolled plane.


Original source for the following spells = Warriors of Heaven pg 23-31

Animate Trees
Animate Trees

7th level Wizard Spell
(Alteration)
Range: 60 yards
Components: V, S, M
Duration: 1 turn + 1 round/level
Casting Time: 5
Area of Effect: One tree/4 levels
Saving Throw: None

As with the treant ability of the same name, this spell causes mature trees within range to animate, acquiring statistics as noted below. The caster may choose specific trees from among those available at the time of casting. The animated trees require one round to uproot themselves, after which they can move and enter melee with opponents at the caster's direction. Treelike creatures such as treants, quickwoods, and hangman trees are immune to the effects of this spell.

Druids can turn animated trees as a cleric turns undead. Use the Turning Undead table in the Dungeon Master Guide, treating druids as clerics of equivalent level and animated trees as 6 HD monsters. A "D" result does not destroy the tree, but does cause it to take root and deanimate.

The material component for this spell is a root from each type of tree the caster wishes to animate.

Animated Tree: AC 3; MV 3; HD 6: hp 5-8 / die; THACO
11; #AT 1; Dmg 3d6; SW fire; SZ H (13'-18' tall); ML fearless (20);
Int animal (1): AL N; XP 1,400.
Special Abilities: SW - penalty of -4 to saving throws vs. all fire-based
attacks; attackers using fire gain a +4 attack bonus and a +1 damage bonus.



Create Healing Potion
Create Healing Potion

2nd level Cleric Spell
(Alteration)
Sphere: Healing
Range: Touch
Components: V, S
Duration: 1 day + 1 day/level
Casting Time: 7
Area of Effect: One container of liquid
Saving Throw: None

This spell allows the caster to transform a single flask or bottle of any liquid-be it water, poison, or even another potion- into a standard potion of healing capable of restoring up to 2d4+2 points of damage to an injured creature who imbibes it. The potion may be carried and used at a later time, but if no one imbibes it before the spell duration expires, it reverts to its previous composition.



Divine Weakness
Divine Weakness

2nd level Cleric Spell
(Alteration)
Sphere: Combat
Range: 30 yards
Components: V, S
Duration: 1d4 rounds + 1 round/level
Casting Time: 5
Area of Effect: One creature
Saving Throw: Negates

Divine Weakness saps the strength of one living creature, rendering the chosen victim unable to stand, walk, run, lift, swim, throw, or wield any type of weapon. For all practical purposes, the effect reduces the target's Strength to 1 for the duration of the spell. The victim can still speak and cast spells requiring only verbal components, but cannot do anything requiring the use of arms, legs, or hands.

If the caster attacks or otherwise allows harm to befall the weakened creature, the divine weakness effect ends immediately. Celestials use this spell to render an enemy harmless without injuring it or to subdue a hostile foe while negotiating a truce.



Spiritdance
Spiritdance

7th level Cleric Spell
(Conjuration/Summoning, Necromancy)
Sphere: Summoning, Necromantic
Range: Touch
Components: V, S, M
Duration: 1 round/level
Casting Time: 9
Area of Effect: 30-yard radius
Saving Throw: None

By touching the body of a fallen champion, the caster can summon forth the radiant manifestation of that hero, which can move and attack anywhere within its range. This manifestation appears as a luminescent cloud of golden vapor with a shape similar to the one it had in life. This apparition is utterly terrifying to any evil creature who gazes upon it. (Treat the effect as the 4th-level wizard spell fear with respect to any evil targets within range.)

The heroic manifestation has THACO 6, AC -7, HD 12, and 100 hp. It moves in a wild dance (MV fly 24, MC A), lashing out with two wispy appendages at any evil creature with whom it can close to melee range. The golden cloud strikes twice per round (separate attack rolls required), inflicting 4d6 points of damage per hit on evil targets. (Its radiant energy attacks inflict no damage upon good-aligned creatures.)

The apparition retains its form until the end of the spell's duration or until its hit points are reduced to 0 or below. Thereafter, it dissipates into the air. The "dancing spirit" has 15% magic resistance and is impervious to fire, electricity, poison, death magic, paralysis, sleep, charm, hold, and other mind-affecting attacks, as well as weapons of less than +2 enchantment. A raise dead or resurrection spell cast upon the manifestation has no effect, although casting either spell on its physical remains dissipates the golden cloud immediately and restores the deceased creature to life.

The manifestation cannot range more than 30 yards in any direction from its fallen body. Since it is a metaphysical phenomenon rather than a magical entity, it can pass through barriers against magic without harm.

The material component for this spell is the body of the deceased and the priest's holy symbol.



Wound Transfer
Wound Transfer

4th level Cleric Spell
(Alteration)
Sphere: Healing/Necromantic
Range: 10 yards/level
Components: V, S
Duration: Instantaneous
Casting Time: 4
Area of Effect: 2 creatures
Saving Throw: None

This spell enables the priest to transfer some or all of the wounds inflicted upon one willing creature to another willing creature, so long as both are within range at the time of casting. The caster may, if desired, be either the beneficiary or the recipient of the wounds. Good-aligned priests must be careful about transferring their own injuries to other, however, as such acts are likely to incur the wrath of their gods. (There are situations in which an injured priest might garner approval to transfer any or all personal damage to another creature. For example, it might be necessary for that priest to survive long enough to perform some noble function or cast another spell in defense of many innocents. Such situations, however, are very rare.)

This spell transfers up to 1d6 points of damage per caster level from one being to another. Thus, a 7th-level priest could use it to move 7d6 points of damage from one being to a recipient within range. The spell removes the specified amount of damage from the beneficiary and transfers it to the recipient, with one caveat: The recipient (if other than the caster) must emerge from the trade with at least 1 hit point remaining. If the transfer involves more damage than the recipient can sustain, the spell inflicts the maximum allowed amount on the recipient and applies the remainder to the caster, regardless of amount and result. Thus, an attempt to transfer 12 points of damage to a creature with only 4 hit points would result in the recipient suffering 3 points and the caster sustaining the remaining 9 points.

Wound transfer cannot be used on creatures with 0 or fewer hit points, and unwilling targets are immune to the effect.

Tvtyrant
2019-09-24, 01:12 PM
I'm going to focus on animate trees. Most of it is fine except the tree stats, which can use the Animate Objects rules.

You start out with 3 huge trees when you first get the spell, vs 1 as animate objects. But the spell had several drawbacks. It is limited in target, you can't control the size, it is 7th level, and they take a turn doing nothing before they attack.

That seems like a pretty fair compromise. Summon Monster 7 summons one CR 7 vs 3-5 CR 5 for animate trees.