[C&C] Some Spell Conversions: Enjoy!

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serleran
Ancient Deity of Dragonsfoot
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[C&C] Some Spell Conversions: Enjoy!

Post by serleran »

Just some stuff I managed to throw together. Everything was taken out of the Priest and Wizards Spell Compendiums for AD&D - I grabbed these ones because my current character is interested in them (if he can get them) and so, they needed conversion. Anyway... whatever. More will come when I finish the ones my fiancée wants for her illusionist-assassin.


Wizard Spells

Level 1

Accuracy *
CT: 1 round
Range: 10 feet
AoE: 1 missile / level
Duration: 1 round / level
Save / SR: None / None
Components: V, S, M
Effect: Increase / decrease range increment by double/half

Adhesion
CT: 1 round
Range: Touch
AoE: 2 objects
Duration: 1 turn / level
Save / SR: Special
Components: V, S, M
Effect: Objects become stuck together - requires Strength check difficulty 3, +1 / level,) dispel magic or 1000 pounds (+100 / level) of force to break free; attended objects get save

Animal Sanctuary
CT: 1
Range: Touch
AoE: 1 animal
Duration: 1 hour / level
Save / SR: None
Components: V, S, M
Effect: Touched animal gains a +4 AC as long as it does not attack

Animate Wood
CT: 1 round
Range: Touch
AoE: Special
Duration: 1 turn
Save / SR: Special
Components: V, S, M
Effect: Touched wooden object animates - attacks as 0-level monster dealing damage comparable to weapon type / size with AC based on maneuverability and durability (ranges from 10 - 15); HP = 1d10 / 10 feet of height. Amount animated depends on if wood is alive or not - if it is alive, 5 feet / level can be animated; if it is not, equivalent of 2 arrows / level can be animated (magical wooden objects receive save to resist.) Nature of object is not affected - trees do not walk, for example, as they are rooted to the ground.

Balance
CT: 1
Range: Touch
AoE: 1 person
Duration: 2 rounds / level
Save / SR: None
Components: V, S, M
Effect: If unhindered, the affected subject automatically succeeds at Dexterity checks involving balance; if hindering situations exist (ice, being pushed, strong winds, etc) the target is considered to have Dexterity of 15 (use subject’s own if better) with a +1d4 situational modifier to the required check. This spell does not alter other uses of Dexterity such as AC, climbing, missile attacks, and so forth though it may mitigate penalties to such due to balance

Blackthorns
CT: 1
Range: 0
AoE: 10 foot diameter
Duration: 6 rounds
Save / SR: None
Components: V, S, M
Effect: Within the ring, caster gains +2 AC. Any small or medium creature (large move at half speed in addition to other effects) forcing way inside suffers 1d8 / round (doubled if charging); ring can be hit automatically but suffers damage from edged weapons only - 10 damage creates a man-sized hole to center but 20 points causes man-sized holed completely through. Caster can leave and enter at will. Also, ring cannot burn by natural fires nor can it be moved (not even by magic.) It is impossible to extend duration.

Copy
CT: 1 round
Range: Touch
AoE: 1 page or book
Duration: Instantaneous (Permanent)
Save / SR: None
Components: V, S, M
Effect: Allows caster to duplicate perfectly any mundane (nonmagical) written document, including maps. It requires a blank medium (scroll or book) that can hold the duplicate. Maximum length of copied document is 10 pages of 9 x 12" paper. Magical writings cannot be duplicated.

Deflection
CT: 1
Range: Self
AoE: Self
Duration: round
Save / SR: None
Components: V, S, M
Effect: Choose either for current round or the round following - in that round, damage sustained from weapon attacks is reduced by 1 per die inflicted (no effect on other damage effects such as spells, acid, poison, etc.)

Dictation
CT: 1
Range: Special
AoE: 1 page or book
Duration: 1 turn / level
Save / SR: None
Components: V, M
Effect: Any spoken word heard by the caster is transcribed onto a page. The spell does not perform translations, but will record as words would appear if it were native to the caster. Words of a pure magical nature (spells, scrolls, and words of power) are not written but it is possible to record command words for magic items. The material component costs 10 GP per page used for the spell.

Disarm
CT: 1
Range: 100 yards
AoE: 1 person
Duration: Instantaneous
Save / SR: Dexterity negates / Yes
Components: V, S
Effect: Any handheld object is dropped and moved 1d20 feet away from the wielder, forcing them to take 1 round to recover the item.

Elemental Burst
CT: 1
Range: 60 yards
AoE: 10 foot diameter
Duration: Instantaneous
Save / SR: Special Yes
Components: V, S
Effect: Different based on the element caused to burst, as follows:
Air, Stun all in AoE for 2 rounds; Constitution save for ½
Fire, All in AoE suffer 1d4 damage (Dexterity save for none) with 5% ignition if flammables present
Stone or Wood, AoE takes 1d8 (Dexterity save for ½)
Water,Knockdown unless Strength save succeeds

Flann’s Finery
CT: 1 round
Range: Touch
AoE: 1 creature
Duration: 1 day / level
Save / SR: None
Components: V, S
Effect: Dirt, grime, sweat, and other mundane annoyances are prevented from causing stains or ruining appearance

Mimicry
CT: 1
Range: 60 yards + 10 yards / level
AoE: Special
Duration: 2 rounds / level
Save / SR: Special
Components: V, S
Effect: Caster perfectly mimics sound of any animal, monster, or person known; does not allow mimicry of magic-based effects.

Protective Amulet
CT: 1 hour
Range: 0
AoE: 1 piece of jewelry
Duration: 1 week / level
Save / SR: None
Components: V, S, M
Effect: Enchants jewelry to resist a single spell that allows a save - caster has to be able to cast the protected spell. If subjected to the spell, normal save is allowed: if it fails, jewelry absorbs it and is destroyed and effect is considered as though save had been made (the spell is not nullified.) Material components costs 50 GP to protect against 1st level spell and doubles thereafter (12,800 GP for a 9th level spell.)

Ray of Fatigue
CT: 1
Range: 10 yards + 5 yards / level
AoE: 1 creature
Duration: 1 round / level
Save / SR: Constitution negates, Yes
Components: V, S
Effect: Affected target suffers effects of barbarian rage ending; if already fatigued, has 33% of falling asleep / being unable to move.

Reveal Magic
CT: 1
Range: Special
AoE: Special
Duration: 1 round / level
Save / SR: None
Components: V, S
Effect: As detect magic but visible to any person looking.

Spirit Servant
CT: 1
Range: 0
AoE: 30 foot radius
Duration: 1 hour + 1 turn / level
Save / SR: None
Components: V, S, M
Effect: As unseen servant but looks as caster wants, including color and shape.

Tenser’s Eye of the Tiger
CT: 1 round
Range: Touch
AoE: 1 creature
Duration: 1 hour / level
Save / SR: None
Components: V, S, M
Effect: The recipient gains darkvision.

Level 2

Accelerate Plant Growth *
CT: 1 turn
Range: 10 feet / level
AoE: 100 square feet / level
Duration: Instantaneous
Save / SR: None
Components: V, S, M
Effect: Plant(s) in AoE age (de-age) by one month / level to their natural limitations.

Ambush
CT: 1 turn
Range: 0
AoE: 3 individuals / level
Duration: Special
Save / SR: Wisdom negates, No
Components: V, S, M
Effect: Affected targets gain conceal class ability of ranger class; when approached, leader makes save - if it succeeds, normal surprise is determined; on a failure, surprise is automatic.

Balliard’s Rejuvenating Touch
CT: 1 round
Range: Touch
AoE: 1 creature
Duration: Instantaneous
Save / SR: No
Components: V, S
Effect: Removes exhaustion and need for sleep, allowing full mobility for 16 hours; if a second application occurs within this 16 hours, lost sleep is mandatory after duration expires - if it is not, recipient loses 1 HP / 8 hours of activity.

Battering Ram
CT: 1
Range: 0 or 30 feet
AoE: The caster’s arm
Duration: 1 round
Save / SR: Special
Components: V, S, M
Effect: The spell performs in one of two ways, as follows:
1) Caster gains Strength of 20 to break or lift (can punch for 2d6 damage; Constitution save for half)
2) Same strength as above but directed 30 feet away

Compose Mind
CT: 1
Range: Self
AoE: The caster
Duration: 3 rounds / level
Save / SR: None
Components: V, M
Effect: The caster can ignore several effects -
The pain of wounds or injury (does not prevent or diminish damage)
Natural fears or phobias
Itching, irritation, dizziness, confusion, and disorientation, whether magical or not
And 2nd level (or less) spell that affects emotions
Furthermore, the caster gains a +2 bonus against the following -
All emotion-affecting spells of 3rd level or higher
All 2nd level (and lower) that produce illusions
Magical fear or the awe of a very powerful creature such as a dragon

Create Enchanted Tattoo
CT: 1 day
Range: Touch
AoE: 1 creature
Duration: 1 day / level
Save / SR: None
Components: V, S, M
Effect: Depending on level, the caster can do the following:
Level 3 - 6
+1 to a particular saving throw
+1 bonus to hit
+1 AC
Level 7 - 12 As above, plus:
+1 to all saving throws
+1 attack every third round
+1 spell slot of 0-3rd level (only one spell slot, not one of each)
13th+ As above, plus:
Spell Resistance 6
+1 to any attribute
+1 casting level (does not affect number of spells available, only effect)
No creature can have more than 3 tattoos at any time and each must provide a different effect; this spell is capable of being subjected to permanency.

Echoes
CT: 1
Range: 30 yards + 10 yards / level
AoE: 1 creature
Duration: 2 rounds / level
Save / SR: Constitution ½, Yes
Components: V, S, M
Effect: The target has every sound heard reverberate and echo, causing a deafening ruckus resulting in a penalty of -2 to AC, attack rolls, saving throws, and also provides a 10% that any spell with a verbal component fails at casting (successful resistance reduced to -1); if the victim has keen hearing it has a 50% chance to flee or to stay motionless. Silence or deafness instantly nullifies the effects.

Familiar Enhancer
CT: 3 days
Range: 10 feet
AoE: One animal companion / familiar
Duration: Instantaneous
Save / SR: None
Components: V, S, M
Effect: The caster’s animal companion or familiar is enhanced as follows:
Intelligence increases to 3 + 1d4
The animal can communicate with the caster in the caster’s native language
Gains one ability, determined randomly:

Code: Select all

d100 Roll	Special Ability
01 - 03	Dancing lights 2 / day
04 - 20	Detect magic 2 / day
21 - 25	Feather fall at will; self-only
26 - 30	Jump 3 / day
31 - 40	Pass without trace 1/ day for 5 rounds / level
41 - 60	Protection from good / evil 1/ day for 2 rounds / level
61 - 75	Speak with animals (own type) 2 / day
76 - 80	Spider climb 1 / day
81 - 95	Unseen servant 1/ day for 3 turns +1 / level
96 - 00	Detect specific metal or substance; 30 foot range, 3 / day
There are eight variations of this spell, each of a consecutively higher level; to cast the next in the list, the prior one must have been cast.

Mordenkainen’s Encompassing Vision
CT: 1 round
Range: Touch
AoE: 1 creature
Duration: 1 hour / level
Save / SR: None
Components: V, S, M
Effect: Vision, including magical enhancements, extends to full 360 degrees making it impossible for the affected creature to be flanked or surprised (unless undetectable such as being invisible.) Against gaze and sight-based attacks, the subject takes a -2 penalty.

Preservation
CT: 1 turn
Range: Touch
AoE: Special
Duration: 1 day / level
Save / SR: None
Components: V, S, M
Effect: Prevents rot or ruination of one man-sized creature or up to 9 cubic feet of natural food (time spent under the effects of this spell does not count against time limitations such as speak with dead); this spell does not affect cooked foods or those of a magical nature.

Rary’s Aptitude Appropriator
CT: 1 round
Range: Touch
AoE: The caster
Duration: 1 turn / level
Save / SR: Special
Components: V, S
Effect: By touch, the caster gains one class or race ability of choice possessed by the being touched - this ability cannot be supernatural or based on knowledge not also possessed by the caster; if the being affected does not want to have its ability duplicated, a save vs. death is allowed. The caster gains the ability (the affected target does not lose it, either) at the same level of proficiency as the original, but uses its own attributes and Prime allocation - this spell cannot duplicate spellcasting, Base to Hit values, or anything else at the Castle Keeper’s discretion.

Ray of Ondovir
CT: 1
Range: 80 feet
AoE: 1 creature
Duration: 1 round
Save / SR: Special, Yes
Components: V, S
Effect: The target of the spell is allowed a Dexterity save to resist the effect; if the save is failed, the creature repeats its last round actions exactly and without concern for danger (that is, if a creature moved 30 feet forward, it will move 30 feet forward again, even if that means it falls off a cliff) - if the victim is casting a spell when struck by the ray, the spell is lost, and cannot be cast again unless a third slot has been readied with the same spell. While under the effects of this spell, the victim is at -4 AC.

Smoky Form
CT: 1 round
Range: Touch
AoE: 1 creature
Duration: 1 turn / level
Save / SR: Special
Components: V, S, M
Effect: Creature touched turns into smoke, retaining their general shape and size, but losing all weight - this spell does not allow one to slip through cracks and so forth as it does not render the target insubstantial. When in this form, nonmagical weapons of less than a +2 enchantment deal no damage, but spells and attacks by the target are impossible (the creature becomes a noncombatant.) Furthermore, in high winds, the affected creature suffers 2d10 damage / round of exposure. An unwilling target is allowed a save vs. spell to resist.

Speed
CT: 1
Range: Touch
AoE: Person touched
Duration: 1 hour + 1 turn / level
Save / SR: None
Components: V, S, M
Effect: Affected person can run at double normal movement rates without fatigue and gains a +2 AC bonus. The spell ends immediately if the subject stops running for more than 1 round. Material component is a special pair of boots (which are reusable) costing 100 GP.

Priest Spells

Level 1

Analyze Opponent
CT: 1
Range: 10 yards / level
AoE: 1 creature / level
Duration: 1 round
Save / SR: Charisma negates, Yes
Components: S, M
Effect: One weakness or strength is learned per two levels of the caster, up to 5 maximum; a save negates - the most powerful strength or weakness is always learned last, and are always at the Castle Keeper’s discretion.

Arboreal Scamper
CT: 1 round
Range: Touch
AoE: Special
Duration: 1 hour / level
Save / SR: None
Components: V, S, M
Effect: A recipient of the spell can climb, while barehanded, with a movement of 15 feet and will never, without magical reasoning, fall from a tree - with a successful Dexterity check, the affected can leap up to 10 feet from one tree to another. The duration can be split amongst any number of recipients provided each had a minimum of half an hour designated to their individual use.

Assess Value
CT: 1 turn
Range: Touch
AoE: 1 object
Duration: Instantaneous
Save / SR: None
Components: V, S
Effect: By physically handling an object (which must be smaller than the caster), the true market value (without other factors such as cultural value or magical enhancements) is learned, within 2d10% minus the caster’s level - this spell does not determine hidden qualities such as being magical, only what it would gather if sold on the open market for its raw components.

Ceremony
CT: 1 hour
Range: Touch
AoE: Special
Duration: Special
Save / SR: Special
Components: V, S, M
Effect: This spell has numerous effects, dependent on which version is being utilized and the level of the caster, as follows:
1st level
Coming of Age - grants +1 bonus to one saving throw for entire lifetime of receiver who must not have reached adulthood at the time of casting
Burial - a corpse is protected by protection from evil for 1 week and any being that tries to disinter the corpse must make a save vs. fear or flee
Marriage - no real game effect other than entering a couple into a legally binding marriage agreement based on the laws of the location it occurs
3rd level
Dedication - allows the recipient to be taken into the ranks of the clergy and progress forward as a cleric or druid of the faith
Investiture - required of any would-be priest (cleric or druid) prior to attaining 1st level - this spell allows that person to receive and cast 0-level spells
Consecrate Item - must be cast for any item to be considered a holy item (holy symbol, holy water, etc) or the item has no effect; cast on holy water that is placed within a consecrated vessel, the holy water will never lose its potency
5th level
Ordination - required of any priest that wishes to gain followers (their own congregation) or who is a travelling member of the faith; the caster of the spell must always be of a higher level than the recipient
Special Vows - only a knight or paladin can be subjected to this spell which grants the recipient immunity to bestow curse (but not the effects of cursed items) but also penalizes any quest or geas save by -4 if the caster is of the same alignment as the character; this spell lasts for one level of experience, but can be renewed
7th level
Consecrate Ground - this spell must be cast on an open area of land, without any work done to it, such as landscaping or building - if the caster is good, any undead entering the area are automatically turned each round, as if affected by a 3rd level cleric; if the caster is evil, they are protected (grant a +1 HD bonus for any turn attempt against them); neutral casters can decide which effect to generate
9th level
Anathematize - a visible mark appears on the subject’s body causing all who see to know the victim has offended the gods and is to be cast out; unwilling targets are allowed a save vs. death at -4 to resist - if the subject does not truly deserve the effects (actions committed provoking it were done under magical control, for example), the spell fails outright while an atonement grants a new save without the penalty - success on this causes the brand to fade but not completely disappear (two successful atonements will remove the mark, however.)

Divine Romantic Interest
CT: 1 round
Range: Touch
AoE: Creature touched
Duration: Special
Save / SR: Charisma negates, Yes
Components: S
Effect: By touching another, the caster knows any secret love, crush, or infatuation held by that individual - the information reveals names and depth of attraction; an unwilling subject can resist but a successful save still results in the caster knowing whether an affection exists, only not of whom.

Easy Road
CT: 1 hour
Range: Touch
AoE: 1 mile / level
Duration: 1 hour / level
Save / SR: None
Components: V, S, M
Effect: The spell prevents minor mishaps, such as broken wheels or pulled horseshoes, from occurring during road travel (there is no effect against wandering monsters or events which effect an entire area, such as a storm) and also increases movement rates on the road by 50% - if the caster leaves the road, the spell immediately ends.

Fortitude of Uthgar
CT: 1 turn
Range: Touch
AoE: Creature touched
Duration: 1 hour
Save / SR: None
Components: V, S, M
Effect: For the duration, the recipient of the spell automatically succeeds at any Constitution check having a difficulty of 6 or less; in addition, a bonus of +2 is applied to both Strength and Wisdom checks - however, for this same time, the affected being is considered to have an Intelligence and Charisma of 3 lower and has a 20% chance to enter a rage like that of the barbarian when exposed to violence or angered.

Hibernate
CT: 1 round
Range: Touch
AoE: Special
Duration: 1 week / level
Save / SR: Charisma negates, No
Components: V, S, M
Effect: The affected creatures (up to 1 large-sized, 2 man-sized, or 3 small) enters a deep sleep for up to 1 week per level of the caster, designated at the time of casting; a save is allowed to resist. If awakened prior to this, the being will be extremely hungry and will also want to go back to sleep - a new save is made to resist this. Any sentient creature, including plants can be affected.

Nectar
CT: 1
Range: Touch
AoE: Flower of blossom touched
Duration: 1 round
Save / SR: None
Components: V, S
Effect: The affected plant produces one quart of a like-flavored (and scented) nonmagical alcoholic beverage which has the normal shelf-life of fine wine and can be stored in a similar fashion; the plant must be living when this spell is cast.

Segojan’s Armor
CT: 1 round
Range: Touch
AoE: Creature touched
Duration: 1 day
Save / SR: None
Components: V, S, M
Effect: The recipient is wreathed in tree branches, leaves, bark, and other components of the forest to form makeshift armor granting an AC equivalent to a chain shirt (AC 14) but without weight and having the ability to completely negate the effects of the magic missile spell; because it is armor, other items and spells that specifically state they do not function with such (like bracers of defense, for example) are of no use to the spell subject.

Steelskin
CT: 1 round
Range: Touch
AoE: Creature touched
Duration: 3 rounds +1 round / level
Save / SR: None
Components: V, S, M
Effect: A creature touched has its skin transform into a metallic alloy that is incredibly durable, granting a +1 AC bonus / 3 levels of the caster - however, for this, the recipient reduces their Dexterity by one-third normal (that is, an 18 becomes a 12, for example.) Additionally, any effect that works against metal such as heat metal or rust works normally against the spell recipient.

Totemic Image
CT: Special
Range: 0
AoE: Special
Duration: Special
Save / SR: None
Components: V, S, M
Effect: By inscribing an image on something (including a person), an effect is generated as follows, each requiring several hours to produce (the Castle Keeper specifies the amount of time needed):
Bear / Elephant - for one hour per day, the bearer of the object (which must be an amulet, pendant, weapon, clothing, or armor) gains a +1 bonus to Constitution; this enchantment persists for 1 day / level of the caster
Boar / Warthog - as long as the inscription is borne on the body (whether as an item or physically on the person), death does not occur at -10 HP as normal; instead, for 1 hour per day, if the subject is at -10 HP or lower, normal activities may be performed (magical healing has no effect unless it is a spell of 3rd level or higher, and then it restores but 1 HP per spell level) but death will occur at -20 HP; this image lasts for 1 day / 3 levels
Coyote / Jackal - by inscribing the image on a weapon, amulet, or piece of clothing, bad luck is brought to the bearer’s enemies - for two hours per day, during each round of combat, one enemy can be assigned a -1 penalty to anything, such as AC, to hit rolls, damage, and so forth; this effect persists for 1 day / 2 levels
Dolphin - for three days per month the sailing vessel so inscribed gains a +3 bonus on any check needed for staying afloat, maneuvering, or navigation; the mark lasts for 1 month per 3 levels
Eagle - each round for one turn per day, one missile written upon (or, more properly, the missile’s holding container) is granted a +1 bonus to hit - if three inscriptions are made, the bonus is +2; magical items are not further assisted. The inscription has duration of 1 day / 3 levels
Firefly / Scarab - by inscribing a staff, wand, or amulet, for one hour per day, the bearer can evoke a light effect at will; this effect persists for 1 day / level
Fox / Monkey - this effect is inscribed on gloves, a cloak, or an amulet and provides, for 1 hour per day, a +2 bonus on any manual Dexterity check such as pick pockets of open locks; the image remains for 1 day / level
Gull - for 3 days each month of the image duration, the vessel so marked has its movement increased by 15 (5 knots.) The duration is 1 month / 3 levels
Hawk - similar to eagle, above, the effect is to increase range increment by double; all other effects are identical
Horse / Zebra - inscribed on footwear, this rune increases base movement to 50 feet (40 if small in size) which can be called upon for 1 hour / day and persists for 1 day / level; magical means to increase speed beyond this automatically fail
Mountain Lion / Tiger - when activated (one hour / day) the bearer is surprised only on a roll of 1 on a d8; the inscription must be marked on a piece of jewelry and lasts for 1 day / 3 levels
Otter / Crocodile - for 1 hour / day, a natural swim speed of 30 is gained in addition to gaining the ability to hold one’s breath for up to 5 minutes - the mark remains for 1 day / level
Owl - each day, for one hour, the bearer of the headgear inscribed can see in total darkness, including that created by magic; the rune retains power for 1 day / 2 levels
Raven / Ibis - everyday of the spell duration, for one hour each day, a +1 bonus against mind-affecting effects is enjoyed; this persists for 1 day / level
Salmon / Python - the inscribed vessel can move against current at half normal speed for 3 days / month; the spell lasts 1 month / 2 levels
Shrike - identical to eagle but increases damage instead
Snake - like raven above but applies specifically to charm and hold spells
Stag / Cheetah - for one round / day, the bearer gains an additional attack; this lasts for 1 day / level
Thunderbird / Lion - for one turn / day, the wearer of the inscription gains a +1 bonus to hit; the spell retains potency for 1 day / 2 levels
Tortoise / Rhinoceros - identical to thunderbird but provides a bonus to AC
Whale - like dolphin except the vessel is immune to capsizing
Wolf / Hyena - like fox only it applies to tracking checks only
A caster can only inscribe a rune image of an animal personally encountered and then, may only know one rune per level.

Level 2

Amulet
CT: 1 hour
Range: 5 foot radius
AoE: 1 object
Duration: 1 week / level
Save / SR: None
Components: V, S, M
Effect: Against a particularly hated, single, foe, the bearer of the designated object gains a +1 bonus on AC and against all saving throws originating from the subject of the hatred - if that particular enemy comes within 10 feet of the object, a save vs. fear is required or an effect identical to cause fear is generated. The material component costs at least 5 GP to manufacture but if it is inordinately expensive (100 GP or more) the bonuses and duration are doubled; once the spell ends, the item enchanted crumbles to dust.

Attraction *
CT: 1 round
Range: Touch
AoE: Creature touched
Duration: 1 hour / level
Save / SR: Charisma negates, Yes
Components: V, S, M
Effect: Emotional state is reversed (hate to love or love to hate, for example) for the duration of the spell on a failed save; exceptionally powerful emotions grant a +1 - +5 bonus to the save, at the Castle Keeper’s discretion - a new save may be allowed if the caster does something that would provoke the original emotion or goes against the subject’s nature; this spell is not a charm and does not provide any control - it simply changes feelings and attitude.

Bliss
CT: 1 round
Range: 5 yards / level
AoE: 1 creature
Duration: 4 rounds
Save / SR: Charisma negates, Yes
Components: S
Effect: Unless a save is successful, the victim is unaware of anything happening around, or to, them, including injury - the target will simply be unable to produce a defense or offense; however, the subject also gains immunity to any effect that requires concentration such as hypnosis. If a person is subjected to this spell, they become immune to it until 1 day per point of Charisma (or HD) has passed.

Burrow
CT: 1 round
Range: Self
AoE: The caster
Duration: 1 turn +1 round / level
Save / SR: None
Components: V, S, M
Effect: The caster’s hands grow strong fingernails which allow a burrowing speed of 10 through anything less than solid rock; in addition, the claws can be used in combat to inflict 1d4+1 points of damage per successful hit.

Druid’s Decay
CT: 1 round
Range: 30 yards
AoE: 1 dead creature or 10 cubic feet of dead plant material
Duration: Instantaneous
Save / SR: Special
Components: V, S, M
Effect: A single corpse (not an undead creature) decays to the point of no return - it becomes impossible to animate as an undead; the caster can also destroy up to 10 cubic feet of plant material with objects that are attended allowed a save to resist. Lastly, a corporeal undead of up 5 HD can be destroyed if it fails a save.

Druidsight
CT: 1
Range: 150 yards
AoE: 1 animal
Duration: 2 hours + 1 turn / level
Save / SR: Special
Components: V, S, M
Effect: The caster can perceive through the senses of the affected animal and can telepathically control (this has no effect if the animal does not understand the order) the being up to 100 yards + 10 yards / level distance - animals already friendly toward the caster are not allowed a save, but those which are not are entitled a save.

Dust Devil
CT: 2 rounds
Range: 30 yards
AoE: 1 dust devil
Duration: 2 rounds / level
Save / SR: None
Components: V, S
Effect: Calls one 4 HD air elemental with all relevant abilities per Monsters and Treasure.

Favor of the Goddess
CT: 1 round
Range: Touch
AoE: Two plants per level
Duration: Permanent
Save / SR: None
Components: V, S
Effect: Confers instant fertility or doubles the yield of affected plants; tainted, rotted, or damaged plants are made whole but dangerous plants are not rendered safe.

Impart Knowledge
CT: 1 day
Range: Touch
AoE: 1 being
Duration: Instantaneous
Save / SR: None
Components: S
Effect: Any singular, complete, piece of information (such as the location of a hidden lair and how to get there, or the identity of a murderer, and the like) known to the caster is transferred to the recipient - the caster does not lose the knowledge. This spell cannot help with abilities that are purely magical in nature such as how to cast a particular spell, though it can be used to teach someone how to concoct an alchemical recipe.

Natural Attunement
CT: 1 round
Range: Touch
AoE: Creature touched
Duration: 1 round / level
Save / SR: None
Components: V, S, M
Effect: Recipient becomes fully aware of environment, gaining +2 bonus to surprise checks and a +1 bonus to both initiative and saving throws; in addition, the target can track as a ranger treating Wisdom as Prime even if it is not ordinarily - a ranger affected gains a +3 bonus to tracking.

Tree Nap
CT: 1 round
Range: Self
AoE: The caster
Duration: Special
Save / SR: None
Components: V, M
Effect: When sleeping near, or in, a tree, the caster regains HP at an accelerated rate and is considered invisible to onlookers (a save is required to notice the caster as if a successful conceal check had been made.) The rate of healing is 3 HP per 8 hours of rest, doubled if the tree is an oak, and doubled again (to 12 HP) if the oak tree is also the home of a dryad.

Wieldskill
CT: 1 round
Range: Touch
AoE: 1 creature
Duration: 1 round / level
Save / SR: None
Components: V, S
Effect: The touched creature temporarily gains proficiency with any single weapon or tool as required - it imparts proficiency only and does not increase the chance to hit (other than alleviating non- proficient penalties) and the subject does not retain this knowledge after the spell ends. There is no way to increase the duration of the spell.
---
"You wear a disguise to look like human guys but you're not a man, you're a Chicken Boo."
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Knight of Gondor
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Re: Some Spell Conversions -- Enjoy!

Post by Knight of Gondor »

Thank you! Many of these will make it into my game weekend!

Knight of Gondor
"From the ashes of fire shall be woken
A light from the shadow shall spring
Renewed shall be blade be that was broken
The crown less again shall be king."

"Time has little to do with infinity or jelly doughnuts"
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K2h2m3
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Re: Some Spell Conversions -- Enjoy!

Post by K2h2m3 »

You are certainly industrious.
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Maliki
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Re: Some Spell Conversions -- Enjoy!

Post by Maliki »

Quite a list, thanks for sharing.
Making slackers look like overachievers since 2004

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Homer
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Re: Some Spell Conversions -- Enjoy!

Post by Homer »

For some reason I am drawn to Nectar and Tree Nap. These are some really cool adaptations! Thank you.
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