2e Spell Conversion [Archive] - Wizards Community

Post/Author/DateTimePost
Myst_the_Moonscout

08-29-05, 04:26 PM
Does anyone know if there is a conversion guide for spells? I'm taking one of my computer game characters and putting her on paper and her signature spell is Skull Trap. I have the 2e write-up for the spell but I don't know how to translate it to 3.0 or 3.5.

Mostly I need casting time conversions and area of effect. Also, is there a general limit to spell damage or is that on a spell-by-spell basis? I ask because Skull Trap as listed in the Icewind Dale manual works like fireball but lacks both a saving throw and damage limitation which makes it seem a wee bit overpowered, although that might be offset by the proximity trigger.

There are a number of spells I'd like to bring that I haven't been able to find in current sources so any guide or knowledge of where I can find one would be great.
tarkin

08-29-05, 05:04 PM
There is no simple formula.

Write the spell here, and people can comment on it.

Basic rules for damage:

If the spell has a save for 1/2 or is just a single ranged touch (no save), the damage should be no greater than the 5d6/10d6/15d6/20d6/ 25d6 limitations for 1/3/5/7/9 level area effect spells. (or 0/2/4/6/8/ for single target spells)
Myst_the_Moonscout

08-30-05, 12:21 AM
The spells are all written in a very basic form (it's a computer game after all).

Skull Trap (necromancy) lv 3
range: sight of caster
duration: until triggered
casting time: 3
area of effect: 10 foot radius
saving throw: none

to paraphrase: the spell creates a mine that detonates for 1d6 per level in a 30 foot radius when a creater comes within five feet of it.

I think either the 10 or the 30 is a typo. Probably the 30 as I recall the spell having a much smaller damage radius then fireball.

This is what fireball looks like:

lv 3 (evocation)
range: sight of caster
duration: instantaneous
casting time: 3
area of effect: 20 foot radius
saving throw: 1/2

1d6 per level to a maximum of 10d6, saving throw for half-damage, no specific damage radius listed.

I'm trying to come up with a breakdown for casting time, unfortunately I can't remember much of 2e save that lower numbers are faster. There doesn't seem to be a pattern though. (3.5 stats in brackets)

magic missile - 1 (1 standard action)
blindness - 2 (1 standard action)
fireball - 3 (1 standard action)
monster summoning 1 - 4 (1 round)
cloudkill - 5 (1 standard action)
flesh to stone - 6 (1 standard action)
mass invisibility - 7 (1 standard action)
monster summoning 6 - 8 (1 round)
monster summoning 7 - 9 (1 round)
redraven

08-30-05, 01:49 AM
Skull Trap
Necromancy
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One inanimate skull
Duration: Permanent until discharged
Saving Throw: None or Reflex half (see text)
Spell Resistance: Yes

You suffuse an inanimate skull with negative energy, creating a powerful trap which explodes when living creatures draw near. Once cast, the skull retains its negative energy until a living creature moves within 5 feet of it, at which time it explodes in a 20-foot radius burst. The skull trap deals 1d6 points of negative energy damage per caster level (maximum 10d6), and the creature whom triggered the trap receives no save. Other creatures caught in the blast can make a Reflex save for half damage.

Skull Trap is a magic trap that can't be disabled with the Disable Device skill.

Note: Magic traps such as Skull Trap are hard to detect. A rogue (only) can use the Search skill to find a Skull Trap. The DC is 25 + spell level, or DC 28 for Skull Trap.

Material component: A black onyx gem worth at least 100 gp.
Myst_the_Moonscout

08-30-05, 01:56 AM
That sounds alright, although the spell was capable of damaging undead as well so wouldn't that be typless energy? I think I would give it a longer range as well, maybe 50 or 100 feet as the skull itself materializes out of nowhere, a real skull isn't needed.
redraven

08-30-05, 02:14 AM
I was mainly trying to keep it in the flavor of Necromancy, and something that could be a threat in a lich's crypt, and so on. A more generic version would work like Explosive Runes:

Skull Trap
Abjuration [Force]
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One magical skull
Duration: Permanent until discharged
Saving Throw: Reflex half
Spell Resistance: Yes

You conjure a magical skull made of force which then forms a powerful trap. Once cast, a skull trap floats three feet off the ground until a creature moves within 5 feet of it, at which point it explodes in 20-foot radius burst. The skull trap deals 1d6 points of force damage per caster level (maximum 10d6) to creatures in the area, with a Reflex save for half damage.

Material component: A miniature skull carved out of ivory, worth at least 100 gp.
Myst_the_Moonscout

08-30-05, 03:18 AM
The first one is closer to the flavour of the spell as presented in the game. I'd definately like to keep it in the necromancy school. Perhaps something like this?:

Skull Trap
Necromancy
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One inanimate skull
Duration: Permanent until discharged
Saving Throw: None or Reflex half (see text)
Spell Resistance: Yes

You suffuse an inanimate skull with negative, destructive energy, creating a powerful trap which explodes when creatures draw near. Once cast, the skull retains its energy until a creature moves within 5 feet of it, at which time it explodes in a 20-foot radius burst. The skull trap deals 1d6 points of partial negative energy damage per caster level (maximum 10d6) and the creature whom triggered the trap receives no save. Other creatures caught in the blast can make a Reflex save for half damage. Undead and other creatures immune to negative energy only take half damage from Skull Trap.

Skull Trap is a magic trap that can't be disabled with the Disable Device skill.

Note: Magic traps such as Skull Trap are hard to detect. A rogue (only) can use the Search skill to find a Skull Trap. The DC is 25 + spell level, or DC 28 for Skull Trap.

Material component: A black onyx gem worth at least 100 gp.


Other spells I'm looking into are Beltyn's Burning Blood and Chromatic Orb.

Beltyn's Burning Blood (I think this may have been converted already but I'm not sure where)
Necromancy, 4
Range: sight of caster
Duration: 2 rounds
Casting Time: 4
Area of Effect: 1 target
Saving Throw: negates

to paraphrase: turns victim's blood into fire dealing 3-12 damage each round. Target gets save vs. spell each round at 3, spell cancelled if successful. Does not work against creatures with no blood. Creatures immune to fire suffer half or no damage.

Chromatic Orb
Evocation 1
Range: sight of caster
Duration: special
Casting time: 1
Area of Effect: 1 creature
Saving throw: negates

to paraphrase: creates a 4in sphere that is hurled unerringly at target, effects depend on caster level.
Lv 1: 1-4 dmg, blinds target for 1 round.
Lv 2: 1-6 dmg, inflicts pain on target
Lv 3: 1-8 dmg, burns target
Lv 4: 1-10 dmg, blinds target for 4 turns
Lv 5-6: 1-12 dmg, stuns target for 3 rounds
Lv 7-9: 2-16 dmg, paralyzes target for 13 rounds
Lv 10-11: turns target to stone if fail saving throw, slowed for 5 rounds if they succeed.
Lv 12: death if target fails saving throw, paralysis for 4 rounds if they succeed.
Unless stated otherwise, a succeeded save negates both damage and effects.