Converting 3.X spells to 5e

Post/Author/DateTimePost
#1

Azarik

Jun 03, 2015 12:12:23

I couldn't seem to find this as most conversion guides I have found deals with monsters. So, forgive me if this has been asked before.

I am wanting to convert some 3.X spells from books like Magic of Faerun and even some core 3.X spells to 5e. I am looking mainly at some of the summoning spells and a few necromancy spells. Are there any guidelines for doing so or has anyone done a few that can help me along with the conversions?

 

Thanks in advance!

#2

Xeviat-DM

Jun 03, 2015 13:19:21

The DMG has, on page 283 and 284, some guidelines for creating new spells. I don't think I've seen many signature spells change level, so just compare your spell to spells of similar level. Also, you'll want to adjust them to new standards, such as "save or suck" spells having saves every round to break and "save or almost die" spells having HP thresholds (that seem to scale the same as damage spells, but start out at like x2 damage).

#3

Tempest_Stormwind

Jun 03, 2015 13:28:51

You also mention summoning spells; those got a pretty serious overhaul between editions. Look at the new Conjure spells for guidelines.

(Reply to #3)

Azarik

Tempest_Stormwind wrote:
#5

Xeviat-DM

Jun 03, 2015 17:15:44

Summons are an interesting thing. They really do three things on the battlefield.

 

1) They have their own attacks.

2) They have their own HP.

3) They take up space on the battlefield.

 

Now, I'm assuming you don't want a summon that takes the summoner's actions to command. That's kind of lame. We also know how good familiars are, so you don't want it to compete with that, but they can't attack. Chainlocks get a CR 1 familiar at level 3, which is pretty beefy (it's as strong as the druid's wildshape), but that's a class feature and is hard to deal with too.

 

Combat in 5E seems to be assumed to be "three rounds". Not actual rounds, but long enough for three hits to be counted. The creature guidelines use three rounds to average damage to determine CR. A first level spell that was single target, attack with no effect on a miss should deal an average of 13.75. I use the +25% example of spells because most creatures don't have miss effects. A standard healing spell (cure wounds) heals like 7.5 at that level, but we might be able to ignore the summoned creature's HP because they can be ignored, and because killing them before three rounds has past ends up being a waist of damage but nets effective HP for the party.

 

13.75 damage divided by 3 is 4.58 damage per round. That falls into the CR 1/4 range, but those creatures have far more HP than PCs. So I'm not sure what to recommend for a summon at 1st level.

#6

Azarik

Jun 03, 2015 18:18:37

That is something to think about. I think I may back off on that now and I see why the summoning spells were moved up a few levels. Perhaps I should look at moving the others up if I include them.

#7

Xeviat-DM

Jun 03, 2015 18:52:47

I remember the summoning spells starting at 3rd level back in 2E, but I only know 2E from Baldur's Gate.

#8

mellored

Jun 04, 2015 5:38:09

Azarik wrote:
#9

Tempest_Stormwind

Jun 04, 2015 7:06:53
....Astral Construct, however, does not. I wonder if its "build your own critter" style would work with the CR table system well enough to be quickly played at the table without breaking things.