Spell Conversions

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Spell Conversions

Postby nick_crenshaw82 » Sat Aug 05, 2017 11:56 pm

I don't know if I should post this here, but seeing as I want 3rd Ed. versions of these spells here we are.

Spirit Animal Form (Alteration)
Third Level Priest

Sphere: Animal
Range: Touch
Components: V, S
Duration: 1d10 days
Casting Time: 1 hour
Area of Effect: 1 person
Saving Throw: None

This spell is most commonly used on warriors and rangers in the pursuit of some heroic deed. Spirit animal form can be cast upon the self or another willing person. After entering a trance which lasts at least one hour, the receiver changes into a typical member of his spirit animal's species. For all intents and purposes, he becomes that animal, receiving all of its normal attributes and abilities, save that he retains his own intellect. He uses the spirit animal's combat tables, but uses the saving throw tables appropriate to his human form. Everything he was wearing or carrying becomes part of the animal form, and is still with him when he returns to normal. The spell lasts 1d10 days, and neither the caster nor the receiver has any control over when it will expire.
This spell may not be used to assume the form of supernatural or supernaturally large animals, such as thunder birds. If such an attempt is made, the receiver assumes the form of a similar type of creature - in the case of thunder birds, for example, an eagle.

Bad Medicine (Enchantment/Charm)
Fourth Level Priest

Sphere: Charm
Range: Line of Sight
Components: V, S, M
Duration: Special
Casting Time: 2
Area of Effect: Individual (or village)
Saving Throw: Negates

Bad medicine is a powerful spell most often used by irate priests to avenge themselves on those who have angered them. Bad medicine modifies the target's THAC0, saving throws, morale, and damage by -2. It is usually cast upon a single individual, but a priest of 16th level or higher can cast this spell upon as many as 300 beings (animal or human), as long as they are gathered in an area of an acre or less. The character with the lowest saving throw score saves for the entire village.
To cancel bad medicine, a priest of equal or greater level than the original caster must cast the reverse of the spell upon the victim(s). If this is not possible, the spell can also be removed by remove curse or wish spell.
If not cast in order to cancel bad medicine, the spell's reverse, good medicine, is not nearly as powerful as its vengeful form. It raises the THAC0, saving throws, morale, and damage of the target by +1 for 1d10 rounds. Good medicine can be cast on an entire village, but only if all occupants are gathered together in an area no greater than 100' in diameter.
The material components of either spell are a handful of herbs common to the area, the claw of an eagle (for bad medicine), the feather of an eagle (for good medicine), and the venom of a poisonous snake.
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Re: Spell Conversions

Postby Morfie » Sun Aug 06, 2017 12:05 am

You might want to convert the Description of Bad Medicine also, as there's no THAC0, morale, or priests in 3e.

Where were these spells originally from?
Last edited by Morfie on Mon Aug 07, 2017 7:44 am, edited 1 time in total.
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Re: Spell Conversions

Postby nick_crenshaw82 » Sun Aug 06, 2017 12:15 am

Morfie wrote:You might to convert the Description of Bad Medicine also, as there's no THAC0, morale, or priests in 3e.

Where were these spells originally from?

Legends & Lore.
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Re: Spell Conversions

Postby enderxenocide0 » Sun Aug 06, 2017 3:27 am

Bad Medicine, on an individual, looks to pretty much be the equivalent of Bestow Curse or Curse of Ill Fortune and its Mass variety. Spirit Animal Form is somewhat similar to regular old Polymorph, except that duration is odd. The Animal Shapes spell is specifically for animals, but works with multiple individuals and give you more control. Pathfinder has lower-level versions of this spell as the Beast Shape I-IV line of spells. In all cases, 3.5 tends to eschew the variable duration.
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