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Sunday, November 13, 2011

Salvaging 4E Dungeons & Dragons: Spells

Here are two adaptions of spells (Wizard Powers) from 4E Dungeons & Dragons for use in 3d Edition.
The spells are basically an adaption of existing effects found in a four groups of spells. For "Evard's Wrenching Darkness" it was a combination of Dimension Door and Fear spells, since wrenching darkness is more of a controlled fear effect level three would be appropriate.  "Evard's Black Gate" is a combination of Evard's Black Tentacles and Wall of Limbs Spell. It captures the deadly evocative effects described in the text, and thus given a level 9. These spells were adapted from the book "Heroes of Shadows" in the Nethermancy School section of  Wizard Powers.

Evard's Wrenching DarknessNecromancy, Illusion (Shadow)
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 Standard Action
Range: 30ft
Effect: Target + Enemies with 20ft
Duration: 1 round
Saving Throw: Will Partial
Spell Resistance: Yes

Inky darkness envelops an enemy and begins drag them away, spreading fear among your other
foes. The darkness suddenly appears around one target and begins to move your enemy away in a direction of your choosing unless it succeeds on a Will save. You can choose to move a
a target up to 25 feet in any direction (not into the air) where it is held for 1 round. Those enemies within 20 feet witnessing the event, must also make a Will save or become frightened. If the enemies succeeds on their save, the target will become frightened and/or enemies will be shaken for 1 round by the event.
Material Components: Tar Coal, Chicken Feather

Evard's Black GateConjuration (Creation), Necromancy
Level: Sor/Wiz 9
Components: V, S, M
Casting Time: 1 Full Round
Range: 100ft + 10ft/level
Effect: Wall of Shadowy Tentacles 20ft long/caster level or 5ft/two caster levels, both 20ft High
Duration: 1 round/Level (D)
Saving Throw:  Reflex negates or Fortitude half
Spell Resistance: Yes

A black pin point expands widely, which spills forth a mass of dark writhing tentacles which ensure your foes and bringing the, into the darkness from which they came. The spell brings forth a wall or ring as mentioned above that has 15 foot long tentacles. Any creature within 10 feet of the wall must make a grapple check, or otherwise will be attacked by a tentacles which will entwine and drag them into the wall.
  Treat these Tentacles as you would for the "Evard's Black Tentacles" spell, thus each tentacle has a base attack strength bonus as if it had a Strength score of 19 as a large creature. Thus, it grapple check modifier is equal to the caster level + 8. furthermore the tentacles are immune to all types of damage. Movement within the field of tentacles is reduced to 1/2 the normal movement speed. Once the tentacles grapple and opponent they are immediate dragged within the wall. Any creature within the wall takes 1d6 points of negative energy damage per level  of the caster (maximum 15d6), Fortitude save for half. The tentacles will hold the victim there until they break free.
  If the spell was cast atop of creatures, they may make a Reflex save to avoid being in the wall, however they may be subject to attack if they are unable to move more than 15ft away from the tentacles.
  Evard's Black Gate provides one-half cover (+4 AC, +2 Reflex saves against attacks made through it.
Material Components: Black Opal (1,000gp), Zombie Ichor, Dried Tentacle