Author Topic: Converting spells to 5e  (Read 1556 times)

Offline Agita

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Re: Converting spells to 5e
« Reply #20 on: August 18, 2017, 09:34:26 AM »
There is, in fact, a save on the proposed Touch of Fatigue.
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Offline awaken_D_M_golem

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Re: Converting spells to 5e
« Reply #21 on: August 18, 2017, 04:51:50 PM »
Something fatigue based cantrip ...
if it lasted 1+ rounds (wording?)
and could be stacked ... it's a best case
6 round save-or-suck with a slow roll in.
avatar#3 , gravitational lensing edition ... I'm way on the other side of the universe but look like pretty rings

Offline Skyrock

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Re: Converting spells to 5e
« Reply #22 on: August 18, 2017, 05:05:27 PM »
There is, in fact, a save on the proposed Touch of Fatigue.
Indeed. I blame my ripe old age and my failing eyes.

Offline bhu

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Re: Converting spells to 5e
« Reply #23 on: August 18, 2017, 08:51:30 PM »
I have modified for further review.  Will have more done when I can.  Two people are gone at work so I may be working some 16 hour days.
« Last Edit: August 18, 2017, 08:57:29 PM by bhu »

Offline bhu

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Re: Converting spells to 5e
« Reply #24 on: August 19, 2017, 08:32:55 PM »
ASSASSIN'S STRIKE
1st Level Divination
Casting Time: 1 Bonus Action
Range: Self
Components: V
Duration: Concentration, up to 1 Minutes
Your Sneak Attack Dice increase by 1 for the duration of the spell.  This does not provide Sneak Attack Dice if you do not already have them.
  At Higher Levels: When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.
Appropriate Spell Lists: Arcane Trickster


SCRY PORTAL
2nd Level Divination
Casting Time: 1 Action
Range: 120 feet
Components: V, S
Duration: Instantaneous
You automatically know if there are any hidden doors, false bottoms in drawers, hidden compartments etc within the spells range.  You do not know their exact location, but you do gain a sense for how dangerous opening one may be.
Appropriate Spell Lists: Arcane Trickster, Wizard


DISTRACTION
1st Level Enchantment
Casting Time: 1 Action
Range: 30 feet
Components: S
Duration: Concentration, up to 1 Minute
One target within the spells range must make a Willpower Save or be at Disadvantage on Wisdom Checks and Saves for the duration of the spell.  The target also loses the use of Reactions for the duration.
Appropriate Spell Lists: Arcane Trickster, Sorcerer, Warlock


MOMENT OF FEAR
1st Level Enchantment
Casting Time: 1 Bonus Action
Range: 30 feet
Components: V, S, M
Duration: 1 Round
One target within range of the spell must make a Wisdom Save or all attacks on him have Advantage until the beginning of your next turn.
  At Higher Levels: When you cast this spell using a spell slot of 3rd Level, it's duration changes to Concentration, up to 1 Minute.
Appropriate Spell Lists: Arcane Trickster, Warlock


MARTYR'S SMITE
2nd Level Evocation
Casting Time: 1 Bonus Action
Range: Self
Components: V, S
Duration: Concentration, up to 1 Minute
For the duration of the spell your opponents gain Advantage on Combat against you, and you get Advantage in Combat against them.  Your weapons attack does maximum damage if your attack roll is successful (this includes both weapon damage and dice from other sources).
Appropriate Spell Lists: Paladin


GREATER DARKVISION
3rd Level Transmutation
Casting Time: 1 Action
Range: Touch
Components: V, S, M
Duration: 8 Hours
This is identical to the Darkvision spell, but you can also see in magical Darkness, such as a Darkness spell.
Appropriate Spell Lists: Arcane Trickster, Druid, Ranger, Wizard


EMBRACE THE WILD
1st Level Transmutation
Casting Time: 1 Action
Range: Self
Components: V, M
Duration: Concentration, up to 1 Minute
For the duration of the spell you gain advantage on Perception Checks.
Appropriate Spell Lists: Druid, Ranger


ENDURE EXPOSURE
1st Level Transmutation
Casting Time: 1 Action
Range: Touch
Components: V, S
Duration: 8 Hours
You gain advantage on Constitution Checks against extreme cold or heat, frigid water, etc (see page 110 dmg).
Appropriate Spell Lists: Druid, Ranger


SCRY AREA
1st Level Divination
Casting Time: 1 Action
Range: 20 foot radius, centered on you
Components: V, S
Duration: Concentration, up to 1 Minute
You gain advantage on Investigation checks for the duration of the spell.
Appropriate Spell Lists: Arcane Trickster, Wizard


HAWKEYE
1st Level Divination
Casting Time: 1 Action
Range: Self
Components: V
Duration: Concentration, up to 1 Minute
For the duration of the spell you are no longer at disadvantage when attacking with a ranged weapon at long range.
Appropriate Spell Lists: Arcane Trickster, Ranger


DODGE
1st Level Transmutation
Casting Time: 1 Bonus Action
Range: Self
Components: V
Duration: 1 Round
Your movement this round provokes no Opportunity Attacks.
Appropriate Spell Lists: Druid, Eldritch Knight, Ranger


SUBVERT ITEM
2nd Level Divination
Casting Time: 1 Action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 Hour
You attune yourself to one item by casting this spell.  Until the spell end you always know the location and condition of this item.   Detect Magic will reveal an aura around this item for the spells duration, as will Truesight.  The caster can make a DC Perception Check to overhear anything said within 10 feet of the item for the spells direction.
  At Higher Levels: When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.
Appropriate Spell Lists:Arcane Trickster, Warlock, Wizard


MOBILITY
1st Level Transmutation
Casting Time: 1 Action
Range: Self
Components: V, S
Duration: Concentration, up to 1 Minute
Your Movement is unaffected by difficult terrain.
Appropriate Spell Lists: Druid. Eldritch Knight, Ranger
« Last Edit: August 24, 2017, 10:14:06 PM by bhu »

Offline Agita

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Re: Converting spells to 5e
« Reply #25 on: August 20, 2017, 03:46:06 AM »
I have three suggestions on what could be done with Touch of Fatigue, depending on what you think would be the most interesting niche for the spell to fall into, gameplay-wise.

One, let it stack all the way up to lethal levels of exhaustion but set it to a single level of fatigue per casting, no scaling. This would make it somewhat impractical in combat, but potentially quite useful in a variety of noncombat situations, where you can impose disadvantage on someone opposing you and maybe even kill them subtly if you're dedicated enough.
Two, set it to some number of exhaustion levels greater than one (probably two, because I'm still very wary of that third level with its disadvantage on saves - if you want to give out three levels of exhaustion, I'd make it a higher level spell at a minimum) but give it a concentration duration similar to how it has a limited duration in 3.5. This way, you can't stack the spell multiple times, and there is a way to disrupt it in combat. You could even have its duration, rather than the exhaustion it gives, scale with spell slot level, so that with a high enough spell slot used it lasts ten minutes, or an hour, or several hours and is still useful out of combat. See Hex or Hunter's Mark for an example of what I mean, though I would probably start the duration at a minute or ten minutes.
Three, very potent debuffs such as levels of exhaustion beyond two can be balanced by making it concentration duration (up to one minute, generally) and letting the victim save against it every round, like with Hold Person. This version would be purely for use in combat. The problem with it is that pesky disadvantage on saves the third level imposes, including on the saves you'd make to shake it off. That's not very desirable, since it undermines the point of letting the target save every turn. You could patch that with a specific clause negating the disadvantage against the spell itself, though it's a little clumsy.
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Offline bhu

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Re: Converting spells to 5e
« Reply #26 on: August 23, 2017, 06:22:01 AM »
Updated Touch of Fatigue again.

Offline Skyrock

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Re: Converting spells to 5e
« Reply #27 on: August 24, 2017, 07:48:07 PM »
Just commenting the ones on which I have intelligent comments:

ASSASSIN'S STRIKE
x Level Divination
Casting Time: 1 Bonus Action
Range: Self
Components: V
Duration: Concentration, up to 1 Minutes
Your Sneak Attack Dice increase by 1 for the duration of the spell.
What happens if you don't have any Sneak Attack dice?

It is a bit better in pure damage than Hunter's Mark or Hex for a single attack, but falls behind on multiple attacks, and doesn't potentially last as long. You may need to scale the duration up with charscter level or slot level to make this one competitive.

Quote
MOMENT OF FEAR
x Level Enchantment
Casting Time: 1 Bonus Action
Range: 30 feet
Components: V, S, M
Duration: 1 Round
One target within range of the spell must make a Wisdom Save or all attacks on him have Advantage until the beginning of your next turn.
This is basically one-turn Shield Master for the cost of a spell slot. A 1st level slot would be a fair price, and you could consider making it last longer for higher spell slots.

Quote
MARTYR'S SMITE
x Level Evocation
Casting Time: 1 Bonus Action
Range: Self
Components: V, S
Duration: Concentration, up to 1 Minute
For the duration of the spell your opponents gain Advantage on Combat against you, and you get Advantage in Combat against them.  Your weapons attack does maximum damage if your attack roll is successful.
Does the auto-max only apply to the weapon dice or all damage dice from weapon attacks? Could be very nasty in conjunction with Sneak Attack or Smite.

Offline Versatility_Nut

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Re: Converting spells to 5e
« Reply #28 on: August 24, 2017, 09:03:43 PM »
Does the auto-max only apply to the weapon dice or all damage dice from weapon attacks? Could be very nasty in conjunction with Sneak Attack or Smite.
How about both, because multiclassing lets you do that. Arcane Trickster for more slots to Smite from out of Rogue makes it scarier.

Offline bhu

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Re: Converting spells to 5e
« Reply #29 on: August 24, 2017, 10:33:17 PM »
Revised list 2 finishing it off, and it's ready for review.  I've also added an 'appropriate spell lists tag' to all spells.

Getting next set ready whilst you guys look though the ones already done.  Got 3 other spells over here for the curious  http://minmaxforum.com/index.php?topic=15292.msg306865#msg306865

BALEFUL TRANSPOSITION
2nd Level Conjuration
Casting Time: 1 Action
Range: 30 ft.
Components: V
Duration: Instantaneous
Choose one creature within 30 feet.  It must make a Wisdom Save, or the two of you switch places, and he is Incapacitated for 1 round.  This movement does not provoke opportunity attacks.
Appropriate Spell Lists: Sorcerer, Warlock, Wizard


LORECALL
1st Level Divination
Casting Time: 1 Bonus Action
Range: Self
Components: V, S
Duration: 1 Round
For the duration of the spell, you gain Proficiency with one Skill you don't have Proficiency in.
Appropriate Spell Lists: Arcane Trickster, Ranger


ENTICE GIFT
2nd Level Enchantment
Casting Time: 1 Action
Range: 30 feet
Components: V, S
Duration: 1 Round
Choose 1 creature within the spells range.  If that creature fails a Wisdom Save, it immediately approaches you and gives you wjatever it is holding in it's hand as it's next Action.
Appropriate Spell Lists: Arcane Trickster, Sorcerer, Warlock, Wizard


FELL THE GREATEST FOE
1st Level Transmutatuin
Casting Time: 1 Action
Range: Self
Components: V, S, M
Duration: Concentration, up to 1 Minute
For the duration of the spell, your weapon attacks do +2d6 damage if your opponent's Size Category is larger than you (i.e. if you're Medium, any creature that is Large or larger).
Appropriate Spell Lists: Eldritch Knight, Cleric, Paladin


LION'S CHARGE
2nd Level Transmutation
Casting Time: 1 Action
Range: Self
Components: V
Duration: 1 Round
You must move at least 20 feet straight toward a creature and then hit it with a weapon attack on the same turn as part of this spell, and that target must succeed on a  Strength saving throw or be knocked prone. If the target is prone, you can make one additional weapon attack against it as a bonus action.
Appropriate Spell Lists: Druid, Ranger


MISDIRECTION
3rd Level Illusion
Casting Time: 1 Action
Range: 30 feet
Components: V, S
Duration: Concentration, up to 1 Hour
Choose one living target within 30 feet (this can include plants or fungi).  For the duration of the spell, and Divination spells cast on you give the information of the target instead (and vice versa).  For example, a human Wizard casts this on a Skeleton.  Detect Evil and Good is cast on the Skeleton, but it does not register as Undead, while the Wizard would. 
Appropriate Spell Lists: Arcane Trickster, Sorcerer, Warlock, Wizard


NATURE'S FAVOR
1st Level Transmutation
Casting Time: 1 Action
Range: Touch
Components: V, S, M
Duration: Concentration, up to 1 Minute
For the duration of the spell, one Beast you choose can use your proficiency bonus on attacks instead of it's own.
Appropriate Spell Lists: Druid, Ranger


TOUCH OF IDIOCY
3rd Level Enchantment
Casting Time: 1  Action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 Minute
One creature you touch must make an Intelligence saving throw.  If it fails it gains disadvantage with all Attack rolls, saving throws and skill checks based on Intelligence or Charisma.
Appropriate Spell Lists: Arcane Trickster, Sorcerer, Warlock, Wizard
« Last Edit: September 10, 2017, 10:51:57 PM by bhu »

Offline bhu

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Re: Converting spells to 5e
« Reply #30 on: August 28, 2017, 08:26:01 PM »
Sorry about the delay, work has been fucked.  Will update tomorrow i hope

Offline bhu

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Re: Converting spells to 5e
« Reply #31 on: August 31, 2017, 01:02:27 AM »
Okay the above spells are ready for a review.  Will begin editing in next round below:


CLAWS OF DARKNESS
2nd Level Necromancy
Casting Time: 1 Action
Range: Self
Components: V, S
Duration: Concentration, up to 1 Minute
For the duration of this spell your unarmed strikes do 1d8 Necrotic damage, and you are proficient with your unarmed strikes.  As a Bonus Action you can extend the claws, allowing you to make reach attacks with your unarmed strikes.
Appropriate Spell Lists: Sorcerer, Warlock, Wizard


SHADOW CACHE
2nd Level Conjuration
Casting Time: 1 Action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 Hour
For the duration of this spell you may hide small, non living objects in a shadowy pocket dimension accessible only to you.  You can place as many objects as you want, but the maximum size of the pocket is a 1 foot cube, and hiding or retrieving an item is an Action.  Once the spell ends, all items are placed on the ground in the square you occupy.
Appropriate Spell Lists: Arcane Trickster, Wizard


TREMORSENSE
2nd Level Transmutation
Casting Time: 1 Action
Range: Self
Components: V, S, M
Duration: Concentration, up to 1 Hour
For the duration of the spell you gain Tremorsense with a range of 30 feet.
Appropriate Spell Lists: Druid, Ranger, Sorcerer


BREAK ENCHANTMENT
3rd Level Abjuration (Ritual)
Casting Time: 1 Minute
Range: 30 ft.
Components: V, S
Duration: Instantaneous
Choose any one creature within range under the effect that allows a Saving Throw at the end of each round (Hold Person for example), or that allow for a new Save under certain circumstances (such as Dominate Beast.  The next Saving Throw the target creature is allowed to make against the spell currently influencing, that Save is automatically successful and the spell ends.  If the creature is under the effect of multiple spells, the lowest level spell goes first.  If there is a tie choose a random spell.
Appropriate Spell Lists: Cleric, Paladin, Warlock, Wizard


CHARM MONSTER
4th Level Enchantment
Casting Time: 1 Action
Range: 30 ft.
Components: V, S
Duration: 8 Hours
This is identical to Charm Person, but it is not restricted by creature type.
  At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
Appropriate Spell Lists: Arcane Trickster, Bard, Druid, Sorcerer, Warlock, Wizard


DISPLACER FORM
5th Level Transmutation
Casting Time: 1 Action
Range: Self
Components: V, S
Duration: Concentration, up to 1 Minute
For the duration of the spell you gain the form of a Displacer Beast (this otherwise works like the Shapechange spell).
Appropriate Spell Lists: Sorcerer, Wizard


KNOW VULNERABILITIES
4th Level Divination
Casting Time: 1 Action
Range: 30 ft.
Components: V, S
Duration: Instantaneous
Choose one creature within range.  It must make an Intelligence Saving Throw or you know any Resistances or Immunities it has.
Appropriate Spell Lists: Bard, Cleric


SHOUT
4th Level Evocation
Casting Time: 1 Action
Range: Self (30 ft. Cone)
Components: V
Duration: Instantaneous
You unleash an ear-splitting scream, and any creatures within range must make a Constitution Save.  A failed save means taking 5d8 thunder damage, while a successful one takes half damage.  A creature made of inorganic material such as stone, crystal or metal has disadvantage on this saving throw. 
  At Higher Levels: If cast as a 5th Level of higher spell, it does an additional d8 damage per slot level above 4th.  At 6th Level or higher, creatures who fail the saving throw are also deafened.
Appropriate Spell Lists: Bard, Sorcerer, Warlock, Wizard


NIGHTSTALKERS TRANSFORMATION
5th Level Transmutation
Casting Time: 1 Action
Range: Self
Components: V, S, M
Duration: Concentration, up to 1 Minute
For the duration of the spell you gain the following: Proficiency on Dexterity Saves, Proficiency on all Skill Checks based off of Dexterity or Wisdom, and Proficiency with the following weapons: Simple weapons, hand crossbows,  longswords, rapiers, shortswords.  You also gain 3 Sneak Attack dice and Evasion (see the Rogue in the PHB).
Appropriate Spell Lists: Sorcerer, Wizard
« Last Edit: September 02, 2017, 09:00:57 PM by bhu »

Offline bhu

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Re: Converting spells to 5e
« Reply #32 on: September 02, 2017, 09:21:27 PM »
BITE OF THE WERETIGER
4th Level Transmutation
Casting Time: 1 Action
Range: Self
Components: V, S, M
Duration: Concentration, up to 1 Minute
This is identical to the Shapechange spell, with the exception that you may only become a Tiger.
Appropriate Spell Lists: Druid


HIDE THE PATH
6th Level Abjuration
Casting Time: 1 Minute
Range: Touch
Components: V, S, M
Duration: 8 Hours
You create a ward against divination that protects up to 40,000 square feet of floor space to a height of 30 feet above the floor. For the duration, creatures casting a Divination spell within this spells area (or attempting to use one to perceive something within this area) must make a DC 16 ability check using their spellcasting ability, or the spell fails.
Appropriate Spell Lists: Cleric, Druid


EVIL GLARE
7th Level Necromancy
Casting Time: 1 Action
Range: 30 feet
Components: V, S, M
Duration: Concentration, up to 1 Minute
For the spell’s duration, your eyes become an inky void imbued with dread power. One creature of your choice within 60 feet of you that you can see must succeed on a Wisdom saving throw or be Paralyzed for the duration. On each of your turns until the spell ends, you can use your action to target another creature but can’t target a creature again if it has succeeded on a saving throw against this casting of Evil Glare.  At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.
Appropriate Spell Lists: Cleric, Sorcerer, Warlock, Wizard


DEMAND
8th Level Enchantment
Casting Time: 1 Action
Range: Unlimited
Components: V, S, M
Duration: Concentration, up to 8 Hours
This is otherwise identical to the Sending spell, except that it may contain a Suggestion (see the Suggestion spell for details).
Appropriate Spell Lists: Cleric, Sorcerer, Warlock, Wizard


FIERCE PRIDE OF THE BEASTLANDS
8th Level Conjuration
Casting Time: 1 Minute
Range: 90 feet
Components: V, S
Duration: Concentration, up to 1 Hour
You summon three Celestial Lions that appear in unoccupied spaces that you can see within range.  A summoned creature disappears when it drops to 0 hit points or when the spell ends. The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don’t issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. The GM has the creatures’ statistics (which are listed below).
Appropriate Spell Lists: Cleric, Sorcerer, Wizard
« Last Edit: September 07, 2017, 04:13:42 AM by bhu »

Offline bhu

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Re: Converting spells to 5e
« Reply #33 on: September 07, 2017, 04:15:00 AM »
Okay those are all the spells I wanted to do.  I eagerly await feedback, and if you guys have requests I'll start up a conversion thread in the homebrew section.

Offline Agita

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Re: Converting spells to 5e
« Reply #34 on: September 08, 2017, 08:51:14 AM »
Thanks for reminding me. Will take a look when I feel like a human being again.
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Offline bhu

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Re: Converting spells to 5e
« Reply #35 on: September 08, 2017, 08:09:37 PM »
Thanks for reminding me. Will take a look when I feel like a human being again.

Are you okay?

Offline Agita

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Re: Converting spells to 5e
« Reply #36 on: September 10, 2017, 06:04:57 AM »
I'm fine, just traveling and didn't get a decent night's sleep until last night. Feeling great now.

Comments on spells that stuck out:
Lion's Charge may cause timing issues, since you're only supposed to get one bonus action in a turn and it already takes your bonus action. I might do something like having it be a normal action spell that includes making an attack, like two of the cantrips in Sword Coast Adventurer's Guide, which knocks prone on a hit and lets you attack again as a bonus action if the target is knocked down. The movement could be a requirement for casting or included in the action as well. I might make it a third level spell at that point since it's letting you attack twice, which normally starts happening around level 5, but being a limited resource and requiring some hoops to jump through might make it fine at level 2.

Entice Gift seems fine, but might work more cleanly if you made the target give you their gift as a reaction right away, or made them use their next action to do it like an upgraded Command.

I have mixed feelings on Lorecall. I like that you're putting the various spells together into one that makes a lot of sense. I'm not sure about outright granting proficiencies as a fairly accessible spell, but since the duration is short and it uses a spell slot it might be fine.

I like Baleful Transposition and Touch of Idiocy.
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Offline bhu

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Re: Converting spells to 5e
« Reply #37 on: September 10, 2017, 10:53:36 PM »
I did some modifications.  Since I practiced on what I wanted to do, I'm taking requests now that I've got my feet wet.  Any Necromancy spells anyone wants to see?

Offline awaken_D_M_golem

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Re: Converting spells to 5e
« Reply #38 on: October 12, 2017, 05:31:16 PM »
In the red corner we have Bhu ...

and in the blue corner we have Xanathar's.


Place your final bets Gentlemen and Polymorphers !!
avatar#3 , gravitational lensing edition ... I'm way on the other side of the universe but look like pretty rings