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EverQuest spell conversion for 5e

My players recovered the following 3e spells from a the Hallucinatorium (hollo-deck/VR system) while playing a game called “EverQuest 40k”.  These were some spells materialized into the real world. These are all cleric spells.


Celestial Remedy
5th level alteration 
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: 4 rounds

The caster channels benevolent energies through the target of the spell, which are held within the target until released by the cleric. The spell may be carried by the target for up to 1 minute per level of the cleric, and no more than one spell of this line may be stored in this manner at a time. Activating the spell requires a free action
on the part of the cleric, and the spell then heals the target for 5dl0 hit points immediately, and then a similar amount each round for the next 3 rounds. The healing occurs on the cleric’s initiative count each round, before any actions are taken. The target of the spell can never gain more hit points than his normal maximum with this spell, and hit points of potential healing are not carried over to be added to those points gained in the next round.

Endure Electricity
5th level abjuration
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: 10 minutes/level

This spell grants the target damage reduction of 8 vs lightning damage and advantage on saving throws against attacks that do lightning damage.

Healing
5th level abjuration
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./level)
Components: V, S
Duration: Instantaneous

The caster channels divine energy to heal the target of wounds and injuries, curing 6d10 hit points. This spell may be cast as a free action if the spell check is a natural 20, but only once per round. Additional castings of the spell within the same round require 1 attack action.

Reconstitution
5th level alteration
Casting Time: 1 round
Range: Touch
Components: V, S
Duration: Instantaneous

The spellcaster calls upon divine energies to restore life to a dead being. The soul of the creature must willingly accept reanimation, or else the spell automatically fails. The newly restored dead awakens but has only 20% of his maximum hit points and no spells. Both of these may be recovered normally. In addition, the trauma of being restored to life leaves the character both nauseated and exhausted gaining 1d4 exhaustion levels. The nausea fades within 5 minutes (or with a healing spell), but the exhaustion can be healed normally (1 long rest per level of exhaustion in safe area). Nauseated characters cannot take any actions that require their attention, including casting spells or fighting. They may still use his speed.

This spell restores 10% of loss experience due to death (not usually relevant to the Ninth World).

Spirit Armor
5th level abjuration
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Components: V, S
Duration: 1 minute

Lifting palms to the skies, the caster professes his piety. His deity responds with a protective aura around the target he has identified, which grants damage reduction 7/-.  Note, damage reduction only affects physical attacks, energy attacks bypass damage reduction.

Word of Shadow
5th level abjuration
Casting Time: 1 action
Range: Personal
Components: V
Duration: Instant

The caster speaks a single sharp word that causes terrible, stabbing pain to all creatures within a 20 ft. sphere centered on himself, dealing 4d10 points of magical piercing damage to all within 20 feet.  Targets may make a Constitution saving throw to halve the damage.

 

 

Posted in 5e, Adventurer's Vault, Dungeons & Dragons, Spells, The Ninth World Treasury

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