Sun Blade in 5e – History, Stats and Recipe to create your own

Sun Blade in 5e
Sun Blade in 5e

The Sun Blade is one of the iconic weapons in Dungeons & Dragons. While not as old as the infamous Vorpal Sword, it is still a great weapon for any campaign. Especially, clerics who worship the god of sun, Pelor for Greyhawk and Lathander for the Forgotten Realms, it is the weapon to find or craft. We will look at the history of this magical item and the different ways you could craft it in your campaign in 5th edition.

The History of the Sun Blade

The Sun Blade’s first iteration was in I6 Ravenloft (1983) for Advanced Dungeons & Dragons. It was called the Sunsword. It was a sword with a crystal glass blade and one could argue it was a different sword back then. After that the Sun Blade under its name appeared in the Advanced Dungeons & Dragons 2nd edition Dungeon Master’s Guide in 1989. In this book, there was no Sunsword but only the Sun Blade with slightly different mechanics. The first time together they appeared in the Encyclopedia Magica Volume 4 of 1995.

Brief Appearance in Greyhawk Adventure Path

While now the Sun Blade is an established magical weapon, it wasn’t used in any 2nd edition adventure (to my knowledge). It took 18 years after its first appearance to be used in a published Greyhawk adventure. In 2007, in Dragon Magazine #145 the adventure City of Broken Idols advances the adventure path Savage Tide for 3rd edition D&D. It so appears that on the Isle of Dread, there is a lake. And on that lake is another island, the Taboo Island. On this island there is a temple and in this temple in a random crypt lies the Sun Blade. Well, better than nothing.

Comeback of the Sun Blade in 5th Edition

The Sun Blade appears in Out of Abyss (2015) as a sentient sword called the Dawnbringer. Also it appears in the remake of the Ravenloft module, Curse of Strahd in 2016. Here it’s called the Sunsword again. Interestingly, both of these swords have a blade out of pure light energy, opposed to the original Sunsword. Both of these swords are mere iterations of the raw Sun Blade as they have some additional properties. They are both sentient while the normal Sun Blade found in the Taboo Temple is not.

The Sun Blade in 5e

  • melee weapon (sword, martial)
  • Damage: 1d8
  • Damage Type: Radiant
  • Item Rarity: Rare
  • Modifiers: Melee Attacks +2, Melee Damage +2
  • Properties: Finesse, Versatile
  • Secondary Damage: 1d10
  • Weight: 3

This item appears to be a Longsword hilt. While grasping the hilt, you can use a Bonus Action to cause a blade of pure radiance to spring into existence, or make the blade disappear. While the blade exists, this magic Longsword has the Finesse property. If you are proficient with shortswords or longswords, you are proficient with the sun blade.

You gain a +2 bonus to Attack and Damage Rolls made with this weapon, which deals radiant damage instead of slashing damage. When you hit an Undead with it, that target takes an extra 1d8 radiant damage.

The sword’s luminous blade emits bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight. While the blade persists, you can use an action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each.

Crafting the Sun Blade

Of course, there is always the way to find the blade in a dungeon or in possession of a random cleric of Pelor or Lathander. But it is also cool to craft it yourself. Maybe read about it in a book and make it a quest to attain one.

Crafting Rules as Written

The Sun Blade is a rare weapon, that is why the creator needs to be at least 6th level. The creation cost is 5,000 gp. That means it takes the player 200 days to create the blade. But then there would be no difference between the creation of a normal longsword +2 and the creation of the Sun Blade. Here the Dungeon Master’s Guide assumes it is the DM’s decision how it should be done. And that is the freedom we all love in D&D.

How we craft the Sun Blade in 5e

I never liked how they handle magic item creation in 5th edition. I feel that everything your characters do should be part of the story. A story about someone sitting in a laboratory creating an item for 200 days is simply not fun. I’m a huge fan of the way they did it in Volo’s Guide for All Things Magical of 1996. Here they presented to different ways to create magical items, either by a wizard or a cleric. They overcomplicate a little bit by inventing a whole bunch of spells but the idea is really fun. One thing they do especially, is giving magical properties to different ressources making the whole creation also a research and gather operation.

How you want to approach this as a DM is all on you. You can let the m research what materials they need and what kind of spells they need to cast or just present it to them. Maybe they want to find someone instead that can create the weapon for them.

A good choice is Sarana, the 15th level cleric and high matriarch of Pelor, leading the temple in the Free City of Greyhawk. For sure she wouldn’t do this for free though. A quest to prove you are worthy of such a quest might be in line. Also it is debatable if she would create it for someone else than a cleric of Pelor.

Materials

As ingredients we need a metal for the hilt and a gemstone to hold the power of the blade. The most essential ingredient mentioned in Volo’s Guide is a gemstone called Heliodor.

Heliodor: This precious stone is a deep yellow variety of golden beryl varying in hue from greenish yellow to reddish yellow and yielding large or medium impressive faceted gemstones. 

In magic, heliodor can be used as a casting component in all priest spells of the sun sphere in  place of normal components that one lacks (provided these need not be specially constructed). Powdered heliodor is essential in the forging of a sun blade.

Volo’s Guide to All Things Magical

So all we need now is a mountain range that is known for yellow beryls. The Crystalmist Mountains are just one possibility. After achieving such a gem you would need to cut in a specific shape, a Round Rose cut for example.

For metals you can use any combination of pristine material. Maybe a mix of gold and white silver is appropriate.

Process of creating

Cleric spells work in 5th edition in a way that all clerics automatically learn all the spells of their level. So implementing new spells for item creation doesn’t make much sense. Instead, I assume the cleric who wants to create the Sun Blade has to invent some kind of ritual to please their god and achieve the power.

This can be researched by your players of course but your players can also get creative and come up with their own ideas.

Things I would assume: 

  • Must be created on a holy place of your god (Pelor, Lathander)
  • A great deed must have been done prior to please your god
  • A 24h ritual with deliberate use of holy ingredients like holy water and holy incenses

Conclusion 

So here you have it, the way I implement the Sun Blade into my campaign. The whole process would be a part of my campaign, a task a player tries to achieve while doing things for the group. The whole creation cost might at the end be in line with what the Dungeon Master’s  Guide says. Even the time it took might be the same. But, it feels way cooler to be part of he process and not just do it in downtime.

Did you ever use the Sun Blade? How do you handle magic item creation in your campaign?

See you in the Green Dragon Inn,

Frogsama

Spell Conversion: Bigby’s Silencing Hand in 5e

In our Spell Conversion Series we will look at spells from 2nd edition that didn’t make it into the 5th edition of D&D. For a full list of all named spells, go here.

Method

In order to convert a spell we need to look at the guidelines of the Dungeon Master’s Guide, at the original spell in 2nd edition and at the existing spells in 5e. The new spell shouldn’t overshadow an existing spell nor be too complicated.

5th edition’s biggest advantage over older editions is that spells are extremely streamlined and bookkeeping on the Dungeon Master’s side is kept to a minimum.

Also, some spells might be used for a specific situation. This showcases how some mages in Greyhawk invented magic for their own needs. Consider players to get in touch with those unique spells by meeting disciples of these famous mages (or even the mage himself) rather than handing them out freely.

The spell

Today we look at Bigby’s Silencing Hand. The spell does something that designers of Dungeons & Dragons are trying to avoid more and more over the years: Disable a character completely for a round.

Getting skipped is due to a spell effect is annoying for any player. That’s why stunning effects are usually kept on the player’s side. The way this spell silences means a caster can be rendered useless for the entire fight.

But the spell is still unique and can be converted. Let’s look at the important mechanics we want to convert:

  • 2nd Level, one target
  • Create a hand
  • Physically silences a creature
  • Saving throw each turn

The best spell to compare it to is Silence. While Silence affects an area where the targets can usually walk out of on their turn, Bigby’s Silencing Hand targets one person specifically.

Interestingly, the way the spell works a Strength Saving Throw is the most appropriate of all abilities. This makes this spell a fun unique addition to any spellcaster. But be cautious, using this spell too much against your players can really decrease the fun of your spellcaster friends.

Luckily, the spell can also be disspelled by destroying the hand, so affected creatures can get help from their allies.

Considering all of this, this is my conversion of Bigby’s Silencing Hand in 5e:


Bigby’s Silencing Hand


2nd-level evocation
Casting time: 1 action
Range: 120 feet
Components: V, S, M (an egg shell and a snake skin glove)
Duration: Concentration, up to 1 minute

Choose a humanoid that you can see within range. You create a hand that flies over to the target and clamps tightly over its mouth. The target must succeed on a Strength saving throw or be silenced for the duration. At the end of each of its turns. the target can make another Strength saving throw. On a success. the spell ends on the target.

Additionally, the hand can be magically disspelled or destroyed by 6 magical damage (AC 10).

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can create an additional hand and target one additional humanoid for each slot leveI above 2nd. The humanoids must be within 30 feet of each other when you target them.


Conclusion

As you might have realised, converting spells is never easy and highly subjective. There are many ways to the same goal. Our goal is to make our World of Greyhawk experience unique, different from a homebrew of Forgotten Realms campaign. And with every new spell that used to be a Greyhawk exclusive, we are getting closer to our goal.

Next time we are going to convert Bigby’s Strangling Grip.

See you in the Green Dragon Inn,

Frogsama

Spell Conversion: Bigby’s Pugnacious Pugilist in 5e

In our Spell Conversion Series we will look at spells from 2nd edition that didn’t make it into the 5th edition of D&D. For a full list of all named spells, go here.

Method

In order to convert a spell we need to look at the guidelines of the Dungeon Master’s Guide, at the original spell in 2nd edition and at the existing spells in 5e. The new spell shouldn’t overshadow an existing spell nor be too complicated.

5th edition’s biggest advantage over older editions is that spells are extremely streamlined and bookkeeping on the Dungeon Master’s side is kept to a minimum.

Also, some spells might be used for a specific situation. This showcases how some mages in Greyhawk invented magic for their own needs. Consider players to get in touch with those unique spells by meeting disciples of these famous mages (or even the mage himself) rather than handing them out freely.

The spell

Today we look at Bigby’s Pugnacious Pugilist. This spell is more of a summon creature spell than anything else. It seems to be the small version of Bigby’s Hand. As WotC reduced summoning spells in 5th edition to help DMs and make gameplay faster, this spell was omitted.

But the spell is still unique and can be converted. Let’s look at the important mechanics we want to convert:

  • 9th Level, one target, concentration spell
  • Increasing damage over time
  • Spawn a new entity (big hand)
  • Never misses
  • Auto-grapple

Mechanically we can compare it to Conjure Animals as both are 3rd level summoning spells. Conjure Animals lets you summon a CR 2 monster. We have to rescale the summoned pair of hands quite a bit to give it the firepower of a CR 2 creature.

Considering all of this, this is my conversion of Bigby’s Pugnacious Pugilist in 5e:


Bigby’s Pugnacious Pugilist


3rd-level evocation
Casting time: 1 action
Range: 60 feet
Components: V, S, M (mitten stuffed with cotton)
Duration: Concentration, up to 1 hour

You create a pair of hands in an unoccupied space in range.
The hands are listening to your verbal commands. Giving orders is not an action.

The hands are a unit having AC 16, hit points equal to your hit points maximum. If they drop to 0 hit points, the spell ends.

They have a +8 to hit, do 6 force damage and have advantage while being 5 feet close to an ally (Pack Tactics).


Conclusion

As you might have realised, converting spells is never easy and highly subjective. There are many ways to the same goal. Our goal is to make our World of Greyhawk experience unique, different from a homebrew of Forgotten Realms campaign. And with every new spell that used to be a Greyhawk exclusive, we are getting closer to our goal.

Next time we are going to convert Bigby’s Silencing Hand.

See you in the Green Dragon Inn,

Frogsama

Spell Conversion: Bigby’s Force Sculpture in 5e

In our Spell Conversion Series we will look at spells from 2nd edition that didn’t make it into the 5th edition of D&D. For a full list of all named spells, go here.

Method

In order to convert a spell we need to look at the guidelines of the Dungeon Master’s Guide, at the original spell in 2nd edition and at the existing spells in 5e. The new spell shouldn’t overshadow an existing spell nor be too complicated.

5th edition’s biggest advantage over older editions is that spells are extremely streamlined and bookkeeping on the Dungeon Master’s side is kept to a minimum.

Also, some spells might be used for a specific situation. This showcases how some mages in Greyhawk invented magic for their own needs. Consider players to get in touch with those unique spells by meeting disciples of these famous mages (or even the mage himself) rather than handing them out freely.

The spell

Today we look at Bigby’s Force Sculpture. The spell has a also two enhanced versions, Bigby’s Superior Force Sculpture and Bigby’s Most Excellent Force Sculpture. We can implement those with the new mechanic of using a spell on a higher spell level.

With these array of spells you can create from the smallest utensils to the biggest warship anything you can imagine. I can see how this spell can stall a game to a halt when players try to create something extraordinary and the DM has to account for it. It can definitely derail an adventure module, so it should be given out with caution especially for novice DMs.

But the spell is still unique and can be converted. Let’s look at the important mechanics we want to convert:

  • 4th level, 6th level or 8th level
  • Creates an item or structure out of clay
  • Cost and complexity of the end product depend on the casting level

The spell can’t really be compared to any other spell in the 5th edition list. Closest would be Creation and Wall spells. When giving out the spell to players you should discuss with the party what is possible beforehand.

I think a good way to balance the spell is to assume that the casting wizard needs the appropriate knowledge about what he wants to create.

So if he wants to build a big warship, he needs to use his Downtime first to write a detailed plan.

Considering all of this, this is my conversion of Bigby’s Force Sculpture in 5e:


Bigby’s Force Sculpture


4th-level evocation
Casting time: 1 action
Range: 120 feet
Components: V, S, M (lump of clay)
Duration: 1 hour

You can shape a plane of force in any way you wish. The form can’t have any sharp edges or loose parts, e.g. a table, chair, bucket.

All objects created can’t be harmed by physical attacks. The structure has a maximum of 8 cubic feet in matter and has the same hit points as you.

At Higher Levels. This spell can also be cast on 6th and 8th level. At 6th level, diamond dust worth 250 gp is consumed when cast. The shape can now have edges like a sword and can be more intricate like a wagon. The size of matter limit is now 64 cubic feet. Casting time is 1 minute and duration is 6 hours. At 8th level, diamond dust worth 1000 gp is consumed when cast. The shape can now have intricate parts and structures like a sailing ship is possible. The size of matter limit is now 256 cubic feet. Casting time is 30 minutes and duration is 1 day.


Conclusion

As you might have realised, converting spells is never easy and highly subjective. There are many ways to the same goal. Our goal is to make our World of Greyhawk experience unique, different from a homebrew of Forgotten Realms campaign. And with every new spell that used to be a Greyhawk exclusive, we are getting closer to our goal.

Next time we are going to convert Bigby’s Battering Gauntlet.

See you in the Green Dragon Inn,

Frogsama

Spell Conversion: Bigby’s Feeling Fingers in 5e

In our Spell Conversion Series we will look at spells from 2nd edition that didn’t make it into the 5th edition of D&D. For a full list of all named spells, go here.

Method for Spell Conversion in 5e

In order to convert a spell we need to look at the guidelines of the Dungeon Master’s Guide, at the original spell in 2nd edition and at the existing spells in 5e. The new spell shouldn’t overshadow an existing spell nor be too complicated.

5th edition’s biggest advantage over older editions is that spells are extremely streamlined and bookkeeping on the Dungeon Master’s side is kept to a minimum.

Also, some spells might be used for a specific situation. This showcases how some mages in Greyhawk invented magic for their own needs. Consider players to get in touch with those unique spells by meeting disciples of these famous mages (or even the mage himself) rather than handing them out freely.

The spell

Today we look at Bigby’s Feeling Fingers. This spell is used to fine the smallest cracks on surfaces, mostly to find traps. At the moment there is only one spell with a similar effect, Find Traps.

But the spell works a bit different and unique enough to use it in 5th edition. Here is what it can do:

  • 1st Level spell
  • Spawns a magical hand
  • Hand has a 50% chance to find a trap

This spell needs some time to check a bigger area for traps and might not even be successful. Find Traps has the drawback that you don’t know where the trap is, while with Bigby’s Feeling Fingers you can never be really sure if there is not actually a trap.

So is this spell more useful than Find Traps? I think it depends on the circumstances. To be honest I find Find Traps should be a 1st level spell as well.

Considering all of this, this is my conversion of Bigby’s Feeling Fingers in 5e:


Bigby’s Feeling Fingers

1st-level evocation
Casting time: 1 action
Range: 180 feet
Components: V, S, M (child-sized silk glove and a swan’s feather)
Duration: 1 hour

You create a hand under your command. The hand can’t grasp, hold or carry anything but has a sensible touch.

You can use the hand to check a 10 by 10 feet square for traps needing 1 minute. The same area can only checked once with a success rate of 50%. Any nonmagical trap cqn be triggered by the hand if you choose to do so.

The hand has an AC of 10, 4 hit points and is immune to physical damage.


Conclusion

As you might have realised, converting spells is never easy and highly subjective. There are many ways to the same goal. Our goal is to make our World of Greyhawk experience unique, different from a homebrew of Forgotten Realms campaign. And with every new spell that used to be a Greyhawk exclusive, we are getting closer to our goal.

Next time we are going to convert Bigby’s Force Sculpture.

See you in the Green Dragon Inn,

Frogsama

Spell Conversion: Bigby’s Fantastic Fencers in 5e

In our Spell Conversion Series we will look at spells from 2nd edition that didn’t make it into the 5th edition of D&D. For a full list of all named spells, go here.

Method for Spell Conversion in 5e

In order to convert a spell we need to look at the guidelines of the Dungeon Master’s Guide, at the original spell in 2nd edition and at the existing spells in 5e. The new spell shouldn’t overshadow an existing spell nor be too complicated.

5th edition’s biggest advantage over older editions is that spells are extremely streamlined and bookkeeping on the Dungeon Master’s side is kept to a minimum.

Also, some spells might be used for a specific situation. This showcases how some mages in Greyhawk invented magic for their own needs. Consider players to get in touch with those unique spells by meeting disciples of these famous mages (or even the mage himself) rather than handing them out freely.

The spell

Today we look at Bigby’s Fantastic Fencers. This spell is a monster summoning spell. Over the generations the amount of spells that summon creatures to aid the party steadily decreased. This has mostly to do with minimizing bookkeeping in combat. Also, WotC doesn’t want players to flip through the Monster Manual to find stuff to summon.

But the spell is still unique enough to use it in 5th edition. Here is what it can do:

  • 5th Level spell
  • Spawn hands with swords
  • Every hand is a combatant listening to the mage’s orders.

This spell is a well designed combat starter in Bigby’s arsenal. The spawned creatures don’t need concentration to maintain and can hold foes of him. Balance wise a fifth level spell shouldn’t spawn a creature with a CR higher than 5. When spawning multiple monsters the combined CR should be well below this limit.

The original spell actually consumes an amulet worth 1,000 gp. In my opinion this is not necessary for a simple spell.

Considering all of this, this is my conversion of Bigby’s Fantastic Fencers in 5e:


Bigby’s Fantastic Fencers

5th-level evocation
Casting time: 1 action
Range: 15 feet
Components: V, S, M (a silver amulet worth 1,000 gp)
Duration: 1 hour

You create three hands holding longswords 15 feet around you. They act on your turn starting the turn you summoned them.

The hands have an AC of 18, 15 hit points and 30 feet of movement. They have the same saving throws as the caster being immune to all status effects.

They can use the Attack action to do a melee attack and use their reaction to do an attack of opportunity with 6 as the attack modifier. A hit does 1d8+3 damage and the attacked creature has to succeed a Strength saving throw DC 12 or are disarmed.

If the hands are somehow disarmed, they are disspelled.

At Higher Levels. When you cast this spell at 6th or higher level the amount of fighting hands increases by 1 per level.


Conclusion

As you might have realised, converting spells is never easy and highly subjective. There are many ways to the same goal. Our goal is to make our World of Greyhawk experience unique, different from a homebrew of Forgotten Realms campaign. And with every new spell that used to be a Greyhawk exclusive, we are getting closer to our goal.

Next time we are going to convert Bigby’s Feeling Fingers.

See you in the Green Dragon Inn,

Frogsama

Spell Conversion: Bigby’s Dextrous Digits in 5e

In our Spell Conversion Series we will look at spells from 2nd edition that didn’t make it into the 5th edition of D&D. For a full list of all named spells, go here.

Method for Spell Conversion in 5e

In order to convert a spell we need to look at the guidelines of the Dungeon Master’s Guide, at the original spell in 2nd edition and at the existing spells in 5e. The new spell shouldn’t overshadow an existing spell nor be too complicated.

5th edition’s biggest advantage over older editions is that spells are extremely streamlined and bookkeeping on the Dungeon Master’s side is kept to a minimum.

Also, some spells might be used for a specific situation. This showcases how some mages in Greyhawk invented magic for their own needs. Consider players to get in touch with those unique spells by meeting disciples of these famous mages (or even the mage himself) rather than handing them out freely.

The spell

Today we look at Bigby’s Dextrous Digits. This spell has a specific out of combat use. It is a mix between Mage Hand and Unseen Servant.

But the spell is still a unique enough to have different use. Here is what it can do:

  • 2nd Level spell
  • Spawn a pair of hands
  • Hands have the same abilities as the mage’s hands and can perform delicate maneuvres

The spell is is yet another out of combat spell of Bigby with the purpose to mimic the mage’s ability to perform a specific task and therefore doubling his work force for a duration. There are many creative uses for this.

Considering all of this, this is my conversion of Bigby’s Dextrous Digits in 5e:


Bigby’s Dextrous Digits

2nd-level evocation
Casting time: 1 action
Range: 90 feet
Components: V, S, M (pair of gloves embroidered with the wizard’s initials)
Duration: Concentration, up to 2 minutes

You create a pair of hands that can perform any action you can do using your proficiencies and Dexterity modifier. Each hand can carry 20 pounds individually and 50 pounds together.

The hands have an AC of 10, 6 hit points and are immune to physical damage. They have 30 feet movement speed and are dispelled if they are 90 feet away from the caster.

At Higher Levels. When you cast this spell at 3rd or higher level the spell duration increases by 2 minutes for each level.


Conclusion

As you might have realised, converting spells is never easy and highly subjective. There are many ways to the same goal. Our goal is to make our World of Greyhawk experience unique, different from a homebrew of Forgotten Realms campaign. And with every new spell that used to be a Greyhawk exclusive, we are getting closer to our goal.

Next time we are going to convert Bigby’s Fantastic Fencers.

See you in the Green Dragon Inn,

Frogsama

Spell Conversion: Bigby’s Construction Crew in 5e

In our Spell Conversion Series we will look at spells from 2nd edition that didn’t make it into the 5th edition of D&D. For a full list of all named spells, go here.

Method for Spell Conversion in 5e

In order to convert a spell we need to look at the guidelines of the Dungeon Master’s Guide, at the original spell in 2nd edition and at the existing spells in 5e. The new spell shouldn’t overshadow an existing spell nor be too complicated.

5th edition’s biggest advantage over older editions is that spells are extremely streamlined and bookkeeping on the Dungeon Master’s side is kept to a minimum.

Also, some spells might be used for a specific situation. This showcases how some mages in Greyhawk invented magic for their own needs. Consider players to get in touch with those unique spells by meeting disciples of these famous mages (or even the mage himself) rather than handing them out freely.

The spell

Today we look at Bigby’s Construction Crew. This spell has a specific out of combat use. WotC changed the importance of downtime a lot. While base building was really common in older editions they are no rules in place in 5th edition. So this spell lost obvious value.

But the spell is still a nice piece to flesh out your Greyhawk campaign if you consider base building. Here is what it can do:

  • 4th Level spell
  • Spawn a set of hands that work as skilled construction workers
  • Construction tools need to be provided (worth 500 gp)

The spell is best judged by looking at the price of skilled workers. A skilled worker costs 15 gp per day and after the initial investment of the tools alot of money can be saved. As no lodging or food is needed, even more money can be saved. It is a truly powerful spell that can make or break a world’s economy, so a high spell level is absolutely necessary. It might even be that this spell is one of Bigby’s biggest secrets that could enable a lot of powerful enemies if shared.

Considering all of this, this is my conversion of Bigby’s Construction Crew in 5e:


Bigby’s Construction Crew

4th-level evocation
Casting time: 1 action
Range: 180 feet
Components: V, S, M (assertment of miniature tools worth 500 gp)
Duration: 12 hrs

You create seven pairs of magical hands. All hands come equipped with construction tools and a pair resembles the workforce of one worker. They are able to do any work necessary on a construction site like carpenting, masoning, mining or sapping. The hands can’t deal any damage and have an AC of 10 and 5 hit points.

At Higher Levels. When you cast this spell at 5th or higher level the amount of hand pairs increases by 2 for each level.


Conclusion

As you might have realised, converting spells is never easy and highly subjective. There are many ways to the same goal. Our goal is to make our World of Greyhawk experience unique, different from a homebrew of Forgotten Realms campaign. And with every new spell that used to be a Greyhawk exclusive, we are getting closer to our goal.

Next time we are going to convert Bigby’s Dextrous Digits.

See you in the Green Dragon Inn,

Frogsama

Spell Conversion: Bigby’s Bookworm Bane in 5e

In our Spell Conversion Series we will look at spells from 2nd edition that didn’t make it into the 5th edition of D&D. For a full list of all named spells, go here.

Method

In order to convert a spell we need to look at the guidelines of the Dungeon Master’s Guide, at the original spell in 2nd edition and at the existing spells in 5e. The new spell shouldn’t overshadow an existing spell nor be too complicated.

5th edition’s biggest advantage over older editions is that spells are extremely streamlined and bookkeeping on the Dungeon Master’s side is kept to a minimum.

Also, some spells might be used for a specific situation. This showcases how some mages in Greyhawk invented magic for their own needs. Consider players to get in touch with those unique spells by meeting disciples of these famous mages (or even the mage himself) rather than handing them out freely.

The spell

Today we look at Bigby’s Bookworm Bane. This spell is more of a light-hearted gimmick spell than anything else.

But the spell is still a nice piece to flesh out your Greyhawk campaign and any librarian should know it. Here is what it can do:

  • 1st Level
  • Kill and find all bookworms!

The spell is best compared with a Mage Hand but being an own version of it. It should be a cantrip but that would just make people reluctant of taking it. As a 1st level spell it gives no harm having it in your repertoire

Considering all of this, this is my conversion of Bigby’s Bookworm Bane in 5e:


Bigby’s Bookworm Bane

1st-level evocation
Casting time: 1 action
Range: 120 feet
Components: V, S, M (child sized glove made out of leather)
Duration: Instantaneous

You create small magical hand that starts going through all books in range and finds bookworms and kills then.

The hand is an object with AC 10 and 4 hit points. It is immune to physical damage


Conclusion

As you might have realised, converting spells is never easy and highly subjective. There are many ways to the same goal. Our goal is to make our World of Greyhawk experience unique, different from a homebrew of Forgotten Realms campaign. And with every new spell that used to be a Greyhawk exclusive, we are getting closer to our goal.

Next time we are going to convert Bigby’s Construction Crew.

See you in the Green Dragon Inn,

Frogsama

Spell Conversion: Bigby’s Besieging Bolt in 5e

In our Spell Conversion Series we will look at spells from 2nd edition that didn’t make it into the 5th edition of D&D. For a full list of all named spells, go here.

Method

In order to convert a spell we need to look at the guidelines of the Dungeon Master’s Guide, at the original spell in 2nd edition and at the existing spells in 5e. The new spell shouldn’t overshadow an existing spell nor be too complicated.

5th edition’s biggest advantage over older editions is that spells are extremely streamlined and bookkeeping on the Dungeon Master’s side is kept to a minimum.

Also, some spells might be used for a specific situation. This showcases how some mages in Greyhawk invented magic for their own needs. Consider players to get in touch with those unique spells by meeting disciples of these famous mages (or even the mage himself) rather than handing them out freely.

The spell

Today we look at Bigby’s Besieging Bolt. The spell mimicks a big siege weapon. Sieging weapons are especially used in war scenarios. As wars are normally not the main topics of campaigns, it is understandable that it was left out.

But the spell is still unique and can be converted. Let’s look at the important mechanics we want to convert:

  • 6th Level, one target
  • Never misses
  • Mimicks a siege weapon

The spell is best compared with being a mix between arcane missiles and standard siege weapons. In the original the caster would have to wait a turn between shots. This is not a fun mechanic for a player to be forced to sit out turns, so we get rid of this mechanic.

Damagewise this spell shouldn’t exceed the Magic Missile damage against creatures. Magic Missile does 9d4 + 9 (31), 10d4 + 10 (35) and 11d4 + 11 (38) damage on levels 6, 7 and 8, respectively.

Ultimately, the spell should be used for almost exclusively for structure damage.

Considering all of this, this is my conversion of Bigby’s Besieging Bolt in 5e:


Bigby’s Besieging Bolt

6th-level evocation
Casting time: 1 action
Range: 480 feet
Components: V, S, M (small stone sprinkled with diamond dust)
Duration: Instantaneous

You create a one magical siege bolt mimicking a Ballista. You hit the target with a magical bolt doing 3d10 force damage. If the target is structure, the damage is doubled.

At Higher Levels. On 7th/8th level the spell mimicks a Mangonel/Trebuchet doing 5d10/8d10 force damage (doubled against structures) and has 800/1,200 ft. range (can’t hit targets


Conclusion

As you might have realised, converting spells is never easy and highly subjective. There are many ways to the same goal. Our goal is to make our World of Greyhawk experience unique, different from a homebrew of Forgotten Realms campaign. And with every new spell that used to be a Greyhawk exclusive, we are getting closer to our goal.

Next time we are going to convert Bigby’s Bookworm Bane.

See you in the Green Dragon Inn,

Frogsama