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The horror of Yukon

Converting D&D 3.x to HERO: tome of magic and general spell mechanics

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So I figured a central location of how all spells (and spell like whatnots) would be beneficial. While the cost COULD be negotiable, I figure these are nice starting numbers for classes:


Invocations: multipower 40 pt reserve (40 active pts) OAF(-1) gestures (-1/4) incantations (-1/4) costs x4 END (-3/4) only with light armor or less (-1/2) real cost: 8 pts

OAF is either a rod/mace (warlock) or a staff (dragonfire adept). Also, dragonfire adept has only cloth armor or less (-1)

Spellbook arcane magic: VPP 8 pt pool (8 active pts) 40 control cost 16 charges/day (-0) (20 active pts) OAF(-1) gestures (-1/4) incantations (-1/4) only with cloth armor or less (-1) concentration (1/2 DCV) (-1/4) full phase (-1/2) requires 20 minutes to “memorize” spells and full nights sleep and access to spell book to change slots (-3/4) real cost: 4 pts; TOTAL cost: 12 pts.

OAF is rod/mace, wand, staff, spellbook itself, or an orb. Each day, the wizard can prepare spells from his spell book (which contains ALL spells from PH/pathfinder). He can opt to not use spells in favor of others.

Out of game, the player must have the spells predesigned and easily referenced. Would be easiest to reference with a spreadsheet of sorts.

Spells that are common in combat (would be used EVERY combat) like magic missile should NEVER be part of this (unless the player wants an END free spell that uses a charge instead).

Spontaneous Magic: multipower 40 pt reserve 16 charges/day (-0) (40 active pts) OAF(-1) gestures (-1/4) incantations (-1/4) only with cloth armor or less (-1) concentration (1/2 DCV) (-1/4) full phase (-1/2) real cost: 8 pts

OAF is dependent on class, but most likely dagger or staff. If the spells are divine, the OAF becomes and OIF for holy symbol. If the spells are nature (spirit shaman and such) the OAF is and oaken staff OR an OIF (totem). All slots should be fixed. Obviously, the armor limitation could change from class to class.

Prayerbook divine magic: VPP 8 pt pool (8 active pts) 40 control cost 16 charges/day (-0) (20 active pts) OIF(-1/2) gestures (-1/4) incantations (-1/4) not with heavy armor (-1/4) concentration (1/2 DCV) (-1/4) full phase (-1/2) requires 20 minutes to “memorize” spells, full nights sleep, and access to prayer book to change slots (-3/4) spell must not betray ethos of diety (-1/2) real cost: 5 pts TOTAL cost: 13 pts

Just like spellbook, but with a holy symbol and better armor. HOWEVER, I am requiring clerics to have this. Why should they not have to lug around a spellbook and just “pray” for their spells.

Either THIS, or the player can opt to “pray” for spells and add the limitation: character has no choice HOW they change. In this way, the deity (the GM) will decide what the character gets. This would replace spell must not betray ethos or diety, and rid of the need for a prayer book (but still needs full nights sleep and memorize spells
Nature magic: VPP 8 pt pool (8 active pts) 40 control cost 16 charges/day (-0) (20 active pts) OIF(-1/2) gestures (-1/4) incantations (-1/4) only with natural armor (-1/4) concentration (1/2 DCV) (-1/4) full phase (-1/2) requires 20 minutes to “memorize” spells, full nights sleep and natural conditions (-3/4) spells chosen by “nature” (-1/2) real cost: 5 pts TOTAL cost: 13 pts

The OIF COULD be an OAF (oaken staff) if the player so chooses. OIF would be a totem. If it is an OAF, the cost is 12 total pts. Again, all spells from PH/pathfinder


PSIONICS

Natural Psionics: VPP 8 pt pool (8 active pts) 40 control (1/2 phase to change) (+1/2) (30 active pts) gestures (-1/4) incantations (-1/4) only with cloth armor or less (-1) concentration (1/2 DCV) (-1/4) full phase (-1/2) all spent END comes from END reserve AND normal END (-1/2) cannot be from non-specialty and from psionic handbook (-1/2) real cost: 7 pts TOTAL cost: 15 pts

Only for psions

Power Point Reserve: 56 END reserve with REC 12 (28 active pts) only recovers while sleeping or in meditation [0 DCV and completely oblivious] (-1), recovers at rate of REC/5 minutes (-2) real cost: 5 pts

Trained Psionics: multipower 40 pt reserve (40 active pts) gestures (-1/4) incantations (-1/4) only with light armor or less (-1/2) concentration (1/2 DCV) (-1/4) full phase (-1/2) all spent END comes from END reserve AND normal END (-1/2) real cost: 12 pts

For all other psionic classes


Incarnum: 10 VPP pt pool (10 active pts) 40 control cost (20 active pts) OIF(-1/2) requires 20 minutes to shape melds and a full nights sleep (-1/2) meld must come from list and not violate alignment (-1/2) only one meld per item spot (-1/2) real cost: 8 pts TOTAL cost: 18 pts

Binding Vestiges: 10 VPP pt pool (10 active pts) 40 control cost (20 active pts) requires a full nights sleep (-1/2) must know symbol for vestige and powers dependent upon chosen vestige (-3/4) can only change 1/day (-1/2) concentration [0 DCV, oblivious, only to activate] (-1) incantations to activate (-1/4) need drawing material (-1/4) side effect [personality influence] (-1/2) real cost: 4 pts TOTAL cost: 14 pts

Truename Magic: multipower 30 pt reserve (30 active pts) incantations (-1/4) full phase (-1/2) requires a truespeak roll (-1/2) extra END x2 (-1/4) real cost: 12 pts

Martial Maneuvers: multipower 30 pt reserve (30 active pts) OAF(-1) full phase (-1/2) lockout [can’t reuse until use 3 other maneuvers] (-1/2) link(-1/2) real cost: 9 pts

OAF being the weapon the user trained the maneuver with. Link being linked to a standard weapon attack (the OAF).

Martial Stances: multipower 10 pt reserver (10 active pts) gestures (-1/4) costs END to activate (-1/4) full phase to change slots (-1/2) Real cost: 5 pts.


With that, the classes from Tome of magic


BINDER

Binding Vestiges: 10 VPP pt pool (10 active pts) 40 control cost (20 active pts) requires a full nights sleep (-1/2) must know symbol for vestige and powers dependent upon chosen vestige (-3/4) can only change 1/day (-1/2) concentration [0 DCV, oblivious, only to activate] (-1) incantations to activate (-1/4) need drawing material (-1/4) side effect [personality influence] (-1/2) real cost: 4 pts TOTAL cost: 14 pts

Pact augmentations: multipower 5 pt reserve (5 active pts) side effect (vestige influence) (-1/2) real cost: 3 pts

Pact health: +6 STUN, +2 BODY (5 active pts) side effect (vestige influence) (-1/2) real cost: 3 pts

Pact energy resistance: +5 ED (5 active pts) side effect (vestige influence) (-1/2) real cost: 3 pts

Pact damage reduction: +5 PD (5 active pts) side effect (vestige influence) (-1/2) real cost: 3 pts

Pact accuracy: +1 OCV (5 active pts) side effect (vestige influence) (-1/2) real cost: 3 pts

Pact armor: +1 DCV (5 active pts) side effect (vestige influence) (-1/2) real cost: 3 pts

Pact reflexes: +2 DEX (4 active pts) only for initiative (-1) side effect (vestige influence) (-1/2) real cost: 2 pts

Pact strength: +5 STR (4 active pts) side effect (vestige influence) (-1/2) real cost: 3 pts

Soul guardian: immunity to fear effects (5 active pts) side effect (vestige influence) (-1/2)

Drain defense: 5 drain defense (5 active pts) side effect (vestige influence) (-1/2) real cost 3 pts

Slippery mind: +10 EGO (10 active points) only AFTER affected by mental or PRE attack to breakout (-1) side effect (vestige influence) (-1/2) Real cost: 4 pts.

Iron mind: +30 EGO (30 active pts) side effect (vestige influence) (-1/2) real cost: 20 pts


SHADOWCASTER

Shadow Magic: multipower 40 pt reserve 16 charges/day (-0) (40 active pts) OAF(-1) gestures (-1/4) incantations (-1/4) only with cloth armor or less (-1) concentration (1/2 DCV) (-1/4) full phase (-1/2) real cost: 8 pts

Build each power separately


Fundamentals are separate. Some examples below. Build others if player wants them.

Arrow of dusk: 6d6 necrotic blast extra stun (+1/4) (37 active pts) OAF(-1) gestures (-1/4) incantations (-1/4) only with cloth armor or less (-1) full phase (-1/2) extra END x2 (-1/4) Real cost: 9 pts

Shadow hood: drain 2d6 OCV (20 active pts) OAF(-1) gestures (-1/4) incantations (-1/4) only with cloth armor or less (-1) full phase (-1/2) extra END x2 (-1/4) real cost: 5 pts change environment -1 DEX rolls only costs END to activate (+1/4) (4 active pts) OAF(-1) gestures (-1/4) incantations (-1/4) only with cloth armor or less (-1) full phase (-1/2) extra END x2 (-1/4) link (-1/2) real cost: 1 pts Total cost: 6 pts

Caul of Shadow: +1 DCV (5 active pts) costs x2 END to activate (turns off after a minute) (-3/4) only in the presence of shadows (-1/2) OAF(-1) gestures (-1/4) incantations (-1/4) only with cloth armor or less (-1) full phase (-1/2) real cost: 1 pt

Umbral sight: nightvision (5 active pts)

Sustaining shadow: diminished eating (3 active pts) self-contained breathing (10 active pts) diminished sleep (3 active pts) immunity to disease (5 active pts) immunity to poisons (5 active pts) ALL unified (-1/4) only in the presence of shadows/darkness (-1/2) total real cost: 11 pts


TRUENAMER

Truename Magic: multipower 30 pt reserve (30 active pts) incantations (-1/4) full phase (-1/2) requires a truespeak roll (-1/2) extra END x2 (-1/4) real cost: 12 pts

Build each utterance separately

Truename Research: +10 INT (10 active pts) only to gain a bonus to research truename (-1.5) Real cost: 4 pts

See the named: clairsentience (sight group) 4x range (30 active pts) requires a truespeak roll [-1 to roll for every 5 active pts] (-1) incantations (-1/4) extra END x2 (-1/2) full phase (-1/2) real cost: 9 pts

Sending: mind link only allies (10 active pts) requires a truespeak roll [-1 to roll for every 5 active pts] (-1) incantations (-1/4) extra END x2 and costs to activate (-1/2) full phase (-1/2) real cost: 3 pts

Speak unto the masses: area of effect 8 m radius for a utterance up to 30 active pts (15 active pts) extra END x2 (-1/4) only affects creatures of one type [chosen when used] (-1/4) real cost: 10 pts


So next time, I'll do incarnum classes and the classes with martial maneuvers (tome of battle).

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