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Spell Conversion Levels 2 and 3

Cabral

First Post
A follow up to Spell Conversion Levels 0 and 1

Again, I'll first address the spells actually used by the characters and add others as I can.

Sorcerer/Wizard
Level 2
Acid Arrow: As written except damage is 2d4 in the first round and 2d4 in the second round. Augment: Every +3 Spell Points increases the acid damage in the first round by 2d4.

Blur: As written but duration is 1 rnd / level. Augment: +4, Miss chance is 50%; +4 Duration is 1 min / level. (This needs work. maybe increase initial miss chance?)

Daze Monster: As Daze, Psionic except affects a creature of any type up to 6 HD. Augment: every +1 spell point spent increases the maximum Hit Dice affected by one.

False Life: Gain 1d10 Temporary Hit Points. Augment: Every +4 additional spell points adds an additional 1d10 temporary hit points.

Invisibility: As written. Augment: +4 Spell Points, spell doesn't end if subject attacks.

Knock: As Knock, Psionic

Levitate: As Levitate, Psionic

Phantom Trap: As written.

Scorching Ray: As written but only fires one ray. Augment: For every +4 spell points spent you may fire an additional ray. (Insert targeting requirements here.)

Summon Monster II: Replaced by Summon Monster, see level 1 spells

Still needs to be addressed:
Arcane Lock:
Alter Self:
Bear’s Endurance: Possibly replace with Animal Affinity
Blindness/Deafness:
Bull’s Strength: Possibly replace with Animal Affinity
Cat’s Grace: Possibly replace with Animal Affinity
Command Undead:
Continual Flame:
Darkness:
Darkvision:
Detect Thoughts:
Eagle’s Splendor: Possibly replace with Animal Affinity
Flaming Sphere:
Fog Cloud:
Fox’s Cunning: Possibly replace with Animal Affinity
Ghoul Touch:
Glitterdust:
Gust of Wind:
Hideous Laughter:
Hypnotic Pattern:
Locate Object:
Magic Mouth:
Minor Image:
Mirror Image:
Misdirection:
Obscure Object:
Owl’s Wisdom: Possibly replace with Animal Affinity
Protection from Arrows:
Pyrotechnics:
Resist Energy: I'm thinking of adding this as an augment of Endure Elements.
Rope Trick:
Scare:
See Invisibility:
Shatter:
Spectral Hand:
Spider Climb:
Summon Swarm:
Touch of Idiocy:
Web:
Whispering Wind:


Level 3
Displacement: Replaced by Blur, for now.

Fireball: deals 5d6 damage Augment: every +1 spell point spent increases the damage by 1d6.

Heroism: As Written. Augment: +6 spell points, bonus increases to +4

Lightning Bolt: 5d6 damage. Augment: Every +1 spell point spent increases damage by 1d6.

Magic Weapon, Greater: Replaced by Magic Weapon (See level 1)

Rage: As written. Augment: Every +4 spell points increases the Strength and Constitution bonus by +2, and increases the morale bonus by 1.

Suggestion: As Suggestion, Psionic

Summon Monster III: Replaced by Summon Monster (See Level 1)

Tongues: As Tongues, Psionic except limitation concering mid affecting powers does not apply.

Vampiric Touch: As written except damage is 4d6. Augment: every +2 spell points increases damage by 1d6. (I want to add in a better mechanic for temporary hitpoints.)

Still needs to be addressed:
Arcane Sight:
Blink:
Clairaudience/Clairvoyance:
Daylight:
Deep Slumber:
Dispel Magic:
Explosive Runes:
Flame Arrow:
Fly:
Gaseous Form:
Gentle Repose:
Halt Undead:
Haste:
Hold Person:
Illusory Script:
Invisibility Sphere:
Keen Edge:
Magic Circle against Chaos/Evil/Good/Law: Should I change this to an augmentation of Protection From Chaos/Evil/Good/Law?
Major Image:
Nondetection:
Phantom Steed:
Protection from Energy:
Ray of Exhaustion:
Secret Page:
Sepia Snake Sigil:
Shrink Item:
Sleet Storm:
Slow:
Stinking Cloud:
Tiny Hut:
Water Breathing:
Wind Wall:


Artificer
Level 2
Armor Enhancement Replaced by 1st level infusion.

Inflict Moderate Damage Replaced by 1st level infusion.

Repair Moderate Damage Replaced by 1st level infusion.

Weapon Augmentation, Lesser Replaced by 1st level infusion.

Still needs to be addressed:
Toughen Construct:


Level 3
Armor Enhancement, Greater Replaced by 1st level infusion.

Inflict Serious Damage Replaced by 1st level infusion.

Repair Serious Damage Replaced by 1st level infusion.

Weapon Augmentation Replaced by 1st level infusion.

Still needs to be addressed:
Construct Energy Ward:
Metamagic Item:
Power Surge:
Stone Construct:
Suppress Requirement:
 
Last edited:

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DreamChaser

Explorer
For fireball and lightning bolt, why didn't you just use the energy bolt and energy ball? Even if you modify all the energy spells to require choosing an element, it is still more streamlined than reinventing each wheel.

DC
 

Cabral

First Post
Yay! Actual feedback! Yay! /dance! :D

That's a great idea. I'm not as familiar with PsiHandbook as I'd like and so that didn't occur to me.

Energy Ball
Level: Kineticist 4, Sor/Wiz 3
Spell Points: 7 (Kineticist) or 5 (Sor/Wiz)

Upon casting this spell, you choose cold, electricity, fire, or sonic. You create an explosion of energy of the chosen type that deals 7d6 (5d6 if cast as a Sorcerer/Wizard spell) points of damage to every creature or object within the area. The explosion creates almost no pressure.

Cold: A ball of this energy type deals +1 point of damage per die. The saving throw to reduce damage from a cold ball is a Fortitude save instead of a Reflex save.

Electricity: Casting a ball of this energy type provides a +2 bonus to the save DC and a +2 bonus on caster level checks for the purpose of overcoming spell resistance.

Fire: A ball of this energy type deals +1 point of damage per die.

Sonic: A ball of this energy type deals -1 point of damage per die and ignores an object’s hardness.

This spell’s subtype is the same as the type of energy you cast.

Augment
For every additional spell point you spend, this spell's damage increases by one die (d6). For each extra two dice of damage, this spell’s save DC increases by 1.

Energy Bolt
Level: Psion/Wilder 3, Sor/Wiz 3
Spell Points: 7 (Kineticist) or 5 (Sor/Wiz)

Upon casting this power, you choose cold, electricity, fire, or sonic. You release a powerful stroke of energy of the chosen type that deals 5d6 points of damage to every creature or object within the area. The beam begins at your fingertips.

[remainder as Energy Ball]

Thanks DreamChaser!
 

Kisanji Arael

First Post
Hmmm... How about for blur, you let the caster choose between blurring for a long period of time (1 min/level), but only 15% miss chance, or as you suggest (1 round/level; 50% miss chance). Either way, for every 3 extra spell points they expend, the miss chance increases by 10% (maximum 70%/35%)
 

Cabral

First Post
2 spells from the Draconomicon

Since the Dragonblooded Sorcerer is going to be using these spells, I also need to convert these spells:

Dragon Breath: As written. Except no bonus damage and or usages for level.
Spell Points: 5 (wizard) or 4 (Sorcerer, this replaces the bonus to caster level)
Augment: Every additional +2 spell points increases the damage by 1d6 and allows you to use the breath weapon one additional time.

Dragonskin: As written. Except natural armor bonus is unaffected by level and energy resistance is 10.
Spell Points: 5 (wizard) or 4 (Sorcerer, this replaces the bonus to caster level)
Augment: Every additional +1 spell point spent increases the energy resistance by 2. Every 2 spell points spent this way increases the natural armor bonus by +1.

Okay, that's it. Night Night time. Merry Christmas and stuff. :D
 

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