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Planescape: Fantasy Taken to the Edge (5e conversion)
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<blockquote data-quote="Quickleaf" data-source="post: 6380529" data-attributes="member: 20323"><p>No worries, mate.</p><p></p><p></p><p>It's worth noting in the original Planescape material several realms had unique conditions that imposed additional constraints/variations on magic. So you'd be entirely justified winging it on a case by case basis.</p><p></p><p>That said, there's no reason you can't use the 2e rules almost verbatim. For example, take Gehenna...</p><p></p><p>Conjuration: Summoning spells can only summon creatures native to Gehenna. Additionally, summoned creatures must be bound under rigorous strictures that you can either roleplay, hand waive as requiring the spell be cast as a ritual (+10 minutes), or call for an Intelligence check from the caster.</p><p></p><p>Divination: Divination spells require the entrails of a freshly killed creature.</p><p></p><p>Enchantment: Enchantment spells function as if cast with a spell slot one level lower. Also, enchantment spells greater than 4th level fail outright.</p><p></p><p>Evocation: Evocation spells are harder to resist and gain +1 to their spell save DC.</p><p></p><p>Necromancy: Necromancy spells cast to cause pain or command/create undead function as if cast with a spell slot one level higher, while those cast to help function as if cast with a spell slot one level lower.</p><p></p><p>Elemental Spells: Fire and earth related spells function as if cast with a spell slot *two* levels higher; spells with either keyword usually incorporate lava in some way on Gehenna. There is also some variation by layer. Water related spells don't function on the 2nd and 3rd layers. On the cold 4th layer water functions, but Fire magic fails completely.</p><p></p><p></p><p>One thing I'm doing is adding a type of spell key that lets you adjust the spell slightly. For example, <em>water breathing. </em>Rather than do what 2e did with a bunch of different "breathing" spells for different environments, I'll let players use the spell key to change the element that <em>water breathing</em> let's them breathe.</p><p></p><p></p><p>Certain spells requiring connections to the Ethereal/Astral is still alive in 5e, though appears to be limited to the <em>astral projection</em> and <em>etherealness</em> spells. Whether you can cast, for example, <em>rope trick</em> in the Ethereal Plane is up to you to decide. I'd just be careful if you have a transmuter or conjurer wizard, sin those are the two schools of magic that got most nerfed in 2e Planescape.</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 6380529, member: 20323"] No worries, mate. It's worth noting in the original Planescape material several realms had unique conditions that imposed additional constraints/variations on magic. So you'd be entirely justified winging it on a case by case basis. That said, there's no reason you can't use the 2e rules almost verbatim. For example, take Gehenna... Conjuration: Summoning spells can only summon creatures native to Gehenna. Additionally, summoned creatures must be bound under rigorous strictures that you can either roleplay, hand waive as requiring the spell be cast as a ritual (+10 minutes), or call for an Intelligence check from the caster. Divination: Divination spells require the entrails of a freshly killed creature. Enchantment: Enchantment spells function as if cast with a spell slot one level lower. Also, enchantment spells greater than 4th level fail outright. Evocation: Evocation spells are harder to resist and gain +1 to their spell save DC. Necromancy: Necromancy spells cast to cause pain or command/create undead function as if cast with a spell slot one level higher, while those cast to help function as if cast with a spell slot one level lower. Elemental Spells: Fire and earth related spells function as if cast with a spell slot *two* levels higher; spells with either keyword usually incorporate lava in some way on Gehenna. There is also some variation by layer. Water related spells don't function on the 2nd and 3rd layers. On the cold 4th layer water functions, but Fire magic fails completely. One thing I'm doing is adding a type of spell key that lets you adjust the spell slightly. For example, [i]water breathing. [/i]Rather than do what 2e did with a bunch of different "breathing" spells for different environments, I'll let players use the spell key to change the element that [i]water breathing[/i] let's them breathe. Certain spells requiring connections to the Ethereal/Astral is still alive in 5e, though appears to be limited to the [i]astral projection[/i] and [i]etherealness[/i] spells. Whether you can cast, for example, [i]rope trick[/i] in the Ethereal Plane is up to you to decide. I'd just be careful if you have a transmuter or conjurer wizard, sin those are the two schools of magic that got most nerfed in 2e Planescape. [/QUOTE]
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