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<blockquote data-quote="Cabral" data-source="post: 2801063" data-attributes="member: 1193"><p>Okay, my campaign is postponed so I thought I'd take the time to convert the standard Divine and Arcane spells to use the Psionics spell point system.</p><p></p><p>The only casters are an Artificer, Enchanter (Psion - Telepath), Psychic Warrior and a Sorcerer. Obviously, only the first and last need converting.</p><p></p><p>As part of the revision, I'll be bumping most cantrips up to first level. Not sure about the rest. For the remainder:</p><p>Option 1) Bump them up to First level as well.</p><p>Option 2) Allow them to be used at will. (I do not like cast x per day and then the rest cost 1 spell point.)</p><p>Option 3) Remove them from the game. (Not really an option ... at least for the long term.)</p><p></p><p>So, let's see how many I have the patience for in one post <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite8" alt=":D" title="Big grin :D" loading="lazy" data-shortname=":D" /></p><p></p><p><strong>"Level 0"</strong></p><p>If it is normally on your class list, <em>Read Magic</em> at will as a spell like ability at will; or</p><p>treat "magic" as a written only magic.</p><p></p><p>Needs to be addressed:</p><p><em>Arcane Mark</em></p><p><em>Detect Magic</em> (Detect Magic Replaces Detect Psionics)</p><p><em>Detect Poison</em></p><p><em>Dancing Lights</em></p><p><em>Flare</em> (Probably will be moved to 1st level)</p><p><em>Ghost Sound</em></p><p><em>Light</em></p><p><em>Mage Hand</em> (Probably will be moved to 1st level)</p><p><em>Mending</em></p><p><em>Message</em></p><p><em>Open/Close</em></p><p><em>Prestidigitation</em></p><p></p><p><strong>Level 1</strong></p><p><em>Burning Hands</em>: As written except: Damage is 1d4 Fire Damage; add "Augment: Each additional spell point increases the fire damage by 1d4."</p><p></p><p><em>Charm Person</em>: As <em>Charm, Psionic</em></p><p></p><p><em>Chill Touch</em>: As written except: duration: 1 round/level; you may make 1 touch attack that deals 1d6 damage; add "Augment: For each additional spell point spent, you can make one additional touch attack during the duration. Every 2 spell points spent this way adds 1 to the DCs"</p><p></p><p><em>Enlarge Person</em>: As <em>Expansion</em></p><p></p><p><em>Grease</em>: As <em>Grease, Psionic</em>.</p><p></p><p><em>Mage Armor</em>: As <em>Inertial Armor</em>.</p><p></p><p><em>Magic Missile</em>: As written except the spell produces 1 missile that does 1d4+1 damage; add "Augment: Every 2 additional spell points produces an additional missile that also deals 1d4+1 damage."</p><p></p><p><em>Magic Weapon</em>: As <em>Metaphysical Weapon</em></p><p></p><p><em>Reduce Person</em>: As <em>Compression</em>.</p><p></p><p><em>Shield</em>: As <em>Force Screen</em>.</p><p></p><p><em>Shocking Grasp</em>: As written except: Damage is 1d6 Electricity Damage; add "Augment: Each additional spell point increases the electricity damage by 1d6."</p><p></p><p><em>Summon Monster __</em>: As written, except add "augment: for every two additional power points, the list of monsters summoned from is increased by one." (Poor wording)</p><p></p><p>Needs to be addressed:</p><p><em>Acid Splash</em> (moved from 0th level)</p><p><em>Alarm</em></p><p><em>Animate Rope</em>:</p><p><em>Cause Fear</em>:</p><p><em>Color Spray</em>:</p><p><em>Comprehend Languages</em>:</p><p><em>Daze</em> (moved from 0th level)</p><p><em>Detect Secret Doors</em>:</p><p><em>Detect Undead</em>:</p><p><em>Disguise Self</em>:</p><p><em>Disrupt Undead</em> (moved from 0th level)</p><p><em>Endure Elements</em></p><p><em>Erase</em>:</p><p><em>Expeditious Retreat</em>:</p><p><em>Feather Fall</em>:</p><p><em>Floating Disk</em>:</p><p><em>Hold Portal</em></p><p><em>Hypnotism</em>:</p><p><em>Identify</em>:</p><p><em>Jump</em>:</p><p><em>Magic Aura</em>:</p><p><em>Mount</em></p><p><em>Obscurring Mist</em></p><p><em>Protection from [Alignment]</em></p><p><em>Ray of Enfeeblement</em>:</p><p><em>Ray of Frost</em> (moved from 0th level)</p><p><em>Resistance</em> (moved from 0th level)</p><p><em>Silent Image</em>:</p><p><em>Sleep</em>:</p><p><em>Touch of Fatigue</em> (Very nasty with vitalizing Spell Points option)</p><p><em>True Strike</em>:</p><p><em>Unseen Servant</em></p><p><em>Ventriloquism</em>:</p><p></p><p><strong>Artificer Lists</strong></p><p>Level 1</p><p><em>Armor Enhancement, Lesser</em>: rename <em>Armor Enhancement</em>, base off Metaphysical weapon but language for augment needs to be figured out to allow for the +x gp special abilities (like Shadow).</p><p></p><p><em>Inflict Light Damage</em>: This will be renamed <em>Inflict Damage</em> and use the same mechanic as <em>Inflict Wounds</em>, <em>Cure Wounds</em>, and <em>Repair Damage</em>. This will probably be based off of the <em>Body Adjustment</em> power.</p><p></p><p><em>Magic Weapon</em>: See above.</p><p></p><p><em>Repair Light Damage</em>: See <em>Inflict Light Damage</em>.</p><p></p><p><em>Weapon Augmentation, Personal</em>: Rename <em>Weapon Augmentation</em>; Add: </p><p>"Augment: +2 Spell Points, the enchanted Item can be used by anyone; +4 Spell Points duration becomes 1 hour/level; Each +2 Spell Points increases maximum equivelant bonus by +1. (Needs language for +x gp enhancements.)</p><p></p><p></p><p>Needs to be addressed:</p><p><em>Energy Alteration</em>: Non-OGC</p><p><em>Enhancement Alteration</em>: Non-OGC</p><p><em>Identify</em>:</p><p><em>Light</em>:</p><p><em>Magic Stone</em>:</p><p><em>Resistance Item</em>: Non-OGC</p><p><em>Shield of Faith</em>:</p><p><em>Skill Enhancement</em>: Non-OGC</p><p><em>Spell Storing Item</em>: Non-OGC</p><p></p><p>I'll probably do 2nd through 4th (which will make me caught up with my players - starting level 8) in a few days after I finish most of these ...</p><p></p><p>Note: I don't have Magic of Eberron so I won't be doing any of those spells ... Maybe if I ever get it I might come back and add them.</p></blockquote><p></p>
[QUOTE="Cabral, post: 2801063, member: 1193"] Okay, my campaign is postponed so I thought I'd take the time to convert the standard Divine and Arcane spells to use the Psionics spell point system. The only casters are an Artificer, Enchanter (Psion - Telepath), Psychic Warrior and a Sorcerer. Obviously, only the first and last need converting. As part of the revision, I'll be bumping most cantrips up to first level. Not sure about the rest. For the remainder: Option 1) Bump them up to First level as well. Option 2) Allow them to be used at will. (I do not like cast x per day and then the rest cost 1 spell point.) Option 3) Remove them from the game. (Not really an option ... at least for the long term.) So, let's see how many I have the patience for in one post :D [B]"Level 0"[/B] If it is normally on your class list, [I]Read Magic[/I] at will as a spell like ability at will; or treat "magic" as a written only magic. Needs to be addressed: [I]Arcane Mark[/I] [I]Detect Magic[/I] (Detect Magic Replaces Detect Psionics) [I]Detect Poison[/I] [I]Dancing Lights[/I] [I]Flare[/I] (Probably will be moved to 1st level) [I]Ghost Sound[/I] [I]Light[/I] [I]Mage Hand[/I] (Probably will be moved to 1st level) [i]Mending[/i] [I]Message[/I] [I]Open/Close[/I] [I]Prestidigitation[/I] [B]Level 1[/B] [I]Burning Hands[/I]: As written except: Damage is 1d4 Fire Damage; add "Augment: Each additional spell point increases the fire damage by 1d4." [I]Charm Person[/I]: As [I]Charm, Psionic[/I] [I]Chill Touch[/I]: As written except: duration: 1 round/level; you may make 1 touch attack that deals 1d6 damage; add "Augment: For each additional spell point spent, you can make one additional touch attack during the duration. Every 2 spell points spent this way adds 1 to the DCs" [I]Enlarge Person[/I]: As [I]Expansion[/I] [I]Grease[/I]: As [I]Grease, Psionic[/I]. [I]Mage Armor[/I]: As [I]Inertial Armor[/I]. [I]Magic Missile[/I]: As written except the spell produces 1 missile that does 1d4+1 damage; add "Augment: Every 2 additional spell points produces an additional missile that also deals 1d4+1 damage." [I]Magic Weapon[/I]: As [I]Metaphysical Weapon[/I] [I]Reduce Person[/I]: As [I]Compression[/I]. [I]Shield[/I]: As [I]Force Screen[/I]. [I]Shocking Grasp[/I]: As written except: Damage is 1d6 Electricity Damage; add "Augment: Each additional spell point increases the electricity damage by 1d6." [I]Summon Monster __[/I]: As written, except add "augment: for every two additional power points, the list of monsters summoned from is increased by one." (Poor wording) Needs to be addressed: [I]Acid Splash[/I] (moved from 0th level) [I]Alarm[/I] [I]Animate Rope[/I]: [I]Cause Fear[/I]: [I]Color Spray[/I]: [I]Comprehend Languages[/I]: [I]Daze[/I] (moved from 0th level) [I]Detect Secret Doors[/I]: [I]Detect Undead[/I]: [I]Disguise Self[/I]: [I]Disrupt Undead[/I] (moved from 0th level) [I]Endure Elements[/I] [I]Erase[/I]: [I]Expeditious Retreat[/I]: [I]Feather Fall[/I]: [I]Floating Disk[/I]: [I]Hold Portal[/I] [I]Hypnotism[/I]: [I]Identify[/I]: [I]Jump[/I]: [I]Magic Aura[/I]: [I]Mount[/I] [I]Obscurring Mist[/I] [I]Protection from [Alignment][/I] [I]Ray of Enfeeblement[/I]: [I]Ray of Frost[/I] (moved from 0th level) [I]Resistance[/I] (moved from 0th level) [I]Silent Image[/I]: [I]Sleep[/I]: [I]Touch of Fatigue[/I] (Very nasty with vitalizing Spell Points option) [I]True Strike[/I]: [I]Unseen Servant[/I] [I]Ventriloquism[/I]: [B]Artificer Lists[/B] Level 1 [I]Armor Enhancement, Lesser[/I]: rename [I]Armor Enhancement[/I], base off Metaphysical weapon but language for augment needs to be figured out to allow for the +x gp special abilities (like Shadow). [I]Inflict Light Damage[/I]: This will be renamed [I]Inflict Damage[/I] and use the same mechanic as [I]Inflict Wounds[/I], [I]Cure Wounds[/I], and [I]Repair Damage[/I]. This will probably be based off of the [I]Body Adjustment[/I] power. [I]Magic Weapon[/I]: See above. [I]Repair Light Damage[/I]: See [I]Inflict Light Damage[/I]. [I]Weapon Augmentation, Personal[/I]: Rename [I]Weapon Augmentation[/I]; Add: "Augment: +2 Spell Points, the enchanted Item can be used by anyone; +4 Spell Points duration becomes 1 hour/level; Each +2 Spell Points increases maximum equivelant bonus by +1. (Needs language for +x gp enhancements.) Needs to be addressed: [I]Energy Alteration[/I]: Non-OGC [I]Enhancement Alteration[/I]: Non-OGC [I]Identify[/I]: [I]Light[/I]: [I]Magic Stone[/I]: [I]Resistance Item[/I]: Non-OGC [I]Shield of Faith[/I]: [I]Skill Enhancement[/I]: Non-OGC [I]Spell Storing Item[/I]: Non-OGC I'll probably do 2nd through 4th (which will make me caught up with my players - starting level 8) in a few days after I finish most of these ... Note: I don't have Magic of Eberron so I won't be doing any of those spells ... Maybe if I ever get it I might come back and add them. [/QUOTE]
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