1st and 2nd Ed. Spells for 4th Ed.

Frankly, I think you're complicating as much as you're simplifying, but YMMV.

10 hp/level is WAY over the top for 4e. That's about the only constructive thing I can offer, I think you're changing too much for me to really have a clue what's going on there.
 

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the Jester is right. If you're converting spells from 1e/2e to 4e, one probably should change things from rolling to static bonuses. instead of 1d4 for Mage Armor, for example, a static +2. Also, levels should be noted, and what type of spell they are, utility, encounter, daily, etc.

Also, 10HP/lvl for a Fighter/Wizard is way too strong. At max you'd get as much as a normal fighter, which is 6HP/lvl.

Honestly, it's a little confusing as to what you're doing, exactly.


[MENTION=1210]the Jester[/MENTION]: Not a horrible idea, per se. Maybe someone could evolve this similar to your monster project
 


How about like this?

[FONT=&quot]Force Shield[/FONT]
[FONT=&quot]abjuration spell;[/FONT]
[FONT=&quot]requires 1st level, Arcana Skill;[/FONT]
[FONT=&quot]triggered by attack standard action;[/FONT]
[FONT=&quot]encounter duration;[/FONT]
[FONT=&quot]targets self; [/FONT]
[FONT=&quot]add the caster’s intelligence modifier to the armor class and reflex defense[/FONT]
[FONT=&quot]+1 to armor class and reflex defense at 11th and 21st level;[/FONT]
[FONT=&quot]Endure Element [/FONT]
[FONT=&quot]abjuration spell;[/FONT]
[FONT=&quot]requires 2nd level, Arcana Skill, Force Shield;[/FONT]
[FONT=&quot]triggered by attack standard encounter action;[/FONT]
[FONT=&quot]until the beginning of the caster’s next turn[/FONT]
[FONT=&quot]+1 round at 11th and 21st level;[/FONT]
[FONT=&quot]targets self;[/FONT]
[FONT=&quot]reduce cold, fire, force and lightning damage by the caster’s intelligence modifier[/FONT]
[FONT=&quot]as a non-combat ritual, add +5 to an Endurance Skill check versus Extreme Weather;[/FONT]
[FONT=&quot]Element Wall [/FONT][FONT=&quot][/FONT]
[FONT=&quot]abjuration spell;[/FONT]
[FONT=&quot]triggered by melee attack standard encounter action;[/FONT]
[FONT=&quot]requires 3rd level, Arcana Skill, Force Shield, Endure Element;[/FONT]
[FONT=&quot]until the beginning of the caster’s next turn[/FONT]
[FONT=&quot]+1 round at 11th and 21st level;[/FONT]
[FONT=&quot]targets all melee attackers;[/FONT]
[FONT=&quot]intelligence versus fortitude;[/FONT]
[FONT=&quot]a hit causes intelligence modifier damage;[/FONT]
[FONT=&quot]Protective Ward[/FONT]
[FONT=&quot]abjuration spell;[/FONT]
[FONT=&quot]non-combat daily ritual utility[/FONT]
[FONT=&quot]requires 4th level, Arcana Skill, Force Shield, Endure Element, Element Wall;[/FONT]
[FONT=&quot]permanent duration;[/FONT]
[FONT=&quot]targets 1 item;[/FONT]
[FONT=&quot]the item gains the hit points, armor class and reflex defense with the Force Shield spell, has the Endure Element power, and power level of the caster at the time of creation; [/FONT]
[FONT=&quot]the item can attack intruders with cold, fire, force or lightning using the caster’s basic attack statistics at the time the object was protected;[/FONT]
[FONT=&quot]costs 10% of the value of the item;[/FONT]
[FONT=&quot]when the item is reduced to 0 hit points, it becomes unprotected;[/FONT]
[FONT=&quot]this spell can be combined with Lock Unlock;[/FONT][FONT=&quot] [/FONT][FONT=&quot][/FONT]
[FONT=&quot]Dispel Magic[/FONT]
[FONT=&quot]abjuration spell;[/FONT]
[FONT=&quot]triggered by spell or prayer encounter action;[/FONT]
[FONT=&quot]requires 5th level, Arcana Skill, Force Shield, Endure Element, Element Wall, Protective Ward;[/FONT]
[FONT=&quot]targets 1 attacker’s spell or prayer;[/FONT]
[FONT=&quot]Dispel Magic x1 at 11th and 21st level;[/FONT]
[FONT=&quot]intelligence versus will;[/FONT]
[FONT=&quot]a hit negates the attacker’s spell,[/FONT]
[FONT=&quot]a hit >5 causes the attacker to fumble the spell;[/FONT]
[FONT=&quot]
[/FONT]
 
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[FONT=&quot]Feather Fall[/FONT]
[FONT=&quot]anti-gravity spell;[/FONT]
[FONT=&quot]requires 1st level, Arcana Skill;[/FONT]
[FONT=&quot]triggered by fall at-will move action;[/FONT]
[FONT=&quot]targets self and adjacent allies;[/FONT]
[FONT=&quot]reduces fall damage to 0, may also slow the effects of the Mage Hand spell by +4 squares of fall or crush damage per level-up, [/FONT]
[FONT=&quot]targets take 1d10 damage for every 4 remaining squares;[/FONT]
[FONT=&quot]Spider Climb[/FONT]
[FONT=&quot]anti-gravity spell;[/FONT]
[FONT=&quot]requires 2nd level, Arcana Skill, Feather Fall;[/FONT]
[FONT=&quot]at-will move action;[/FONT]
[FONT=&quot]targets self and adjacent allies;[/FONT]
[FONT=&quot]climb speed 6 with no climb restrictions and all bonuses are kept;[/FONT]
[FONT=&quot]if Spider Climb fails Feather Fall is triggered;[/FONT]
[FONT=&quot]Force Jump[/FONT]
[FONT=&quot]anti-gravity spell;[/FONT]
[FONT=&quot]requires 3rd level, Arcana Skill, Feather Fall, Spider Climb;[/FONT]
[FONT=&quot]at-will move action;[/FONT]
[FONT=&quot]targets self;[/FONT]
[FONT=&quot]jump 1d4 squares +1 square per level-up;[/FONT]
[FONT=&quot]the caster gets a +1 charge attack bonus,[/FONT]
[FONT=&quot]+1 charge attack bonus at 11th and 21st level;[/FONT]
[FONT=&quot]if Force Jump fails Feather Fall is triggered;[/FONT]
[FONT=&quot]Force Levitate[/FONT]
[FONT=&quot]anti-gravity spell;[/FONT]
[FONT=&quot]requires 4th level, Arcana Skill, Feather Fall, Spider Climb, Force Jump;[/FONT]
[FONT=&quot]encounter move action;[/FONT]
[FONT=&quot]targets self;[/FONT]
[FONT=&quot]levitate up or down 1d4 squares and turns,[/FONT]
[FONT=&quot]+1 square and +1 turn per level-up;[/FONT]
[FONT=&quot]the caster is immune from ground melee attacks, burrow and tremor-sense while levitating;[/FONT]
[FONT=&quot]if Force Levitate fails Feather Fall is triggered;[/FONT]
[FONT=&quot]Force Fly[/FONT]
[FONT=&quot]anti-gravity spell;[/FONT]
[FONT=&quot]requires 5th level, Arcana Skill, Feather Fall, Spider Climb, Force Jump;[/FONT]
[FONT=&quot]daily move action;[/FONT]
[FONT=&quot]targets self;[/FONT]
[FONT=&quot]encounter duration;[/FONT]
[FONT=&quot]the caster gains fly 6;[/FONT]
[FONT=&quot]the caster gains a temporary +intelligence modifier to armor class and reflex defense, and a temporary +1 to armor class and reflex defense at 11th and 21st level;[/FONT]
[FONT=&quot]the caster [/FONT][FONT=&quot]is immune from ground melee attacks, burrow and tremor-sense while flying;[/FONT]
[FONT=&quot]if Force Fly fails Feather Fall is triggered;[/FONT]
[FONT=&quot]Blink Shift[/FONT]
[FONT=&quot]phase spell;[/FONT]
[FONT=&quot]requires 6th level, Arcana Skill;[/FONT]
[FONT=&quot]encounter move action;[/FONT]
[FONT=&quot]targets self;[/FONT]
[FONT=&quot]the caster’s piece can be placed anywhere on the encounter map that is within the caster’s line of sight;[/FONT]
[FONT=&quot]if the spell is interrupted, the caster is returned to the starting square;[/FONT]
[FONT=&quot]the caster can share this ability with +1 ally at 11th and 21st level;[/FONT]
[FONT=&quot]Pass Wall[/FONT]
[FONT=&quot]phase spell;[/FONT]
[FONT=&quot]requires 7th level, Arcana Skill, Blink Shift;[/FONT]
[FONT=&quot]encounter move action;[/FONT]
[FONT=&quot]targets self;[/FONT]
[FONT=&quot]the caster can attempt to move through 1d4 squares of solid wall +1 square per level-up on the encounter map;[/FONT]
[FONT=&quot]if the spell is interrupted because there is still solid barrier, the caster is returned to the starting square;[/FONT]
[FONT=&quot]the caster can share this ability with +1 ally at 11th and 21st level;[/FONT]
[FONT=&quot]Teleport Portal[/FONT]
[FONT=&quot]phase spell;[/FONT]
[FONT=&quot]requires 8th level, Arcana Skill, Blink Shift, Pass Wall;[/FONT]
[FONT=&quot]daily move action;[/FONT]
[FONT=&quot]targets self;[/FONT]
[FONT=&quot]the caster can teleport to a previous location visited during the adventure campaign if fleeing an encounter;[/FONT]
[FONT=&quot]the caster can share this ability with +1 ally at 11th and 21st level;[/FONT]
[FONT=&quot]as a non-combat daily ritual, casters can create portals of teleportation that anyone can use between two adventure campaign locations that the caster has been to before;[/FONT]
[FONT=&quot]Stop Time[/FONT]
[FONT=&quot]phase spell;[/FONT]
[FONT=&quot]requires 9th level, Arcana Skill, Blink Shift, Pass Wall, Teleport Portal;[/FONT]
[FONT=&quot]daily move action;[/FONT]
[FONT=&quot]until the beginning of the caster’s next turn,[/FONT]
[FONT=&quot]+1 turn at 11th and 21st level;[/FONT]
[FONT=&quot]targets self;[/FONT]
[FONT=&quot]the caster stops time for everyone to perform move actions such as securing items, performing skill checks, etc.;[/FONT]
[FONT=&quot]if the caster attacks, the spell is broken and targets can defend;[/FONT]
[FONT=&quot]the caster can trigger Stop Time to negate 1 attack;[/FONT][FONT=&quot][/FONT]
[FONT=&quot]Force Invisibility[/FONT]
[FONT=&quot]phase spell;[/FONT]
[FONT=&quot]requires 10th level, Arcana Skill, Blink Shift, Pass Wall, Teleport Portal, Stop Time;[/FONT]
[FONT=&quot]daily move action;[/FONT]
[FONT=&quot]until the beginning of the caster’s next turn,[/FONT]
[FONT=&quot]+1 turn at 11th and 21st level;[/FONT]
[FONT=&quot]targets self;[/FONT]
[FONT=&quot]the caster becomes invisible rendering all attackers with the blind condition in regards to attacking the caster;[/FONT]
[FONT=&quot]the caster can trigger Force Invisibility to negate 1 attack;[/FONT]


[FONT=&quot]I want to make each spell attractive enough for players to learn but I don't want the spells to be too powerful.
[/FONT]
 
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The Fighter Wizard class I'm creating may learn 5 new spells(including utilities, rituals) or feats(or exploits as I define them) per level-up.
 

Formatting is a bit hard on the eyes, all the spells kinda blend together. You might look at converting some of these into rituals.

I don't really have much experience on this though, so I'll just keep my mouth shut
 

I want to make each spell attractive enough for players to learn but I don't want the spells to be too powerful.

i always made my players spend money and time crafting there own spells if they wanted it diffrent.


(looking over most of this a lot seems to have changed since 2nd edition it hurts my brain to think out out dated i am.
 

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