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2e spell Conversion assistance.
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<blockquote data-quote="Xarlen" data-source="post: 207970" data-attributes="member: 1060"><p>The cleric in my game is wanting to convert some Tymora based spells from Faiths and Avatars for his cleric. I want some opinons on what level they should be.</p><p></p><p>The first is Favor of Tymora: This spell confers a protection upon a single living recipient that cannot be ended by dispel magic or other magical effects. It lasts till the death of the recipient, or until its power is exhausted by use. It requires the priest to touch the recipient, meaning an attack roll if the recipient is in battle, or unwiling. The next saving throw made by the recipient is made at +4, even if it takes place later in the same round as the spell was cast. The second save is made at +3, the third at +2, and the fourth at +1. After four saving throws occur ,the magic is exhausted. There can be any length of time between these saving throws.</p><p></p><p>Basicly, unending duration, until the saving throws are rolled. They bestow a Luck Bonus to saving throws. </p><p></p><p>However, there are drawbacks: Tymora does not allow this spell to be cast on any one recipient more than once a day, unless they are defending the faith. Moreover, creatures faithful to Tymora (including priests) are looked upon with disfavor if they request the spell more than twice in any tenday: to rely directly on the goddess is not to trust in her luck.</p><p></p><p>I'm thinking this is worth a 4th level slot. Any opinons? </p><p></p><p>Also, the second spell: This spell allows the caster or another touched recipient to successfully carry out one extremely difficult action or single step task - in other words, any skill checks and or/ ability checks automatically succeed. The magic does not perform the activity, and does not protect the recipient from damage or risk inherant in the task: it only guarantees that it will succeed, even if it results in the death of the recipient.The act must be performed on the round just after the one in which the spell is cast, or the magic is wasted.</p><p></p><p>Now, the player doesn't believe you can use it on bluff and knowledge rolls, but physical activities. Such as shooting an arrow through a keyhole, swinging or leaping through a small opening, catching thrown objects, directing one's fall, etc.</p><p></p><p>The player is not a powergamer. Infact, he doesn't utelize the strenghts of the cleric, so I trust him from really taking advantage of this spell. </p><p></p><p>What level is it? Also, how would this be done, in 3e?</p></blockquote><p></p>
[QUOTE="Xarlen, post: 207970, member: 1060"] The cleric in my game is wanting to convert some Tymora based spells from Faiths and Avatars for his cleric. I want some opinons on what level they should be. The first is Favor of Tymora: This spell confers a protection upon a single living recipient that cannot be ended by dispel magic or other magical effects. It lasts till the death of the recipient, or until its power is exhausted by use. It requires the priest to touch the recipient, meaning an attack roll if the recipient is in battle, or unwiling. The next saving throw made by the recipient is made at +4, even if it takes place later in the same round as the spell was cast. The second save is made at +3, the third at +2, and the fourth at +1. After four saving throws occur ,the magic is exhausted. There can be any length of time between these saving throws. Basicly, unending duration, until the saving throws are rolled. They bestow a Luck Bonus to saving throws. However, there are drawbacks: Tymora does not allow this spell to be cast on any one recipient more than once a day, unless they are defending the faith. Moreover, creatures faithful to Tymora (including priests) are looked upon with disfavor if they request the spell more than twice in any tenday: to rely directly on the goddess is not to trust in her luck. I'm thinking this is worth a 4th level slot. Any opinons? Also, the second spell: This spell allows the caster or another touched recipient to successfully carry out one extremely difficult action or single step task - in other words, any skill checks and or/ ability checks automatically succeed. The magic does not perform the activity, and does not protect the recipient from damage or risk inherant in the task: it only guarantees that it will succeed, even if it results in the death of the recipient.The act must be performed on the round just after the one in which the spell is cast, or the magic is wasted. Now, the player doesn't believe you can use it on bluff and knowledge rolls, but physical activities. Such as shooting an arrow through a keyhole, swinging or leaping through a small opening, catching thrown objects, directing one's fall, etc. The player is not a powergamer. Infact, he doesn't utelize the strenghts of the cleric, so I trust him from really taking advantage of this spell. What level is it? Also, how would this be done, in 3e? [/QUOTE]
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