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<blockquote data-quote="fba827" data-source="post: 208376" data-attributes="member: 807"><p>Well ... couple ways you could go here in order to incorporate the non-dispel possibilities...</p><p></p><p><strong>Option A</strong></p><p></p><p>Favor of Tymora</p><p>Transmutation</p><p>Level: Clr 3 (Tymora)</p><p>Components: V, S, DF, XP</p><p>Casting Time: 1 full round</p><p>Range: Touch</p><p>Target: Creature Touched</p><p>Duration: Permanent until used</p><p>Saving Throw: Will negates (harmless)</p><p>Spell Resistance: Yes (harmless)</p><p></p><p> By casting Tymora's favor upon the target, you imbue the target with a<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f44e.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt="(n)" title="Thumbs down (n)" data-smilie="23"data-shortname="(n)" /> (extraordinary or supernatural ? ) ability. The target's next saving throw is made with a +4 bonus. The target's subsequent 3 saving throws are made with a +3, +2, and +1 bonus, respectively. After this fourth and final saving throw, the spell's duration ends and the (extraordinary or supernatural) ability ceases to function.</p><p> A target may not receive more than one Favor of Tymora within a given day unless they are directly defending the faith (DM's discretion). 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> XP Cost: 10 xp</p><p></p><p>Why I picked what I did:</p><p> * XP component - Feels apporpriate since you are breaking out of the cleric and in fact trying to imbume powers beyond the mortal and magical world to a target.</p><p> * Although the point here was to make this a luck bonus, if the ability is supernatural or extraordinary in nature, then type of magic bonus doesn't apply (unless I'm remembering incorrectly). Also, the flavor text of "to rely on this spell is to not have faith in her luck" seemed contratdictory if the spell was in fact her granting her luck bonus <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p> * When you were talking about not being able to dispel it, I immediately thought of supernatural and Ex abilities.. so this option is running with that as the basis for the idea</p><p> * Main references for determining this spell's equivalence: main concept was the idea from the aspect of the deity spells (in DoF)</p><p></p><p><strong>Option B</strong></p><p></p><p>Favor of Tymora</p><p>Evocation</p><p>Level: Clr 3 (Tymora)</p><p>Components: V, S, DF</p><p>Casting Time: 1 full round</p><p>Range: Touch</p><p>Target: Creature Touched</p><p>Duration: Permanent until used</p><p>Saving Throw: Will negates (harmless)</p><p>Spell Resistance: Yes (harmless)</p><p></p><p> By casting Tymora's favor upon the target, you imbue the target with Lady Luck's own special luck. At the target's next saving throw, he is granted a +4 luck bonus to the save. Subsequent saves are made at +3, +2, and +1 respectivly after which the spell ends.</p><p> As this luck is granted by Tymora herself and not the result of mortal magic, the effects of this spell are not subject to dispel magic attempts (though, countering is still entirely possible). -- Alternatively -- (For whatever reason to be concocted) Attempts to dispel the Favor of Tymora are made at a -10 luck penalty though attempts to counter this spell are made as normal.</p><p> A target may not receive more than one Favor of Tymora within a given day unless they are directly defending the faith (DM's discretion). 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>Why I picked what I did:</p><p> * I don't like this option simply because it is difficult to incorporate the "not subject to dispelling" etc without calling it special divine might.. then this opens up problems such as why aren't more things like this and, frankly, I don't even know how divine stuff works (as I have yet to even want to look at Deities and Demigods or Faiths of Faerun)</p><p> * Though this option does pull it back to the idea of it being a luck bonus but the third paragraph seems to contradict all this when taking about "to rely on this spell is to not have faith in her luck" since the spell is also granting the goddess' luck..</p><p> * I've been using full round casting time because of how "extra" and special this is compared to a standard luck bonus</p><p> * Main references for determining this spell's equivalence: divine favor</p><p></p><p></p><p></p><p>Hmm. </p><p>For this one, I could see it working one of two ways.</p><p></p><p>Admitedly, my first inclination is what was already said. it is the simplest and most straight forward for conversion: it grants a +20 luck bonus</p><p></p><p></p><p><strong>Option A</strong></p><p></p><p></p><p>Tymora's Touch</p><p>Evocation</p><p>Level: Clr 1 (Tymora)</p><p>Components: V, S, DF</p><p>Casting Time: 1 full round</p><p>Range: Touch</p><p>Target: Creature Touched</p><p>Duration: 1 minute/level (max 20 minutes) or until used</p><p>Saving Throw: Will negates (harmless)</p><p>Spell Resistance: Yes (harmless)</p><p></p><p>Calling upon the powers of chance commanded by Tymora, you grant the touched recipient a +20 luck bonus to a single skill check. Use of this bonus must be declared prior to the role and once this bonus is used for a single check, the spell's duration ends.</p><p></p><p>Why I picked what I did:</p><p> * Tymora's touch - I just made up a name because I wanted a complete spell listing <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":-)" title="Smile :-)" data-smilie="1"data-shortname=":-)" /></p><p> * luck bonus because it is Tymora</p><p> * Evocation because that is how luck bonuses are called (reference Divine Favor spell)</p><p> * Level 1 because if you have reference the wieldskill spell (Magic of Faerun) that grants a +10 bonus, has a shorter duration, and also allows a skill that would otherwise not be able to be used untrained suddenly usable (because it is granting new knowledge rather than luck). So, while this is a bigger bonus, it isn't as versatile.</p><p> * It does not necessarily equate to the automatic success that you were hoping for, however.</p><p> * Main references for determining this spell's equivalence: Divine Favor, Wieldskill, True Strike</p><p></p><p><strong>Option B</strong></p><p></p><p>Tymora's Touch</p><p>Transmutation</p><p>Level: Clr 2 (Tymora)</p><p>Components: V, S, DF</p><p>Casting Time: 1 full round</p><p>Range: Touch</p><p>Target: Creature Touched</p><p>Duration: 1 minute/level (max 20 minutes) or until used</p><p>Saving Throw: Will negates (harmless)</p><p>Spell Resistance: Yes (harmless)</p><p></p><p>Calling upon the powers of Lady Luck, you alter time for the target as if a minor time stop spell. If the duration has not yet been expended, as soon as the target begins the use of a skill, he is removed from normal time while performing that skill. Thus, he has the chance to take 20 for the particular skill check. Once Tymora's touch is used for one skill, the spell's duration ends immediately. Given that the target is out of time-synch with other living beings, the skill chosen to be performed at the accelerated rate is limited to physical skills at the DM's discretion.</p><p></p><p></p><p>Why I picked what I did:</p><p> * Tymora's touch - I just made up a name because I wanted a complete spell listing <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":-)" title="Smile :-)" data-smilie="1"data-shortname=":-)" /></p><p> * It is basically a minor Time Stop spell. This differs from Option A in that here you're not adding a bonus but basically giving the target a chance to Take 20</p><p> * NOTE: because it is a minor time stop, you do run into some consistency issues like "why can't he do other things" and all I can say is, because that's not what Tymora is allowing <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p> * This does incorporate the "only physical things" concept since you can only interact with physical objects in your sped up time... trying to bluff someone while your in a different time stream is difficult, to say the least <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p> * Transmutation because it is a minor time stop spell</p><p> * Level 2 because the wording and such really does limit this to only skill usage and even then only physical skill usage. At the same time, you are altering the flow of time so it shouldn't be 1st level <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p> * Taking 20 does not eliminate potential risks from failure, it merely gives the person a chance to take their time and avoid failure.</p><p> * It does not necessarily equate to the automatic success that you were hoping for, however.</p><p> * Main references for determining this spell's equivalence: time stop</p><p></p><p></p><p><strong>Mind you, I do not have access to the original spell descriptions - I am merely going based on the descriptions you have given.</strong></p><p></p><p>And, finally, I am by no means claiming to be any kind of expert - you asked fo suggestions, so these are just that - my suggestions. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p> fba827</p><p></p><p>PS. This post is being submitted without proofreading so there! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Edit 1: After some consideration, I lessened the XP component in the first alternative from 25 to 10 since there are drawbacks to the number of times this spell can be used.</p><p></p><p>Edit 2: Added "PS"</p></blockquote><p></p>
[QUOTE="fba827, post: 208376, member: 807"] Well ... couple ways you could go here in order to incorporate the non-dispel possibilities... [b]Option A[/b] Favor of Tymora Transmutation Level: Clr 3 (Tymora) Components: V, S, DF, XP Casting Time: 1 full round Range: Touch Target: Creature Touched Duration: Permanent until used Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) By casting Tymora's favor upon the target, you imbue the target with a(n) (extraordinary or supernatural ? ) ability. The target's next saving throw is made with a +4 bonus. The target's subsequent 3 saving throws are made with a +3, +2, and +1 bonus, respectively. After this fourth and final saving throw, the spell's duration ends and the (extraordinary or supernatural) ability ceases to function. A target may not receive more than one Favor of Tymora within a given day unless they are directly defending the faith (DM's discretion). 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. XP Cost: 10 xp Why I picked what I did: * XP component - Feels apporpriate since you are breaking out of the cleric and in fact trying to imbume powers beyond the mortal and magical world to a target. * Although the point here was to make this a luck bonus, if the ability is supernatural or extraordinary in nature, then type of magic bonus doesn't apply (unless I'm remembering incorrectly). Also, the flavor text of "to rely on this spell is to not have faith in her luck" seemed contratdictory if the spell was in fact her granting her luck bonus :) * When you were talking about not being able to dispel it, I immediately thought of supernatural and Ex abilities.. so this option is running with that as the basis for the idea * Main references for determining this spell's equivalence: main concept was the idea from the aspect of the deity spells (in DoF) [b]Option B[/b] Favor of Tymora Evocation Level: Clr 3 (Tymora) Components: V, S, DF Casting Time: 1 full round Range: Touch Target: Creature Touched Duration: Permanent until used Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) By casting Tymora's favor upon the target, you imbue the target with Lady Luck's own special luck. At the target's next saving throw, he is granted a +4 luck bonus to the save. Subsequent saves are made at +3, +2, and +1 respectivly after which the spell ends. As this luck is granted by Tymora herself and not the result of mortal magic, the effects of this spell are not subject to dispel magic attempts (though, countering is still entirely possible). -- Alternatively -- (For whatever reason to be concocted) Attempts to dispel the Favor of Tymora are made at a -10 luck penalty though attempts to counter this spell are made as normal. A target may not receive more than one Favor of Tymora within a given day unless they are directly defending the faith (DM's discretion). 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. Why I picked what I did: * I don't like this option simply because it is difficult to incorporate the "not subject to dispelling" etc without calling it special divine might.. then this opens up problems such as why aren't more things like this and, frankly, I don't even know how divine stuff works (as I have yet to even want to look at Deities and Demigods or Faiths of Faerun) * Though this option does pull it back to the idea of it being a luck bonus but the third paragraph seems to contradict all this when taking about "to rely on this spell is to not have faith in her luck" since the spell is also granting the goddess' luck.. * I've been using full round casting time because of how "extra" and special this is compared to a standard luck bonus * Main references for determining this spell's equivalence: divine favor Hmm. For this one, I could see it working one of two ways. Admitedly, my first inclination is what was already said. it is the simplest and most straight forward for conversion: it grants a +20 luck bonus [b]Option A[/b] Tymora's Touch Evocation Level: Clr 1 (Tymora) Components: V, S, DF Casting Time: 1 full round Range: Touch Target: Creature Touched Duration: 1 minute/level (max 20 minutes) or until used Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) Calling upon the powers of chance commanded by Tymora, you grant the touched recipient a +20 luck bonus to a single skill check. Use of this bonus must be declared prior to the role and once this bonus is used for a single check, the spell's duration ends. Why I picked what I did: * Tymora's touch - I just made up a name because I wanted a complete spell listing :-) * luck bonus because it is Tymora * Evocation because that is how luck bonuses are called (reference Divine Favor spell) * Level 1 because if you have reference the wieldskill spell (Magic of Faerun) that grants a +10 bonus, has a shorter duration, and also allows a skill that would otherwise not be able to be used untrained suddenly usable (because it is granting new knowledge rather than luck). So, while this is a bigger bonus, it isn't as versatile. * It does not necessarily equate to the automatic success that you were hoping for, however. * Main references for determining this spell's equivalence: Divine Favor, Wieldskill, True Strike [b]Option B[/b] Tymora's Touch Transmutation Level: Clr 2 (Tymora) Components: V, S, DF Casting Time: 1 full round Range: Touch Target: Creature Touched Duration: 1 minute/level (max 20 minutes) or until used Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) Calling upon the powers of Lady Luck, you alter time for the target as if a minor time stop spell. If the duration has not yet been expended, as soon as the target begins the use of a skill, he is removed from normal time while performing that skill. Thus, he has the chance to take 20 for the particular skill check. Once Tymora's touch is used for one skill, the spell's duration ends immediately. Given that the target is out of time-synch with other living beings, the skill chosen to be performed at the accelerated rate is limited to physical skills at the DM's discretion. Why I picked what I did: * Tymora's touch - I just made up a name because I wanted a complete spell listing :-) * It is basically a minor Time Stop spell. This differs from Option A in that here you're not adding a bonus but basically giving the target a chance to Take 20 * NOTE: because it is a minor time stop, you do run into some consistency issues like "why can't he do other things" and all I can say is, because that's not what Tymora is allowing :) * This does incorporate the "only physical things" concept since you can only interact with physical objects in your sped up time... trying to bluff someone while your in a different time stream is difficult, to say the least :) * Transmutation because it is a minor time stop spell * Level 2 because the wording and such really does limit this to only skill usage and even then only physical skill usage. At the same time, you are altering the flow of time so it shouldn't be 1st level :) * Taking 20 does not eliminate potential risks from failure, it merely gives the person a chance to take their time and avoid failure. * It does not necessarily equate to the automatic success that you were hoping for, however. * Main references for determining this spell's equivalence: time stop [b]Mind you, I do not have access to the original spell descriptions - I am merely going based on the descriptions you have given.[/b] And, finally, I am by no means claiming to be any kind of expert - you asked fo suggestions, so these are just that - my suggestions. :) fba827 PS. This post is being submitted without proofreading so there! :) Edit 1: After some consideration, I lessened the XP component in the first alternative from 25 to 10 since there are drawbacks to the number of times this spell can be used. Edit 2: Added "PS" [/QUOTE]
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