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Can you convert 3.5 DnD Characters to hero system Characters
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<blockquote data-quote="WayneLigon" data-source="post: 6295351" data-attributes="member: 3649"><p>You might want to look at this site: <a href="http://www.killershrike.com/FantasyHERO/HighFantasyHERO/FantasyHERO.aspx?c=2" target="_blank">High Fantasy HERO</a>, which features some different ways of converting 3E spells. </p><p></p><p><strong>Mage Hand</strong> (Total: 15 active Points, 4 Real Cost)</p><p>Telekinesis (5 STR), Invisible Power Effects (Fully Invisible; +1) (15 Active Points); 1 Continuing Charge lasting 1 Turn (-1 1/4), Concentration 1/2 DCV, Must Concentrate throughout use of Constant Power (-1/2), Affects Whole Object (-1/4), Limited Range (4" + 1" /15 Points in VPP) (-1/4), Incantations (-1/4), Gestures (-1/4)</p><p></p><p>The necromantic spell Vampiric Touch, for example, is: </p><p></p><p><strong>Vampire Touch</strong>: (Total: 55 Active Cost, <strong>11 Real Cost</strong>)</p><p>Drain BODY 2 1/2d6 (25 Active Points); 1 Charge (-2), Linked (Vampiric Healing II; -1/2), Requires A Skill Roll (RSR Skill is subject to Skill vs. Skill contests, No Active Point penalty to Skill Roll Magic Skill vs Spell Resistance; -1/4), Gestures (-1/4), Incantations (-1/4), Extra Time (Delayed Phase, -1/4) (<strong>Real Cost: 5</strong>)</p><p>plus</p><p>Healing BODY 2 1/2d6, Can Heal Limbs, Heal Amount Rolled on Drain (+0) (30 Active Points); 1 Charge (-2), Self Only (-1/2), Gestures (-1/4), Extra Time (Delayed Phase, -1/4), Linked (Vampiric Healing I; -1/4), Requires A Skill Roll (RSR Skill is subject to Skill vs. Skill contests, No Active Point penalty to Skill Roll Magic Skill vs Spell Resistance; -1/4), Incantations (-1/4) (<strong>Real Cost: 6</strong>)</p><p></p><p>There might also be limitations for material components, as well.</p></blockquote><p></p>
[QUOTE="WayneLigon, post: 6295351, member: 3649"] You might want to look at this site: [URL="http://www.killershrike.com/FantasyHERO/HighFantasyHERO/FantasyHERO.aspx?c=2"]High Fantasy HERO[/URL], which features some different ways of converting 3E spells. [B]Mage Hand[/B] (Total: 15 active Points, 4 Real Cost) Telekinesis (5 STR), Invisible Power Effects (Fully Invisible; +1) (15 Active Points); 1 Continuing Charge lasting 1 Turn (-1 1/4), Concentration 1/2 DCV, Must Concentrate throughout use of Constant Power (-1/2), Affects Whole Object (-1/4), Limited Range (4" + 1" /15 Points in VPP) (-1/4), Incantations (-1/4), Gestures (-1/4) The necromantic spell Vampiric Touch, for example, is: [B]Vampire Touch[/B]: (Total: 55 Active Cost, [B]11 Real Cost[/B]) Drain BODY 2 1/2d6 (25 Active Points); 1 Charge (-2), Linked (Vampiric Healing II; -1/2), Requires A Skill Roll (RSR Skill is subject to Skill vs. Skill contests, No Active Point penalty to Skill Roll Magic Skill vs Spell Resistance; -1/4), Gestures (-1/4), Incantations (-1/4), Extra Time (Delayed Phase, -1/4) ([B]Real Cost: 5[/B]) plus Healing BODY 2 1/2d6, Can Heal Limbs, Heal Amount Rolled on Drain (+0) (30 Active Points); 1 Charge (-2), Self Only (-1/2), Gestures (-1/4), Extra Time (Delayed Phase, -1/4), Linked (Vampiric Healing I; -1/4), Requires A Skill Roll (RSR Skill is subject to Skill vs. Skill contests, No Active Point penalty to Skill Roll Magic Skill vs Spell Resistance; -1/4), Incantations (-1/4) ([B]Real Cost: 6[/B]) There might also be limitations for material components, as well. [/QUOTE]
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