Heretic Apostate
First Post
Okay, I think it's possible to convert spells from D&D to the weaves from Wheel of Time. I'm not sure, however, if the five categories of the One Power adequately describe the variety: Earth, Air, Fire, Water, Spirit.
First off, what other elements would you toss in? In the Might & Magic series, they also toss in Mind and Body, would those help?
Second off, anyone care to do some examples of converted spells?
For those who don't have Wheel of Time, pretty much, starting spellcasters start out with an Affinity (to one of the elements) and a Talent (a grouping of similar spells). They also get magic feats every two levels. This isn't overpowering, however, because any time they want to branch out, they have to spend a feat. Want to get an affinity to a new element? Spend a feat. Want to acquire a new Talent? Acquire a feat. (Once you have a Talent, you can learn all spells, as you see them or are taught. If you don't have a talent, you can only cast it at 0th-level. I'm ignoring Wilders for the moment.)
What's the benefits of Affinity? Well, spells can have as little as one element to as many as all five. If you have Affinity with all the elements of a spell, you cast the spell as if it were one level lower. Thus, a converted Fireball might come in at 4th-level, but if you have affinity with all its elements (Fire and Air, perhaps, since it has fire and a concussive blast? note that there's actually a fireball spell in WOT, so I'll have to check...), you can cast the spell as if it were a 3rd-level spell.
If you are missing affinity with even one of the elements, you cast it at its level. If you don't have any affinities, you cast it as if it were a level higher (e.g., 5th level for the supposed fireball spell).
I'm considering merging in both divine and arcane spells. For the domains, it's a matter of breadth of possible spells (some talents only have one spell, some would have dozens). For arcane spells, maybe drop a level here or there.
Comments? Conversions?
(Note that I'd have the standard Healing from WOT--converts damage to Subdual damage--AND I'd have a healing domain, which would have few spells, a couple of required Affinities, and the ability to actually heal subdual damage....)
First off, what other elements would you toss in? In the Might & Magic series, they also toss in Mind and Body, would those help?
Second off, anyone care to do some examples of converted spells?
For those who don't have Wheel of Time, pretty much, starting spellcasters start out with an Affinity (to one of the elements) and a Talent (a grouping of similar spells). They also get magic feats every two levels. This isn't overpowering, however, because any time they want to branch out, they have to spend a feat. Want to get an affinity to a new element? Spend a feat. Want to acquire a new Talent? Acquire a feat. (Once you have a Talent, you can learn all spells, as you see them or are taught. If you don't have a talent, you can only cast it at 0th-level. I'm ignoring Wilders for the moment.)
What's the benefits of Affinity? Well, spells can have as little as one element to as many as all five. If you have Affinity with all the elements of a spell, you cast the spell as if it were one level lower. Thus, a converted Fireball might come in at 4th-level, but if you have affinity with all its elements (Fire and Air, perhaps, since it has fire and a concussive blast? note that there's actually a fireball spell in WOT, so I'll have to check...), you can cast the spell as if it were a 3rd-level spell.
If you are missing affinity with even one of the elements, you cast it at its level. If you don't have any affinities, you cast it as if it were a level higher (e.g., 5th level for the supposed fireball spell).
I'm considering merging in both divine and arcane spells. For the domains, it's a matter of breadth of possible spells (some talents only have one spell, some would have dozens). For arcane spells, maybe drop a level here or there.
Comments? Conversions?
(Note that I'd have the standard Healing from WOT--converts damage to Subdual damage--AND I'd have a healing domain, which would have few spells, a couple of required Affinities, and the ability to actually heal subdual damage....)