Converting D&D spells to WOT Weaves?

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....)
 

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What you're essentially discussing here is converting the D&D spells to a pure elemental classification system. There have been a number of threads about this already, but I don't know if they're still around.

In general :
Metamagic/Force => Spirit
Weather Magic => Air/Water
Plant Magic => Earth/Water
Mental magics =>Air/Spirit
Illusions => Air/Fire/Spirit
Elemental Spells (Air/Earth/Fire/Water) => Direct Match

The 5 element system is actually fairly complete. A google search on Elemental Magic or Heremetic Magic or Alchemy should turn up some very useful links. Basically, once you've wrapped your mind around what each of the 5 elements symbolizes (and they each represent more than one thing) the rest should fall out fairly quickly.

Here's a quick example :
Talent : Magical Senses
Affinity : Spirit
Detect Weaves (Magic) - LV 0
Wizard Sight - LV 3
Clairvoyance (+Fire, for light) - LV 3
Clairaudience (+air, for sound) - LV 3
Arcane Eye - LV 5
True Sight - LV 7

Talent : Body Enhancement
Affinity: Earth/Spirit
Bull's Strength
Cat's Grace
Expeditious Retreat
Jump
Spider Climb
Tenser's Transformation
 

It's not actually as hard as it might seem at first. While I, sadly cannot find the spells that I converted, our group got a kick out of one I converted. I made shocking grasp into a 2 level weave, zero and first. First level did regular damage, while zero level did subdual damage. My firend, who was our DM at the time looked at it, and started laughing, and he okay'ed the weave (I was playing an intitiate in a D&D campaign). I didn't realized what was so funny until our resident alcoholic barbarian started a bar fight. The guards came at him with what seemed to be clubs, but after the barbarian passed out from the subdual damage, I realized that I had inadvertantly introduced tasers into our D&D world.
 

Drayan said:
It's not actually as hard as it might seem at first. While I, sadly cannot find the spells that I converted, our group got a kick out of one I converted. I made shocking grasp into a 2 level weave, zero and first. First level did regular damage, while zero level did subdual damage. My firend, who was our DM at the time looked at it, and started laughing, and he okay'ed the weave (I was playing an intitiate in a D&D campaign). I didn't realized what was so funny until our resident alcoholic barbarian started a bar fight. The guards came at him with what seemed to be clubs, but after the barbarian passed out from the subdual damage, I realized that I had inadvertantly introduced tasers into our D&D world.

LOL!! That's great! I love it. I'll have to include it!

Modified Electric Jolt (MaoF): Does 1d6 subdual, instead of 1d3 regular.

Now, I have been studying the WoT novels, trying to pick of the weaves and translate them into DnD. It doesn't look to hard. The Mind and Body thing you mentioned would fall into the Spirit catagory along with most things. Start applying your current scientific knowlage to the spells. What elements would they include? Some are obvious, others aren't. It won't be too hard to do it on a one by one basis. Most are even already put into Talants for you (e.g. Domains, spell chains--Charm Animal->Charm Person->Charm Monster).
 

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