EQRPG Spell Slots to Mana

dema

First Post
Has anyone started converting the standard d20 system spell casters to the EQRPG system figuring out costs and such? or would this effort be fruitless?
 

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Considering that there are no rules for creating your own spells in EQ and the fact that after studying the spells in EQ, and their Mana Points, I have no clue how they figured out the mana point for some of their spells. I do noticed that the damage dealing spells and the spells that do things like teleporting and illusions seem to have a higher mana point cost than spells that help like provide hit points or provide ability modifiers for a short time. Also, spells that affect other people in a negative way without saves cost more than spells with saves.

Would it be worth the effort to convert the spells in the PHB and then get rid of the Sorceror to have just the Wizard for DnD, and use straignt up mana points...sure it would be worth it. It will also take a long time.
 

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The mana costs seem to have been roughly based on the spells from the online game in relation to one another. Things that cost a ton of mana online also cost a ton in the rpg.

This works for most spells, but some have been altered to better represent the cost. The Alkabor spells, for instance, are complete and utter trash (possibly the worst online spells of all), but they're pretty darn useful in the rpg.

Ps. Flaming Sword of Xuzl just has more character than Mordenkainen's Sword, no? =)

Heylel
 


Straight up conversion is not feasable in my eye, since many of the spell chains in the book have interesting odd-balls.

This is one of the aspects I love about this game.

For example, in the Lifetap spell chain we have the following

1. Lifetap - 2 damage siphon
2. Lifespike - 1d10+1 damage siphon
4. Lifedraw - 6d6 damage siphon
6. Lifeleech - 7d10x2 damage siphon
7. Siphon Life - 8d6 damage siphon
10. Spirit Tap - 8d10 damage siphon
11. Drain Spirit - 6d10x2 damage siphon
12. Drain Soul - (7d10+2)x2 damage siphon

The oddball here is obviously the level 6 lifeleech, being far more damaging then even the level 10 Spirit Tap and somewhat better than the level 11 Drain Spirit (except for save DC). The big difference is the mana costs.

1. Lifetap - 2 mana
2. Lifespike - 3 mana
4. Lifedraw - 10 mana
6. Lifeleech - 53 mana
7. Siphon Life - 12 mana
10. Spirit Tap - 24 mana
11. Drain Spirit - 32 mana
12. Drain Soul - 38 mana

So the anomaly of Lifeleech's high damage is countered by an anomolously high casting cost in mana. A higher level spellcaster will discard lifeleech in exchange for Drain Spirit or Drain Soul.

This is what I like about the system... you can get devastating spells at lower levels at a commensurate cost in mana. This would be like getting a level 4 spell in D&D that, when cast, also used an additional 6 or 10 levels of spell slots.
 

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