Changes made based primarily on Arkhandus suggestions. To see how spells work, look at a later post in this thread.
Hey, first time posting. I love converting systems, characters, etc from one system to another. I recently converted all the final fantasy tactics jobs to D&D classes. I would like a review of at least some of them. Ideas, thoughts, good jobs appreciated.
Understand this is a very rough draft and I don't know what format works on this forum.
Wizard (FFT)
"Destruction of nature, gather in flame! Fire!"
The Wizard controls the elements which make up this world. Often uses attack magic known as Black Magic.
BECOMING A WIZARD
Most wizards start as chemists, although this class is open to anyone with a basic knowledge of magic.
ENTRY REQUIREMENTS
: Knowledge: Arcana 5
: Knowledge: Planar 5
: Any Item Creation or Metamagic feat
Class Skills
The Wizard's class skills are Concentration, Craft, Decipher Script, Knowledge: Arcana, Knowledge: History,
Knowledge: Planar, Spellcraft, Use Magic Device
Skills Points at Each Level: 2 + int
Hit Dice: d6
Level BAB Fort Ref Will Special
1st +0 +0 +0 +2 Bolt, Fire, Ice, 11 MP
2nd +1 +0 +0 +3 Poison, 17 MP
3rd +1 +1 +1 +3 Bolt 2, Fire 2, Ice 2, 25 MP
4th +2 +1 +1 +4 Magic AttackUP, 35 MP
5th +2 +1 +1 +4 Bolt 3, Fire 3, Ice 3, 46 MP
6th +3 +2 +2 +5 Frog, 58 MP
7th +3 +2 +2 +5 Death, 72 MP
8th +4 +2 +2 +6 Counter Magic, 88 MP
9th +4 +3 +3 +6 Bolt, Fire, Ice 4, 106 MP
10th +5 +3 +3 +7 Flare, 126 MP
Weapon Proficiencies: Club, Dagger, Heavy Crossbow, Light Crossbow, and Quarterstaff
CLASS ABILITIES
Magic AttackUP: +2 DC for all spells and spell-like abilities
Counter Magic: When hit by spell with at least partial effect, respond with highest spell with an equal or lower spell level from the same school and subtype with necessary range as a special Attack of Oppourtunity action
Spells: Armor failure and concentration checks apply. Saves are Ref vs 10+level+Int and range is close single target unless otherwise indicated. A Wizard gains bonus MP based on Int as a Psion gains PP.
Class Spells
Spells Level 2
Bolt (Evocation, Electricity) : Effect: 2d6+ 1/(2 levels) (max 5)
Fire (Evocation, Fire): Effect: 2d6+ 1/level (max 10)
Ice (Evocation, Cold): Effect: 2d6+ 1/level (max 10)
Poison (Necromancy): Effect: 1d8 Con damage spread over rds 1 con/rd, no secondary damage
Spells Level 3
Bolt 2 (Evocation, Electricity): Effect: 3d6+ 1/(2 levels) (max 5), 5 ft radius
Fire 2 (Evocation, Fire): Effect: 3d6+ 1/level (max 15), 5 ft radius
Ice 2 (Evocation, Cold): Effect: 3d6+ 1/level (max 15), 5 ft radius
Spells Level 4
Bolt 3 (Evocation, Electricity): Effect: 4d6+ 1/(2 levels) (max 10), 10 ft radius
Fire 3 (Evocation, Fire): Effect: 4d6+ 1/level (max 20), 10 ft radius
Ice 3 (Evocation, Cold): Effect: 4d6+ 1/level (max 20), 10 ft radius
Frog (Transmutation): Effect: Fort save or effect as Baleful Polymorph except items meld into form and 1 rd/level
Spells Level 5
Death (Necromancy, Death): Effect: Fort save with a +2 bonus or target's hp become -1
Spells Level 6
Bolt 4(Evocation, Electricity): Effect: 6d6+ 1/(2 levels), 15 ft radius
Fire 4 (Evocation, Fire): Effect: 6d6+ 1/level, 15 ft radius
Ice 4 (Evocation, Cold): Effect: 6d6+ 1/level, 15 ft radius
Spells Level 7
Flare (Evocation, Fire): Effect: 12d6+ 1/level (fire), single target
PLAYING A WIZARD
Though they are physically very weak, Wizards have powerful magical attacks.
Combat: Wizards wreak havoc with a variety of offensive magic, and should stay far far away from the front line whenever possible.
Advancement: Most Wizards supplement their strong but limited offensive capabilities with additional magical training.
----
Most spells are compared to cleric "inflict" spells at a similar level and reduced from d8 to d6. This is because they are range single target spells rather than touch. "Brave" is replaced with an Attack of Opportunity action.
I have converted all the classes and will only post a few here. Please let me know if you would like to see all classes or a specific class.
Hey, first time posting. I love converting systems, characters, etc from one system to another. I recently converted all the final fantasy tactics jobs to D&D classes. I would like a review of at least some of them. Ideas, thoughts, good jobs appreciated.
Understand this is a very rough draft and I don't know what format works on this forum.
Wizard (FFT)
"Destruction of nature, gather in flame! Fire!"
The Wizard controls the elements which make up this world. Often uses attack magic known as Black Magic.
BECOMING A WIZARD
Most wizards start as chemists, although this class is open to anyone with a basic knowledge of magic.
ENTRY REQUIREMENTS
: Knowledge: Arcana 5
: Knowledge: Planar 5
: Any Item Creation or Metamagic feat
Class Skills
The Wizard's class skills are Concentration, Craft, Decipher Script, Knowledge: Arcana, Knowledge: History,
Knowledge: Planar, Spellcraft, Use Magic Device
Skills Points at Each Level: 2 + int
Hit Dice: d6
Level BAB Fort Ref Will Special
1st +0 +0 +0 +2 Bolt, Fire, Ice, 11 MP
2nd +1 +0 +0 +3 Poison, 17 MP
3rd +1 +1 +1 +3 Bolt 2, Fire 2, Ice 2, 25 MP
4th +2 +1 +1 +4 Magic AttackUP, 35 MP
5th +2 +1 +1 +4 Bolt 3, Fire 3, Ice 3, 46 MP
6th +3 +2 +2 +5 Frog, 58 MP
7th +3 +2 +2 +5 Death, 72 MP
8th +4 +2 +2 +6 Counter Magic, 88 MP
9th +4 +3 +3 +6 Bolt, Fire, Ice 4, 106 MP
10th +5 +3 +3 +7 Flare, 126 MP
Weapon Proficiencies: Club, Dagger, Heavy Crossbow, Light Crossbow, and Quarterstaff
CLASS ABILITIES
Magic AttackUP: +2 DC for all spells and spell-like abilities
Counter Magic: When hit by spell with at least partial effect, respond with highest spell with an equal or lower spell level from the same school and subtype with necessary range as a special Attack of Oppourtunity action
Spells: Armor failure and concentration checks apply. Saves are Ref vs 10+level+Int and range is close single target unless otherwise indicated. A Wizard gains bonus MP based on Int as a Psion gains PP.
Class Spells
Spells Level 2
Bolt (Evocation, Electricity) : Effect: 2d6+ 1/(2 levels) (max 5)
Fire (Evocation, Fire): Effect: 2d6+ 1/level (max 10)
Ice (Evocation, Cold): Effect: 2d6+ 1/level (max 10)
Poison (Necromancy): Effect: 1d8 Con damage spread over rds 1 con/rd, no secondary damage
Spells Level 3
Bolt 2 (Evocation, Electricity): Effect: 3d6+ 1/(2 levels) (max 5), 5 ft radius
Fire 2 (Evocation, Fire): Effect: 3d6+ 1/level (max 15), 5 ft radius
Ice 2 (Evocation, Cold): Effect: 3d6+ 1/level (max 15), 5 ft radius
Spells Level 4
Bolt 3 (Evocation, Electricity): Effect: 4d6+ 1/(2 levels) (max 10), 10 ft radius
Fire 3 (Evocation, Fire): Effect: 4d6+ 1/level (max 20), 10 ft radius
Ice 3 (Evocation, Cold): Effect: 4d6+ 1/level (max 20), 10 ft radius
Frog (Transmutation): Effect: Fort save or effect as Baleful Polymorph except items meld into form and 1 rd/level
Spells Level 5
Death (Necromancy, Death): Effect: Fort save with a +2 bonus or target's hp become -1
Spells Level 6
Bolt 4(Evocation, Electricity): Effect: 6d6+ 1/(2 levels), 15 ft radius
Fire 4 (Evocation, Fire): Effect: 6d6+ 1/level, 15 ft radius
Ice 4 (Evocation, Cold): Effect: 6d6+ 1/level, 15 ft radius
Spells Level 7
Flare (Evocation, Fire): Effect: 12d6+ 1/level (fire), single target
PLAYING A WIZARD
Though they are physically very weak, Wizards have powerful magical attacks.
Combat: Wizards wreak havoc with a variety of offensive magic, and should stay far far away from the front line whenever possible.
Advancement: Most Wizards supplement their strong but limited offensive capabilities with additional magical training.
----
Most spells are compared to cleric "inflict" spells at a similar level and reduced from d8 to d6. This is because they are range single target spells rather than touch. "Brave" is replaced with an Attack of Opportunity action.
I have converted all the classes and will only post a few here. Please let me know if you would like to see all classes or a specific class.
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