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Final Fantasy Tactics Conversion (Wizard) #1
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<blockquote data-quote="killtr" data-source="post: 4597378" data-attributes="member: 81333"><p>Changes made based primarily on Arkhandus suggestions. To see how spells work, look at a later post in this thread.</p><p></p><p>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.</p><p></p><p>Understand this is a very rough draft and I don't know what format works on this forum.</p><p></p><p><span style="font-size: 10px"><strong><span style="font-size: 15px">Wizard (FFT)</span></strong></span></p><p><span style="font-size: 10px"><em>"Destruction of nature, gather in flame! Fire!"</em></span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px">The Wizard controls the elements which make up this world. Often uses attack magic known as Black Magic.</span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><span style="font-size: 12px">BECOMING A WIZARD</span></span></p><p><span style="font-size: 10px">Most wizards start as chemists, although this class is open to anyone with a basic knowledge of magic.</span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><span style="font-size: 12px">ENTRY REQUIREMENTS</span></span></p><p><span style="font-size: 10px">: Knowledge: Arcana 5</span></p><p><span style="font-size: 10px">: Knowledge: Planar 5</span></p><p><span style="font-size: 10px">: Any Item Creation or Metamagic feat</span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px">Class Skills</span></p><p><span style="font-size: 10px">The Wizard's class skills are Concentration, Craft, Decipher Script, Knowledge: Arcana, Knowledge: History, </span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px">Knowledge: Planar, Spellcraft, Use Magic Device</span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px">Skills Points at Each Level: 2 + int</span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px">Hit Dice: d6</span></p><p><span style="font-size: 10px"></span> </p><p><strong>Level BAB Fort Ref Will Special</strong></p><p>1st +0 +0 +0 +2 Bolt, Fire, Ice, 11 MP</p><p>2nd +1 +0 +0 +3 Poison, 17 MP</p><p>3rd +1 +1 +1 +3 Bolt 2, Fire 2, Ice 2, 25 MP</p><p>4th +2 +1 +1 +4 Magic AttackUP, 35 MP</p><p>5th +2 +1 +1 +4 Bolt 3, Fire 3, Ice 3, 46 MP</p><p>6th +3 +2 +2 +5 Frog, 58 MP</p><p>7th +3 +2 +2 +5 Death, 72 MP</p><p>8th +4 +2 +2 +6 Counter Magic, 88 MP</p><p>9th +4 +3 +3 +6 Bolt, Fire, Ice 4, 106 MP</p><p>10th +5 +3 +3 +7 Flare, 126 MP<span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px">Weapon Proficiencies: Club, Dagger, Heavy Crossbow, Light Crossbow, and Quarterstaff</span></p><p><span style="font-size: 10px"><span style="font-size: 12px"></span></span></p><p><span style="font-size: 10px"><span style="font-size: 12px">CLASS ABILITIES</span></span></p><p><span style="font-size: 10px"><strong>Magic AttackUP</strong>: +2 DC for all spells and spell-like abilities</span></p><p><span style="font-size: 10px"><strong>Counter Magic</strong>: 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</span></p><p><span style="font-size: 10px"><strong>Spells</strong>: Armor failure and concentration checks apply. Saves are Ref vs 10+level+Int and range is close single target unless otherwise indicated. </span>A Wizard gains bonus MP based on Int as a Psion gains PP.</p><p><span style="font-size: 10px"> <span style="font-size: 12px"></span></span></p><p><span style="font-size: 10px"><span style="font-size: 12px">Class Spells</span></span></p><p><span style="font-size: 10px"><strong>Spells Level 2</strong></span></p><p><span style="font-size: 10px">Bolt (Evocation, Electricity) : Effect: 2d6+ 1/(2 levels) (max 5)</span></p><p><span style="font-size: 10px">Fire </span><span style="font-size: 10px">(Evocation, Fire)</span><span style="font-size: 10px">: Effect: 2d6+ 1/level (max 10)</span></p><p><span style="font-size: 10px">Ice </span><span style="font-size: 10px">(Evocation, Cold)</span><span style="font-size: 10px">: Effect: 2d6+ 1/level (max 10)</span></p><p><span style="font-size: 10px">Poison (Necromancy): Effect: 1d8 Con damage spread over rds 1 con/rd, no secondary damage</span></p><p><span style="font-size: 10px"><strong>Spells Level 3</strong></span></p><p><span style="font-size: 10px">Bolt 2 </span><span style="font-size: 10px">(Evocation, Electricity)</span><span style="font-size: 10px">: Effect: 3d6+ </span><span style="font-size: 10px">1/(2 levels) (max 5)</span><span style="font-size: 10px">, 5 ft radius</span></p><p><span style="font-size: 10px">Fire 2 </span><span style="font-size: 10px">(Evocation, Fire)</span><span style="font-size: 10px">: Effect: 3d6+ 1/level (max 15), </span><span style="font-size: 10px">5 ft radius</span></p><p><span style="font-size: 10px"> Ice 2 </span><span style="font-size: 10px">(Evocation, Cold)</span><span style="font-size: 10px">: Effect: 3d6+ 1/level (max 15), </span><span style="font-size: 10px">5 ft radius</span></p><p><span style="font-size: 10px"> <strong>Spells Level 4</strong></span></p><p><span style="font-size: 10px">Bolt 3 </span><span style="font-size: 10px">(Evocation, Electricity)</span><span style="font-size: 10px">: Effect: 4d6+ </span><span style="font-size: 10px">1/(2 levels) (max 10)</span><span style="font-size: 10px">, 10 ft radius</span></p><p><span style="font-size: 10px">Fire 3 </span><span style="font-size: 10px">(Evocation, Fire)</span><span style="font-size: 10px">: Effect: 4d6+ 1/level (max 20), 10 ft radius</span></p><p><span style="font-size: 10px">Ice 3 </span><span style="font-size: 10px">(Evocation, Cold)</span><span style="font-size: 10px">: Effect: 4d6+ 1/level (max 20), 10 ft radius</span></p><p><span style="font-size: 10px">Frog (Transmutation): Effect: Fort save or effect as Baleful Polymorph except items meld into form and 1 rd/level</span></p><p><span style="font-size: 10px"><strong>Spells Level 5</strong></span></p><p><span style="font-size: 10px">Death (Necromancy, Death): Effect: Fort save with a +2 bonus or target's hp become -1</span></p><p><span style="font-size: 10px"><strong>Spells Level 6</strong></span></p><p><span style="font-size: 10px">Bolt 4</span><span style="font-size: 10px">(Evocation, Electricity)</span><span style="font-size: 10px">: Effect: 6d6+ </span><span style="font-size: 10px">1/(2 levels)</span><span style="font-size: 10px">, 15 ft radius</span></p><p><span style="font-size: 10px">Fire 4 </span><span style="font-size: 10px">(Evocation, Fire)</span><span style="font-size: 10px">: Effect: 6d6+ 1/level, 15 ft radius</span></p><p><span style="font-size: 10px">Ice 4 </span><span style="font-size: 10px">(Evocation, Cold)</span><span style="font-size: 10px">: Effect: 6d6+ 1/level, 15 ft radius</span></p><p><span style="font-size: 10px"><strong>Spells Level 7</strong></span></p><p><span style="font-size: 10px">Flare </span><span style="font-size: 10px">(Evocation, Fire)</span><span style="font-size: 10px">: Effect: 12d6+ 1/level (fire), single target</span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><span style="font-size: 12px">PLAYING A WIZARD</span></span></p><p><span style="font-size: 10px">Though they are physically very weak, Wizards have powerful magical attacks.</span></p><p><span style="font-size: 10px">Combat: Wizards wreak havoc with a variety of offensive magic, and should stay far far away from the front line whenever possible.</span></p><p><span style="font-size: 10px">Advancement: Most Wizards supplement their strong but limited offensive capabilities with additional magical training.</span></p><p>----</p><p></p><p></p><p>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.</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="killtr, post: 4597378, member: 81333"] 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. [SIZE=2][B][SIZE=4]Wizard (FFT)[/SIZE][/B] [I]"Destruction of nature, gather in flame! Fire!"[/I] The Wizard controls the elements which make up this world. Often uses attack magic known as Black Magic. [SIZE=3]BECOMING A WIZARD[/SIZE] Most wizards start as chemists, although this class is open to anyone with a basic knowledge of magic. [SIZE=3]ENTRY REQUIREMENTS[/SIZE] : 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 [/SIZE] [B]Level BAB Fort Ref Will Special[/B] 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[SIZE=2] Weapon Proficiencies: Club, Dagger, Heavy Crossbow, Light Crossbow, and Quarterstaff [SIZE=3] CLASS ABILITIES[/SIZE] [B]Magic AttackUP[/B]: +2 DC for all spells and spell-like abilities [B]Counter Magic[/B]: 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 [B]Spells[/B]: Armor failure and concentration checks apply. Saves are Ref vs 10+level+Int and range is close single target unless otherwise indicated. [/SIZE]A Wizard gains bonus MP based on Int as a Psion gains PP. [SIZE=2] [SIZE=3] Class Spells[/SIZE] [B]Spells Level 2[/B] Bolt (Evocation, Electricity) : Effect: 2d6+ 1/(2 levels) (max 5) Fire [/SIZE][SIZE=2](Evocation, Fire)[/SIZE][SIZE=2]: Effect: 2d6+ 1/level (max 10) Ice [/SIZE][SIZE=2](Evocation, Cold)[/SIZE][SIZE=2]: Effect: 2d6+ 1/level (max 10) Poison (Necromancy): Effect: 1d8 Con damage spread over rds 1 con/rd, no secondary damage [B]Spells Level 3[/B] Bolt 2 [/SIZE][SIZE=2](Evocation, Electricity)[/SIZE][SIZE=2]: Effect: 3d6+ [/SIZE][SIZE=2]1/(2 levels) (max 5)[/SIZE][SIZE=2], 5 ft radius Fire 2 [/SIZE][SIZE=2](Evocation, Fire)[/SIZE][SIZE=2]: Effect: 3d6+ 1/level (max 15), [/SIZE][SIZE=2]5 ft radius[/SIZE] [SIZE=2] Ice 2 [/SIZE][SIZE=2](Evocation, Cold)[/SIZE][SIZE=2]: Effect: 3d6+ 1/level (max 15), [/SIZE][SIZE=2]5 ft radius[/SIZE] [SIZE=2] [B]Spells Level 4[/B] Bolt 3 [/SIZE][SIZE=2](Evocation, Electricity)[/SIZE][SIZE=2]: Effect: 4d6+ [/SIZE][SIZE=2]1/(2 levels) (max 10)[/SIZE][SIZE=2], 10 ft radius Fire 3 [/SIZE][SIZE=2](Evocation, Fire)[/SIZE][SIZE=2]: Effect: 4d6+ 1/level (max 20), 10 ft radius Ice 3 [/SIZE][SIZE=2](Evocation, Cold)[/SIZE][SIZE=2]: 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 [B]Spells Level 5[/B] Death (Necromancy, Death): Effect: Fort save with a +2 bonus or target's hp become -1 [B]Spells Level 6[/B] Bolt 4[/SIZE][SIZE=2](Evocation, Electricity)[/SIZE][SIZE=2]: Effect: 6d6+ [/SIZE][SIZE=2]1/(2 levels)[/SIZE][SIZE=2], 15 ft radius Fire 4 [/SIZE][SIZE=2](Evocation, Fire)[/SIZE][SIZE=2]: Effect: 6d6+ 1/level, 15 ft radius Ice 4 [/SIZE][SIZE=2](Evocation, Cold)[/SIZE][SIZE=2]: Effect: 6d6+ 1/level, 15 ft radius [B]Spells Level 7[/B] Flare [/SIZE][SIZE=2](Evocation, Fire)[/SIZE][SIZE=2]: Effect: 12d6+ 1/level (fire), single target [SIZE=3]PLAYING A WIZARD[/SIZE] 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.[/SIZE] ---- 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. [/QUOTE]
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