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Mixing AE and D&D - anyone want to share their house rules?
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<blockquote data-quote="ruleslawyer" data-source="post: 2643950" data-attributes="member: 1757"><p>Hmm; same thing I did! </p><p>Also same.</p><p>Yup!</p><p>I recommend making players do the work whenever possible... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> That said, with most D&D spells, it's an easy task.</p><p></p><p>1) Any spell in a spell chain is a no-brainer. Take <em>Nybor's gentle reminder</em>, for instance:</p><p></p><p>Nybor's Gentle Reminder</p><p>Enchantment (Compulsion) [Mind-Affecting]</p><p>Level: 2 (Exotic)</p><p>Casting Time: 1 standard action</p><p>Range: Close (25 ft. + 5 ft./2 levels)</p><p>Target: One living creature</p><p>Duration: 1 round/level</p><p>Saving Throw: Fortitude negates</p><p>Spell Resistance: Yes</p><p></p><p>[Flavor text omitted]The subject of this spell suffers a sharp, agonizing pain that leaves it dazed for 1 round. In each subsequent round for the duration of the spell, the subject takes a -2 penalty on attacks, saving throws, and checks. Furthermore, a spellcaster targeted by this spell must make a successful Concentration check (DC 12) to cast spells while under its effect.</p><p>Diminished: N/A</p><p>Heightened: The subject is dazed for 1d4 rounds rather than 1 round.</p><p>Magic Item Creation Modifier: Constant N/A, single-use x1.5</p><p></p><p>The heightened version is, of course, simply Nybor's mild admonishment (sor/wiz 3) by another name. That one's easy, and you should automatically do this for any appropriate spells. In most cases, even spells that are separated by two levels can be handled this way simply by either bumping the lower-level spell up or reducing the higher-level spell's level by 1 (this is a good idea for exotics, since the feat expenditure tends to counterbalance the level drop). So, IMC, <em>lesser ironguard</em> is a 6th level complex (it shows up too often in the FR literature for it to be an exotic IMC) and its greater version is just the heightened one.</p><p></p><p>2) Apply a metamagic-like effect. Increasing a spell's range by one category or its duration by one category are often fair uses for a heightened version. This is especially true for buff spells or spells that conjure a temporary object (e.g., <em>thunderlance</em>). Likewise, increasing a numerical effect is easy, too. For example, bumping the save bonus and electricity resistance from <em>Ilyykur's mantle</em> up to +1/2 levels and 20, respectively, seem like a fair use for a heightened version.</p><p></p><p>3) Spells that have an effect keyed to a spell level are also easy. For instance, <em>fiendform</em> allows polymorphing into any fiend that can be summoned by a summon monster I-IV spell. The heightened version? Simple. It can duplicate creatures summonable by summon monster V as well.</p><p></p><p>I don't believe in trying too hard to do diminished versions, myself. I think it's too easy to end up with an overpowered spell this way, since some capabilities are simply not meant to be available to casters of [x] level.</p></blockquote><p></p>
[QUOTE="ruleslawyer, post: 2643950, member: 1757"] Hmm; same thing I did! Also same. Yup! I recommend making players do the work whenever possible... ;) That said, with most D&D spells, it's an easy task. 1) Any spell in a spell chain is a no-brainer. Take [i]Nybor's gentle reminder[/i], for instance: Nybor's Gentle Reminder Enchantment (Compulsion) [Mind-Affecting] Level: 2 (Exotic) Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One living creature Duration: 1 round/level Saving Throw: Fortitude negates Spell Resistance: Yes [Flavor text omitted]The subject of this spell suffers a sharp, agonizing pain that leaves it dazed for 1 round. In each subsequent round for the duration of the spell, the subject takes a -2 penalty on attacks, saving throws, and checks. Furthermore, a spellcaster targeted by this spell must make a successful Concentration check (DC 12) to cast spells while under its effect. Diminished: N/A Heightened: The subject is dazed for 1d4 rounds rather than 1 round. Magic Item Creation Modifier: Constant N/A, single-use x1.5 The heightened version is, of course, simply Nybor's mild admonishment (sor/wiz 3) by another name. That one's easy, and you should automatically do this for any appropriate spells. In most cases, even spells that are separated by two levels can be handled this way simply by either bumping the lower-level spell up or reducing the higher-level spell's level by 1 (this is a good idea for exotics, since the feat expenditure tends to counterbalance the level drop). So, IMC, [i]lesser ironguard[/i] is a 6th level complex (it shows up too often in the FR literature for it to be an exotic IMC) and its greater version is just the heightened one. 2) Apply a metamagic-like effect. Increasing a spell's range by one category or its duration by one category are often fair uses for a heightened version. This is especially true for buff spells or spells that conjure a temporary object (e.g., [i]thunderlance[/i]). Likewise, increasing a numerical effect is easy, too. For example, bumping the save bonus and electricity resistance from [i]Ilyykur's mantle[/i] up to +1/2 levels and 20, respectively, seem like a fair use for a heightened version. 3) Spells that have an effect keyed to a spell level are also easy. For instance, [i]fiendform[/i] allows polymorphing into any fiend that can be summoned by a summon monster I-IV spell. The heightened version? Simple. It can duplicate creatures summonable by summon monster V as well. I don't believe in trying too hard to do diminished versions, myself. I think it's too easy to end up with an overpowered spell this way, since some capabilities are simply not meant to be available to casters of [x] level. [/QUOTE]
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