Okay, my campaign is postponed so I thought I'd take the time to convert the standard Divine and Arcane spells to use the Psionics spell point system.
The only casters are an Artificer, Enchanter (Psion - Telepath), Psychic Warrior and a Sorcerer. Obviously, only the first and last need converting.
As part of the revision, I'll be bumping most cantrips up to first level. Not sure about the rest. For the remainder:
Option 1) Bump them up to First level as well.
Option 2) Allow them to be used at will. (I do not like cast x per day and then the rest cost 1 spell point.)
Option 3) Remove them from the game. (Not really an option ... at least for the long term.)
So, let's see how many I have the patience for in one post
"Level 0"
If it is normally on your class list, Read Magic at will as a spell like ability at will; or
treat "magic" as a written only magic.
Needs to be addressed:
Arcane Mark
Detect Magic (Detect Magic Replaces Detect Psionics)
Detect Poison
Dancing Lights
Flare (Probably will be moved to 1st level)
Ghost Sound
Light
Mage Hand (Probably will be moved to 1st level)
Mending
Message
Open/Close
Prestidigitation
Level 1
Burning Hands: As written except: Damage is 1d4 Fire Damage; add "Augment: Each additional spell point increases the fire damage by 1d4."
Charm Person: As Charm, Psionic
Chill Touch: As written except: duration: 1 round/level; you may make 1 touch attack that deals 1d6 damage; add "Augment: For each additional spell point spent, you can make one additional touch attack during the duration. Every 2 spell points spent this way adds 1 to the DCs"
Enlarge Person: As Expansion
Grease: As Grease, Psionic.
Mage Armor: As Inertial Armor.
Magic Missile: As written except the spell produces 1 missile that does 1d4+1 damage; add "Augment: Every 2 additional spell points produces an additional missile that also deals 1d4+1 damage."
Magic Weapon: As Metaphysical Weapon
Reduce Person: As Compression.
Shield: As Force Screen.
Shocking Grasp: As written except: Damage is 1d6 Electricity Damage; add "Augment: Each additional spell point increases the electricity damage by 1d6."
Summon Monster __: As written, except add "augment: for every two additional power points, the list of monsters summoned from is increased by one." (Poor wording)
Needs to be addressed:
Acid Splash (moved from 0th level)
Alarm
Animate Rope:
Cause Fear:
Color Spray:
Comprehend Languages:
Daze (moved from 0th level)
Detect Secret Doors:
Detect Undead:
Disguise Self:
Disrupt Undead (moved from 0th level)
Endure Elements
Erase:
Expeditious Retreat:
Feather Fall:
Floating Disk:
Hold Portal
Hypnotism:
Identify:
Jump:
Magic Aura:
Mount
Obscurring Mist
Protection from [Alignment]
Ray of Enfeeblement:
Ray of Frost (moved from 0th level)
Resistance (moved from 0th level)
Silent Image:
Sleep:
Touch of Fatigue (Very nasty with vitalizing Spell Points option)
True Strike:
Unseen Servant
Ventriloquism:
Artificer Lists
Level 1
Armor Enhancement, Lesser: rename Armor Enhancement, base off Metaphysical weapon but language for augment needs to be figured out to allow for the +x gp special abilities (like Shadow).
Inflict Light Damage: This will be renamed Inflict Damage and use the same mechanic as Inflict Wounds, Cure Wounds, and Repair Damage. This will probably be based off of the Body Adjustment power.
Magic Weapon: See above.
Repair Light Damage: See Inflict Light Damage.
Weapon Augmentation, Personal: Rename Weapon Augmentation; Add:
"Augment: +2 Spell Points, the enchanted Item can be used by anyone; +4 Spell Points duration becomes 1 hour/level; Each +2 Spell Points increases maximum equivelant bonus by +1. (Needs language for +x gp enhancements.)
Needs to be addressed:
Energy Alteration: Non-OGC
Enhancement Alteration: Non-OGC
Identify:
Light:
Magic Stone:
Resistance Item: Non-OGC
Shield of Faith:
Skill Enhancement: Non-OGC
Spell Storing Item: Non-OGC
I'll probably do 2nd through 4th (which will make me caught up with my players - starting level 8) in a few days after I finish most of these ...
Note: I don't have Magic of Eberron so I won't be doing any of those spells ... Maybe if I ever get it I might come back and add them.
The only casters are an Artificer, Enchanter (Psion - Telepath), Psychic Warrior and a Sorcerer. Obviously, only the first and last need converting.
As part of the revision, I'll be bumping most cantrips up to first level. Not sure about the rest. For the remainder:
Option 1) Bump them up to First level as well.
Option 2) Allow them to be used at will. (I do not like cast x per day and then the rest cost 1 spell point.)
Option 3) Remove them from the game. (Not really an option ... at least for the long term.)
So, let's see how many I have the patience for in one post

"Level 0"
If it is normally on your class list, Read Magic at will as a spell like ability at will; or
treat "magic" as a written only magic.
Needs to be addressed:
Arcane Mark
Detect Magic (Detect Magic Replaces Detect Psionics)
Detect Poison
Dancing Lights
Flare (Probably will be moved to 1st level)
Ghost Sound
Light
Mage Hand (Probably will be moved to 1st level)
Mending
Message
Open/Close
Prestidigitation
Level 1
Burning Hands: As written except: Damage is 1d4 Fire Damage; add "Augment: Each additional spell point increases the fire damage by 1d4."
Charm Person: As Charm, Psionic
Chill Touch: As written except: duration: 1 round/level; you may make 1 touch attack that deals 1d6 damage; add "Augment: For each additional spell point spent, you can make one additional touch attack during the duration. Every 2 spell points spent this way adds 1 to the DCs"
Enlarge Person: As Expansion
Grease: As Grease, Psionic.
Mage Armor: As Inertial Armor.
Magic Missile: As written except the spell produces 1 missile that does 1d4+1 damage; add "Augment: Every 2 additional spell points produces an additional missile that also deals 1d4+1 damage."
Magic Weapon: As Metaphysical Weapon
Reduce Person: As Compression.
Shield: As Force Screen.
Shocking Grasp: As written except: Damage is 1d6 Electricity Damage; add "Augment: Each additional spell point increases the electricity damage by 1d6."
Summon Monster __: As written, except add "augment: for every two additional power points, the list of monsters summoned from is increased by one." (Poor wording)
Needs to be addressed:
Acid Splash (moved from 0th level)
Alarm
Animate Rope:
Cause Fear:
Color Spray:
Comprehend Languages:
Daze (moved from 0th level)
Detect Secret Doors:
Detect Undead:
Disguise Self:
Disrupt Undead (moved from 0th level)
Endure Elements
Erase:
Expeditious Retreat:
Feather Fall:
Floating Disk:
Hold Portal
Hypnotism:
Identify:
Jump:
Magic Aura:
Mount
Obscurring Mist
Protection from [Alignment]
Ray of Enfeeblement:
Ray of Frost (moved from 0th level)
Resistance (moved from 0th level)
Silent Image:
Sleep:
Touch of Fatigue (Very nasty with vitalizing Spell Points option)
True Strike:
Unseen Servant
Ventriloquism:
Artificer Lists
Level 1
Armor Enhancement, Lesser: rename Armor Enhancement, base off Metaphysical weapon but language for augment needs to be figured out to allow for the +x gp special abilities (like Shadow).
Inflict Light Damage: This will be renamed Inflict Damage and use the same mechanic as Inflict Wounds, Cure Wounds, and Repair Damage. This will probably be based off of the Body Adjustment power.
Magic Weapon: See above.
Repair Light Damage: See Inflict Light Damage.
Weapon Augmentation, Personal: Rename Weapon Augmentation; Add:
"Augment: +2 Spell Points, the enchanted Item can be used by anyone; +4 Spell Points duration becomes 1 hour/level; Each +2 Spell Points increases maximum equivelant bonus by +1. (Needs language for +x gp enhancements.)
Needs to be addressed:
Energy Alteration: Non-OGC
Enhancement Alteration: Non-OGC
Identify:
Light:
Magic Stone:
Resistance Item: Non-OGC
Shield of Faith:
Skill Enhancement: Non-OGC
Spell Storing Item: Non-OGC
I'll probably do 2nd through 4th (which will make me caught up with my players - starting level 8) in a few days after I finish most of these ...
Note: I don't have Magic of Eberron so I won't be doing any of those spells ... Maybe if I ever get it I might come back and add them.
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