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Month Index: March, 2006
From: David Shepheard <david_shepheard@???????.com> Date: Sat, 25 Mar 2006 10:46:53 -0000 Subject: Re: Whatever happened to the 3.5e conversions to the Spelljammer Spells?
From: "Peter Aronson" <pbaronson@???.net> Sent: Thursday, March 23, 2006 4:33 AM Subject: [SPELLJAMMER] Whatever happened to the 3.5e conversions to the Spelljammer Spells? > Hi, > > I was reading through the SPELLJAMMER-L archives and came across > Richard > Gant's conversion of Spelljammer spells from April, 2004. It looked like > good stuff, but there was a fairly active discussion of casting times that > never seemed to be resolved. Did the matter ever go further? I don't know what happened before but I've checked the Players Guide to Spelljammer on the BtM 3e conversion page and nothing seems to have got there yet: http://www.spelljammer.org/sj3e/#PlayersGuidetoSpelljammer We could always pick *one* SJ spell from the CoAS convert it. Then move onto the next one. If we actually *submit* anything we finish to BtM we can make sure it makes its way into chapter 8 of the Player Guide to Spelljammer. > And none of > the spells from LOST SHIPS seemed to be covered. Did/do people use these? > I kind of liked the look of Spark Burst, and Disable Helm looked like a > real > aid to piracy (although, if you have a spellcaster who can cast 6th level > sorcerer/wizard spells, how much help do you *need* for piracy?). On the > other hand, Flyfield seemed perhaps to be overly elaborate, and I wasn't > sure about how necessary Destroy Minor Helm, Collapse Portal and Destroy > Major Helm were. > > Best Regards, > > Peter I'd be willing to move onto Lost Ships and any other SJ sources as well. I think the advantage of "Disable Helm" is that it stops a targeted ship from escaping if the opposition starts to turn the tide in a battle. I wonder if it could be cast onto a ships ram (or if a ram could have charges of this spell in a similar way to a magic wand)? I wonder how metamagic feats would improve Disable Helm. An Enlarged Disable Helm could be much easier to use in combat. Collapse Portal is an interesting spell that I would want to convert. I'm not so interested in the Destroy Helm spells (as they reduce the number of helms in play), but I suppose someone might want to use conversions of these spells to destroy helms like Death Helms (without harming the victim inside them). Anyone interested in converting things from 2e to 3e will be interested in WotCs official conversion rules. It took me ages to find the link, so here it is for anyone else: http://www.wizards.com/dnd/DnD_CYC_intro.asp There is a zip file to download from that page, but you can look at the table of contents with any browser. It doesn't quite tell you everything, but you can combine it with the SRD to work out what you need to know. I've listed the duration and other spell variables. The casting times and durations should be fairly easy to convert in most cases: * Casting times of "less than 1 round" become "1 round", * Casting times of "more than 1 round" stay the same and * Casting times listed in turns get converted into minutes (at a 10 minutes per turn rate). (That should not cause any problems.) Durations generally follow these rules: * 4 rounds or less become "1 round/caster level", * 5 rounds or more (but still listed in rounds) become "1 minute/caster level", * Durations measured in turns become "10 minutes/caster level", * Durations measured in hours or days stay the same, * "Permanent" duration either stays "permanent" or changes to "instantaneous", * "Instantaneous" stays the same and * Special needs to be looked at on a case by case basis. (The magic in permanent spells remains and can be dispelled - the magic in instantaneous spells comes and goes in an instant and can not be dispelled. So if for example the Create Portal spell was listed as being "permanent" we would have to look to see if it could be dispelled to see if it switches to "instantaneous" in 3e.) I believe that all former 2e "reversible" spells are now listed as two *separate* spells (with each saying in its description that it "counters and/or dispels" the other spell). From what I recall the negative one of the pair often seems to be one spell level higher than the positive one (Darkness is higher than Light). So all the reversible SJ spells will turn into two (and we get extra SJ spells for free). :-) Material components are now divided into three types slightly differently. Ones that are not used up are now called a focus (listed as "F"). A cleric that casts spells without material components often uses a divine focus (holy symbol) instead (listed as "DF"). Components that are consumed are still called material components (and listed as M"). We need for example to decided if a chair used for a Create Minor Helm or Create Major Helm spell vanishes after the spell runs out. If it does vanish it gets listed as "M" but if it is a focus it gets listed as "F". (Do you think it is realistic for ships to go around with several ornate chairs in the hold?) I think the clerical version of Create Minor Helm allowed a cleric to use a divine focus. I might be wrong but if someone could check that would be great. Spell ranges are another thing that has changed: * "0" is now "Personal", * "Touch" stays the same, * Ranges between 0 and 30 yards are now called "Close" (see below) - they reach 25ft + 5ft per two full caster levels, * Ranges between 31 and 100 yards are now called "Medium" - they reach 100ft +10ft per caster level, * Ranges of more than 101 yards are now called Long - they reach 400ft + 40ft per caster level and * "Unlimited" stays the same - according to the SRD it reaches anywhere on the same plane. Some spells that radiate out from the caster's body keep the range that they had in 2e. I don't think any SJ spells do that but if they do we need to check a similar spell that is in both the 2e and 3e PHBs. (We need to make a decision about unlimited spells. Should people be able to teleport anywhere within a crystal sphere? Planets move, so should that stop people teleporting from one planet to another? If you "know" a ship, but can't see it, can you still teleport to it? Does it already cover this in the CoAS?) Spell Area of Effect is usually the same in 3e. Saving throws have now changed: * "1/2" - saves for half become Reflex Saves if they cause damage and Will Saves if they do not, * "Neg" - saves to negate an effect become Will Saves against mental effects and Fortitude Saves against death or alteration, * Illusion spells with a "Neg" save become a "save to disbelieve" and * "None" - Spells that have no save gain a "save to negate" if their range is not Personal or Touch. Spell Resistance is now always "yes" unless the spell doesn't create a direct effect. (I don't think any SJ spells are directed at people anyway.) Spell Levels are generally the same, but spells that cause damage have their levels adjusted depending on how many dice of damage they cause. I've turned Wizard's table around to make it easier for me to use. I've done two versions for the two types of spell damage. Spells that deliver a fixed amount of total damage (for multiple targets damage is shared out): dice Wiz Level Clr Level 1 1 1 2-5 1 2 6-10 2/3 3/4 11-15 4/5 5/6 16-20 6/7 7/8 21-25 8/9 9 Spells with multiple damage (each target gets the same amount of damage): dice Wiz Level Clr Level 1-5 2 3 6-10 3/4 4/5 11-15 5/6 6/7 16-20 7/8 8/9 21-25 9 n/a (A fireball is a type of multiple damage spell. After doing all this I can't remember anything except Spark Burst that causes damage, so we might not have to adjust anything.) Continued in second email... David "Big Mac" Shepheard Webmaster http://virtualeclipse.aboho.com/ http://uk.groups.yahoo.com/group/virtualeclipselrp/ (See the Spelljammer links at my yahoo group. Click on: Links > d20 System > Spelljammer)
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Month Index: March, 2006