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Month Index: May, 2006


From:     Dreamer <dreamer@??????.?????.??.uk>
Date:     Sat, 6 May 2006 11:24:12 +0100
Subject:  Re: Strict 3rdEd Spell Conversions
[sigh]

I feel it is a bit sad when I find that I'm not following the
rules I propose...

If a strict conversion of 2ndEd SJ spells is done to 3rdEd, then
I think the following is about right:


3rdEd:
-----------------------------------------------------------------
Bard Spells

3rd-Level Bard Spells
Decrease Rating - Decreases the SR of a ship.
Enhance Rating - Increases the SR of a ship.

5th-Level Bard Spells
Decrease Maneuverability - Decreases the MC of a ship.
Enhance Maneuverability - Increases the MC of a ship.


Cleric Spells

1st-Level Cleric Spells
Create Air - Provides air.
Destroy Air - Makes one person's air fouled.

2nd-Level Cleric Spells
Contact Home Power - Contacts your higher power from any crystal sphere.
Detect Powers - Tells you who you might draw power from in this
crystal sphere.

5th-Level Cleric Spells
Create Minor Helm - Makes a temporary minor helm.


Druid Spells

0-Level Druid Spells (Orisons)
Create Air - Provides air.
Destroy Air - Makes one person's air fouled.

2nd-Level Druid Spells
Contact Home Power - Contacts your higher power from any crystal sphere.
Detect Powers - Tells you who you might draw power from in this
crystal sphere.

4th-Level Druid Spells
Softwood - Places in suspended animation to protect from wildspace.


Paladin Spells

1st-Level Paladin Spells
Create Air - Provides air.

2nd-Level Paladin Spells
Contact Home Power - Contacts your higher power from any crystal sphere.
Detect Powers - Tells you who you might draw power from in this
crystal sphere.


Ranger Spells

1st-Level Ranger Spells
Create Air - Provides air.

2nd-Level Ranger Spells
Contact Home Power - Contacts your higher power from any crystal sphere.
Detect Powers - Tells you who you might draw power from in this
crystal sphere.

3rd-Level Ranger Spells
Softwood - Places in suspended animation to protect from wildspace.


Sorcerer And Wizard Spells

2nd-Level Sorcerer And Wizard Spells
Div
Locate Portal - Senses direction and distance of closest portal
in the adjacent crystal shell.

3rd-Level Sorcerer And Wizard Spells
Trans
Chill Fire - Makes the phlogiston less flamable.
Decrease Rating - Decreases the SR of a ship.
Enhance Rating - Increases the SR of a ship.

5th-Level Sorcerer And Wizard Spells
Trans
Create Portal - Opens a portal in the adjacent crystal shell.
Decrease Maneuverability - Decreases the MC of a ship.
Enhance Maneuverability - Increases the MC of a ship.

6th-Level Sorcerer And Wizard Spells
Trans
Create Minor Helm - Makes a temporary minor helm.

7th-Level Sorcerer And Wizard Spells
Trans
Create Major Helm - Makes a temporary major helm.

-----------------------------------------------------------------


What do people think about going with this, and adding an extra
'XLevel' line to the spell descriptions to mark the extended
spells.

For example:

Spells

Chill Fire
Transmutation
Level: Sor/Wiz 3
XLevel: Sor/Wiz 3, Clr 3, Brd 4, Drd 2, Pal 3, Rgr 3, Wildspace 3

...

Living Helm
Transmutation
XLevel: Wildspace 9

...


The downside of this would be that the spell-by-class list would
be near useless if you wanted to use the extended spells.


Maybe smarter would be to mark up the spell-by-class list to show
that spells were extensions over the original SJ.  Change the '-'
after the spell name to 'x-' for extended spells?

And, still include the 'Level' and 'XLevel' lines in the spell
descriptions.

Comments?

-- 
Dreamer
dreamer@??????.?????.??.uk
http://www.romsys.demon.co.uk/


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Month Index: May, 2006

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