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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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