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LordofBones
Master of Realmslore

1477 Posts

Posted - 27 Nov 2015 :  06:01:17  Show Profile Send LordofBones a Private Message  Reply with Quote  Delete Topic
Shadow Weave Magic
Prerequisites Tenebrous Spell, patron deity Shar
Benefit From now on, your spells tap the Shadow Weave instead of the Weave. You also can activate magic items that use the Shadow Weave without taking damage. You get a +1 bonus on caster level checks and a +1 bonus to the DC for all spells you cast from the schools of Enchantment, Illusion, and Necromancy, and spells with the darkness descriptor. You can no longer cast spells with the light descriptor, and spells with the [fire] descriptor and spells that deal fire damage are treated as being your opposed school, in addition to a -1 penalty to your caster level when attempting to cast such spells.

Black Lore of Moil (Metamagic)
Prerequisites Greater Spell Focus (necromancy), Spell Focus (necromancy)
Benefits When you modify a damage-dealing spell with Black Lore of Moil, you deal +1d6 (or the spell's base damage dice) points of extra negative energy damage per spell level. If the spell normally allows a saving throw, the target takes half the negative energy damage on a successful save, regardless of the outcome of the save on the spell's normal effect. In addition to its normal spell components, a Moilian spell requires the creation and expenditure of a Moilian runebone— a small human bone (often a finger bone) scribed with carefully prepared arcane markings. Only a character trained in the Black Lore of Moil knows the secrets of creating a runebone, which takes 1 hour to craft and requires special inks and powders costing 25 gp per die of negative energy damage to be generated.

Enervate Spell (Metamagic)
Prerequisites Empower Spell, Spell Focus (necromancy)
Benefits An enervated spell functions as an empowered spell, save that it deals 75% extra damage to living targets and 50% less to non-living targets. If prepared or cast in conjunction with the thanatopic spell feat, then undead are considered living creatures for the purposes of the spell.
Level Increase +2

Craft Contingent Spell (Item Creation)
Prerequisites Able to cast contingency as a spell
Benefits You can make contingent any spell that you know. Crafting a contingent spell takes one day for each 1,000 gp in its base price (spell level x caster level x 100 gp). The associated skill for crafting contingent spells is Spellcraft. You can have up to 3 + your spellcasting ability score modifier of contingent spells at any time.

Reaping Spell (Metamagic)
Prerequisites Able to cast spells with the death descriptor, caster level 13th
Benefit Reaping spells function only on spells with the death descriptor, and have different benefits depending on the type of spells modified.
When you cast a reaping spell that inflicts damage based on caster level with no damage cap (such as finger of death), the target takes no damage but must instead succeed on the spell's saving throw or die.
When you cast a reaping spell that has a caster level-set damage cap, you instead increase the damage die by one step.
Level Increase +2

Edited by - LordofBones on 12 Feb 2018 08:55:30

LordofBones
Master of Realmslore

1477 Posts

Posted - 27 Nov 2015 :  06:09:46  Show Profile Send LordofBones a Private Message  Reply with Quote
So, my reasoning is this:

Shadow Weave Magic in its original incarnation was kind of funny; Evokers and Transmuters got penalized for no real reason other than a strange "energy and matter" clause, so I altered it to not only ban light spells, but penalize fire and creation spells instead.

Black Lore of Moil...eh, what's an additional +4d6 damage on a 9th level spell?

Enervate Spell was strictly Empower's inferior little brother.

Craft Contingent Spell follows the 3+Int/Cha mod rule Pathfinder likes.

Reaping Spell was horrible in its first incarnation; here I primarily had FoD in mind when I altered it.
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sleyvas
Skilled Spell Strategist

USA
11686 Posts

Posted - 27 Nov 2015 :  14:18:00  Show Profile Send sleyvas a Private Message  Reply with Quote
I'd personally recommend a different take on the craft contingent spell. Rather than the number of spells being limited (which an archmage with say a 28 int could have theoretically 12 9th lvl spells... or 108 total levels) , I'd recommend the number of spell levels total being limited (something like 10 + 2 x spellcaster level). Either way the person would have to pay the cost of the spells, which is the extremely limiting factor, but it would encourage the use of low level contingencies rather than always trying to get the most powerful effect you have out. Along these lines, I wouldn't make the "crafting" of the contingent effects take a long time to encourage the use of low level minor contingencies (i.e. allow for multiple castings in a day if they are cheap). For instance, a warrior-mage may want to have up some minor wardings whenever he's at home. They might include such simple things as "If I draw my blade, I'd like for the following spells to go off - true strike, shield, mage armor, fire shield, then several 2nd-3rd level spells that enshroud his blade with fire, electricity, poison, negative energy, etc".

I've posted several prestige classes using contingent spells, but another simple add-on feat (or class ability) to craft contingent spell would be the ability to make up to X levels of spells per day contingent without spending any cost. Making X your 3+int/cha modifier would possibly be a good option, as it would allow the spellcaster to slowly restore his high level contingencies a day at a time without breaking his bank. These levels would of course count against the levels mentioned above, such that a spellcaster could get back the majority of his contingencies in say 3 days max. Those 3 days might be particularly dangerous for him.

Alavairthae, may your skill prevail

Phillip aka Sleyvas
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sleyvas
Skilled Spell Strategist

USA
11686 Posts

Posted - 27 Nov 2015 :  14:42:44  Show Profile Send sleyvas a Private Message  Reply with Quote
By the way, I must commend you on your efforts in this realm to convert the 3.5 rules to pathfinder. I do love pathfinder, but I wish it had all the stuff that 3.5 had. I think pathfinder lucked into being able to take the heavy lifting work that 3.5 had done, find the handful of minor tweaks that over time people realized were needed (such as increasing mage hit dice, feats coming a little more often, etc...), but the newer stuff they've developed suffers from the same issues 3.5 did of needing to be tweaked.

Alavairthae, may your skill prevail

Phillip aka Sleyvas
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LordofBones
Master of Realmslore

1477 Posts

Posted - 27 Nov 2015 :  16:03:29  Show Profile Send LordofBones a Private Message  Reply with Quote
Heh, to be fair, even the devs realized this to the point they released the Unchained classes. I find that some prestige classes can be used straight out of the box, while others, like Archmage, need a lot of editing. If I had to rebuild the Archmage, I'd draw on the Arcane Lord from Dragon.

I'm also thinking of rebuilding deities as how Pathfinder did, with variant rules for different classes, obediences, associated magic items and so on. Assigning domains is going to be pretty fun, considering the subdomain system.

Statting out >20th level FR NPCs is...kind of interesting. Deity avatars I can freely gestalt, but some of Faerun's NPCs just make me want to cry.
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LordofBones
Master of Realmslore

1477 Posts

Posted - 30 Nov 2015 :  11:03:41  Show Profile Send LordofBones a Private Message  Reply with Quote
Chain Spell (Metamagic)
Prerequisites Any metamagic feat
Benefit Any spell that specifies a single target and has a range greater than touch can be chained so as to affect that primary target normally, then arc to a number of secondary targets equal to your caster level (maximum 20). Each arc affects one secondary target chosen by you, all of which must be within 30 feet of the primary target, and none of which can be affected more than once. You can choose to affect fewer secondary targets than the maximum. If the chained spell deals damage, the secondary targets each take the same amount of damage as the primary target (rounded down) and can attempt saving throws for half damage (whether the spell allows the original target a save or not). If the original spell allows a saving throw, then the DC for the saving throw made by secondary targets is reduced by 2.
Level Increase +2

Spellcasting Prodigy (Trait)
Benefit Once per day, you gain a +1 bonus to the spell DC of any one spell you cast. Additionally, you gain a +2 trait bonus to your Spellcraft check when identifying a spell being cast.

Courteous Magocracy (General)
Benefit You gain a +2 bonus to Diplomacy and Spellcraft. This increases to +4 when you have 10 or more ranks in either skill.

Mythic Courteous Magocracy (Mythic)
Prerequisites Courteous Magocracy
Benefit The bonus on Diplomacy and Spellcraft skill checks from Courteous Magocracy increases by 2. In addition, you can expend one use of mythic power to treat a Diplomacy or Spellcraft check as if you had rolled a natural 20. You must decide to use this ability before making the roll.
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Bladewind
Master of Realmslore

Netherlands
1280 Posts

Posted - 04 Dec 2015 :  10:33:31  Show Profile Send Bladewind a Private Message  Reply with Quote
Chain spell is way to powerful IMO. I would tone doen the allowed extra targets and secondary damage and or durations that the extra targets get to endure.

My campaign sketches

Druidic Groves

Creature Feature: Giant Spiders
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LordofBones
Master of Realmslore

1477 Posts

Posted - 07 Dec 2015 :  12:50:46  Show Profile Send LordofBones a Private Message  Reply with Quote
It's literally the text of Chain Lightning.
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VikingLegion
Senior Scribe

USA
483 Posts

Posted - 07 Dec 2015 :  14:38:58  Show Profile Send VikingLegion a Private Message  Reply with Quote
It's hideously overpowered. Allowing a mage to take one of his most potent, devastating single-target spell and hit 21 enemies in one casting is a game-breaker. There's something illogical about this sentence:

quote:
Originally posted by LordofBones
If the chained spell deals damage, the secondary targets each take the same amount of damage as the primary target (rounded down)


If they are all taking the same damage, what is there to round down? Are you sure you didn't miss something about the damage being halved or reduced by some fraction for each additional target arc? Simply adding a DC reduction of 2 and a save for half damage is nowhere near enough to make up for adding 20 additional targets. It's even more egregious if used with a spell that applies a negative status condition, as then the "save for half" component is completely bypassed, and only a -2 DC exists to counterbalance the gains.

I think you missed something in the translation, because that is one of the most broken feats I've ever read.



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LordofBones
Master of Realmslore

1477 Posts

Posted - 09 Dec 2015 :  01:07:57  Show Profile Send LordofBones a Private Message  Reply with Quote
This spell creates an electrical discharge that begins as a single stroke commencing from your fingertips. Unlike lightning bolt, chain lightning strikes one object or creature initially, then arcs to other targets.

The bolt deals 1d6 points of electricity damage per caster level (maximum 20d6) to the primary target. After it strikes, lightning can arc to a number of secondary targets equal to your caster level (maximum 20). The secondary bolts each strike one target and deal as much damage as the primary bolt.

Each target can attempt a Reflex saving throw for half damage. The Reflex DC to halve the damage of the secondary bolts is 2 lower than the DC to halve the damage of the primary bolt. You choose secondary targets as you like, but they must all be within 30 feet of the primary target, and no target can be struck more than once. You can choose to affect fewer secondary targets than the maximum.

Source: PF SRD.
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LordofBones
Master of Realmslore

1477 Posts

Posted - 12 Feb 2018 :  04:21:04  Show Profile Send LordofBones a Private Message  Reply with Quote
NEW PRESTIGE CLASS

Incantatrix Conversion


The Incantatrix has the following adjustments when used in the Pathfinder Roleplaying Game.

Requirements
Skills
Knowledge (arcana) 5 ranks, Knowledge (the planes) 5 ranks, Spellcraft 5 ranks.
Feats Iron Will, any two metamagic feats
Spellcasting Able to cast 3rd-level arcane spells.
Special The candidate cannot have abjuration as an opposed school, or must have the Opposition Research (abjuration) arcane discovery or have abjuration selected with the Harmonious Mage mythic path ability if abjuration is an opposed school.
Class Skills Remove Concentration. Add Appraise and Linguistics.

The Pathfinder Incantatrix replaces the Improved Metamagic ability gained at 10th level with the following:

Metamagic Perfection (Ex) At 10th level, you have mastered metamagic to such an extent that whenever you cast a spell that has been altered by a metamagic feat, you gain a bonus to the spell’s caster level and spell save DC equal to one-half the feat’s base spell level increase, with a minimum value of +1. For example, if you cast a quickened fireball, you gain a +2 bonus to the spell’s caster level and DC, since Quicken Spell increases the spell level by +4.

RED WIZARD OF THAY (Wizard Archetype)

Restrictions:
Only humans can be Red Wizards of Thay.

Skills Add Bluff and Intimidate to the wizard's list of class skills.

Enhanced Specialization Red Wizards have mastered specializing in a school of magic at the expense of their flexibility. At 1st level, the Red Wizard selects a school of magic to specialize in, and three opposed schools instead of the usual two. However, he may prepare and cast one additional spell from his specialized school in addition to the bonus spell slot he gets from specializing. This replaces the arcane school feature.

Inscribe Magical Tattoo The Red Wizard obtains Inscribe Magical Tattoo in place of Scribe Scroll at 1st level. He does not need to meet the prerequisites of this feat.

Tattoo Focus All Red Wizards are marked with mystic tattoos. These tattoos can be anything from symbols of their schools of magic to the marks of their patron deity, and bestow the Thayvian Tattoo feat on the Red Wizard even if he or she does not meet the prerequisites. The bonus applies to the Red Wizard's specialized school. This replaces the 5th level bonus feat.

Specialist Defense Beginning at 6th level, the Red Wizard obtains a +1 bonus to all saving throws against his chosen school of magic. This bonus increases by +1 every 4 levels after 6th, and stacks with other sources that grant a bonus to saving throws.

School Focus Beginning at 7th level, the Red Wizard increases the caster level and DC of his specialized school’s spells by +1. This bonus increases by +1 every seven levels hereafter.

Circle Magic (Su) Beginning at 10th level, the Red Wizard unlocks the secrets of circle magic. A circle requires a minimum of two participants plus the circle leader. Up to five participants can aid a circle leader in a standard circle, but Red Wizards can have one participant for every two class levels instead. One spellcaster, usually the most powerful or experienced Red Wizard present, stands at the center of the circle. This character is the circle leader.

The first use of circle magic is to empower the circle leader with the strength of all the participants. This requires 1 full hour of uninterrupted concentration on the part of all participants and the circle leader. Each participant casts any single prepared spell, which is consumed by the circle and has no effect other than expending the prepared spell. The spell levels expended by the circle participants are totalled as circle bonus levels. Each bonus level may be used to accomplish the following effects:

• Increase the circle leader's caster level by one for every bonus level expended, to a maximum of twice the circle leader's caster level.
• Add any metamagic feat known by the participants of the circle to spells currently prepared by the circle leader. Each bonus level counts as one additional spell level required by the application of a metamagic feat to a spell. The circle leader may add the feats listed to a spell even if he does not know the feat or if the addition of the feat would raise the spell level past the circle leader's normal maximum spell level.
• Increase the circle leader's level by one for level checks (dispel checks, caster level checks, and so on) for every bonus level expended, to a maximum of twice the circle leader's initial caster level.

These effects last for 24 hours or until expended. Circle bonus levels may be divided up as the circle leader sees fit. This replaces the 10th level wizard bonus feat.

School Perfection At 20th level, the Red Wizard becomes the undisputed master of his school. He obtains a +2 bonus to the DCs of his specialized school, and increases the maximum caster level of all such spells by +2. Note that the caster level increase also increases the damage dice by the equivalent amount beyond the natural cap; for example, a Red Wizard evoker's fireball will deal 12d6 damage instead of 10d6. This replaces the 20th level wizard bonus feat.

Thayvian Tattoo (General)
You bear the marks of a Red Wizard of Thay.
Prerequisites: Must be specialized in a school of magic, Inscribe Magical Tattoo, Mage’s Tattoo, Spell Focus, Greater Spell Focus
Benefit: Select a school of magic which you are specialized in and for which in which you have Mage’s Tattoo and Greater Spell Focus — you cast spells from this school at +1 caster level and with +1 to the DC.

Edited by - LordofBones on 13 Mar 2018 14:57:36
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LordofBones
Master of Realmslore

1477 Posts

Posted - 13 Mar 2018 :  14:58:21  Show Profile Send LordofBones a Private Message  Reply with Quote
Removed the SF/GSF bonus feats from the Red Wizard and redid the DC boosts as well as Thayvian Tattoo.
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