Conversion Notes: I based this conversion on a hybrid of 1e AD&D and 3e D&D. The purpose of this is to "return" to the classic spell lists, but use much of the effects from 3e as they are a more direct conversion. Some spells have been altered as I see fit as well, for the purpose of integrating Action Points in a logical manner.
Burning Hands
Evocation [Fire]
Level: Fire 1, Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: 15 ft.
Area: Cone-shaped burst
Duration: Instantaneous
Spell Resistance: Yes
A cone of searing flame shoots from your fingertips. Make a ranged touch attack against the target's Reflex Defense. Any creature in the area of the flames takes 1d4 to 5d4 points of fire damage, (depending on the caster's Spellcraft check)if hit, otherwise they take only half damage. Flammable materials burn if the flames touch them. A character can extinguish burning items as a full-round action.
DC 15: 1d6 points of damage.
DC 20: 2d6 points of damage.
DC 25: 3d6 points of damage.
DC 30: 4d6 points of damage.
DC 35: 5d6 points of damage.
Special: the caster may spend an Action point to add another die of damage. Additionally, the caster may spend a Destiny point to increase the damage dice from d4 to d6.
Charm Person
Enchantment (Charm) [Mind-Affecting]
Level: Brd 1, Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One humanoid creature
Duration: 1 hour/level
Spell Resistance: Yes
This charm makes a humanoid creature regard you as its trusted friend and ally (treat the target’s attitude as friendly). Make a Spellcraft check against the humanoid's Will Defense. If the creature is currently being threatened or attacked by you or your allies, however, it receives a +5 bonus on its Will Defense. If successful the creature's attitude changes to friendly. If not, the spell has no effect.
The spell does not enable you to control the charmed person as if it were an automaton, but it perceives your words and actions in the most favorable way. You can try to give the subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldn’t ordinarily do. (Retries are not allowed.) An affected creature never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing. Any act by you or your apparent allies that threatens the charmed person breaks the spell. You must speak the person’s language to communicate your commands, or else be good at pantomiming.
Comprehend Languages
Divination
Level: Brd 1, Clr 1, Sor/Wiz 1
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 min./level
You can understand the spoken words of creatures or read otherwise incomprehensible written messages. In either case, you must touch the creature or the writing. The ability to read does not necessarily impart insight into the material, merely its literal meaning. The spell enables you to understand or read an unknown language, not speak or write it.
Written material can be read at the rate of one page (250 words) per minute. Magical writing cannot be read, though the spell reveals that it is magical. This spell can be foiled by certain warding magic (such as the secret page and illusory script spells). It does not decipher codes or reveal messages concealed in otherwise normal text.
Comprehend languages can be made permanent with a permanency spell.
Arcane Material Component: A pinch of soot and a few grains of salt.
Enlarge
Transmutation
Level: Sor/Wiz 1, Strength 1
Components: V, S, M
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Target: One humanoid creature
Duration: 1 min./level (D)
Spell Resistance: Yes
This spell causes instant growth of a humanoid creature, doubling its height and multiplying its weight by 8. This increase changes the creature’s size category to the next larger one. The target gains a +2 size bonus to Strength, a -2 size penalty to Dexterity (to a minimum of 1), and a -1 penalty on attack rolls and AC due to its increased size.
A humanoid creature whose size increases to Large has a space of 10 feet and a natural reach of 10 feet. This spell does not change the target’s speed.
If insufficient room is available for the desired growth, the creature attains the maximum possible size and may make a Strength check (using its increased Strength) to burst any enclosures in the process. If it fails, it is constrained without harm by the materials enclosing it— the spell cannot be used to crush a creature by increasing its size.
All equipment worn or carried by a creature is similarly enlarged by the spell. Melee and projectile weapons affected by this spell deal more damage. Other magical properties are not affected by this spell. Any enlarged item that leaves an enlarged creature’s possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown weapons deal their normal damage, and projectiles deal damage based on the size of the weapon that fired them. Magical properties of enlarged items are not increased by this spell.
Multiple magical effects that increase size do not stack.
Enlarge person counters and dispels reduce person.
Enlarge person can be made permanent with a permanency spell.
A creature that is unwilling to be Enlarged forces the caster to make a Spellcraft check versus the target's Fortitude Defense.
Material Component: A pinch of powdered iron.
Erase
Transmutation
Level: Brd 1, Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One scroll or two pages
Duration: Instantaneous
Spell Resistance: No
Erase removes writings of either magical or mundane nature from a scroll or from one or two pages of paper, parchment, or similar surfaces. With this spell, you can remove explosive runes, a glyph of warding, a sepia snake sigil, or an arcane mark, but not illusory script or a symbol spell. Non-magical writing is automatically erased if you touch it and no one else is holding it. Otherwise, the chance of erasing non-magical writing is 90%.
Magic writing must be touched to be erased, and you also must succeed on a caster level check (1d20 + caster level) against DC 15. (A natural 1 or 2 is always a failure on this check.) If you fail to erase explosive runes, a glyph of warding, or a sepia snake sigil, you accidentally activate that writing instead.
Feather Fall
Transmutation
Level: Brd 1, Sor/Wiz 1
Components: V
Casting Time: 1 immediate action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One Medium or smaller freefalling object or creature/level, no two of which may be more than 20 ft. apart
Duration: Until landing or 1 round/level
Spell Resistance: Yes (object)
The affected creatures or objects fall slowly. Feather fall instantly changes the rate at which the targets fall to a mere 60 feet per round (equivalent to the end of a fall from a few feet), and the subjects take no damage upon landing while the spell is in effect. However, when the spell duration expires, a normal rate of falling resumes.
The spell affects one or more Medium or smaller creatures (including gear and carried objects up to each creature’s maximum load) or objects, or the equivalent in larger creatures: A Large creature or object counts as two Medium creatures or objects, a Huge creature or object counts as two Large creatures or objects, and so forth.
You can cast this spell with an instant utterance, quickly enough to save yourself if you unexpectedly fall. Casting the spell is a immediate action, allowing you to cast this spell even when it isn’t your turn.
This spell has no special effect on ranged weapons unless they are falling quite a distance. If the spell is cast on a falling item the object does half normal damage based on its weight, with no bonus for the height of the drop.
If the target is unwilling (i.e. a creature), the caster must make a Spellcraft check versus the target's Will Defense. A failure means the spell does not work.
Feather fall works only upon free-falling objects. It does not affect a sword blow or a charging or flying creature.
Hold Portal
Abjuration
Level: Sor/Wiz 1
Component: V
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One portal, up to 20 sq. ft./level
Duration: 1 min./level (D)
Spell Resistance: No
This spell magically holds shut a door, gate, window, or shutter of wood, metal, or stone. The magic affects the portal just as if it were securely closed and normally locked. A knock spell or a successful dispel magic spell can negate a hold portal spell.
For a portal affected by this spell, add 5 to the normal DC for forcing open the portal.
Identify
Divination
Level: Brd 1, Magic 2, Sor/Wiz 1
Components: V, S, M/DF
Casting Time: 1 hour
Range: Touch
Targets: One touched object
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
The spell determines all magic properties of a single magic item, including how to activate those functions (if appropriate), and how many charges are left (if any).
Identify does not normally function when used on an artifact.
Arcane Material Component: A pearl of at least 100 gp value, crushed and stirred into wine with an owl feather; the infusion must be drunk prior to spellcasting.
Special: Spend an Action Point and know exactly the properties of a single magic item. Spend a Destiny Point to determine the abilities of an artifact as if it was a normal magic item.
Jump
Transmutation
Level: Drd 1, Rgr 1, Sor/Wiz 1
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 min./level (D)
Spell Resistance: Yes
The subject gets an enhancement bonus on Jump checks, depending on the caster's Spellcraft check.
DC 15: +5 bonus to Jump checks.
DC 20: +10 bonus to Jump checks.
DC 25: +15 bonus to Jump checks.
DC 30: +20 bonus to Jump checks.
DC 35: +25 bonus to Jump checks.
DC 40: +30 bonus to Jump checks.
Material Component: A grasshopper’s hind leg, which you break when the spell is cast.
Magic Missile
Evocation [Force]
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Targets: Up to five creatures, no two of which can be more than 15 ft. apart
Duration: Instantaneous
Spell Resistance: Yes
A missile of magical energy darts forth from your fingertip and strikes its target, dealing 1d4+1 points of force damage.
The missile strikes unerringly, even if the target is in melee combat or has less than total cover or total concealment. Specific parts of a creature can’t be singled out. Inanimate objects are not damaged by the spell.
The number of missiles the caster can cast is determined by a Spellcraft check as follows:
DC 15: 1 missile doing 1d4+1 damage.
DC 20: 1 missile doing 2d4+2 damage.
DC 25: 1 missile doing 3d4+3 damage.
DC 30: 1 missile doing 4d4+4 damage.
DC 35: 1 missile doing 5d4+5 damage.
Special: Spend an action point and increase the damage dice to d6.
Message
Transmutation [Language-Dependent]
Level: Brd 0, Sor/Wiz 0
Components: V, S, F
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Targets: One creature/level
Duration: 10 min./level
Spell Resistance: No
You can whisper messages and receive whispered replies with little chance of being overheard. You point your finger at each creature you want to receive the message. When you whisper, the whispered message is audible to all targeted creatures within range. Magical silence, 1 foot of stone, 1 inch of common metal (or a thin sheet of lead), or 3 feet of wood or dirt blocks the spell. The message does not have to travel in a straight line. It can circumvent a barrier if there is an open path between you and the subject, and the path’s entire length lies within the spell’s range. The creatures that receive the message can whisper a reply that you hear. The spell transmits sound, not meaning. It doesn’t transcend language barriers.
Note: To speak a message, you must mouth the words and whisper, possibly allowing observers the opportunity to read your lips.
Focus: A short piece of copper wire.
Magic Aura
Illusion (Glamer)
Level: Brd 1, Magic 1, Sor/Wiz 1
Components: V, S, F
Casting Time: 1 standard action
Range: Touch
Target: One touched object weighing up to 5 lb./level
Duration: One day/level (D)
Spell Resistance: No
You alter an item’s aura so that it registers to detect spells (and spells with similar capabilities) as though it were nonmagical, or a magic item of a kind you specify, or the subject of a spell you specify.
If the object bearing magic aura has identify cast on it or is similarly examined, the examiner recognizes that the aura is false and detects the object’s actual qualities if he succeeds on a Will save. Otherwise, he believes the aura and no amount of testing reveals what the true magic is.
If the targeted item’s own aura is exceptionally powerful (if it is an artifact, for instance), magic aura doesn’t work.
Note: A magic weapon, shield, or suit of armor must be a masterwork item, so a sword of average make, for example, looks suspicious if it has a magical aura.
Focus
A small square of silk that must be passed over the object that receives the aura.
Shield
Abjuration [Force]
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 min./level (D)
Shield creates an invisible, tower shield-sized mobile disk of force that hovers in front of you. It negates magic missile attacks directed at you. The disk also provides a +4 shield bonus to Reflex Defense. This bonus applies against incorporeal touch attacks, since it is a force effect. The shield has no armor check penalty or arcane spell failure chance. Unlike with a normal tower shield, you can’t use the shield spell for cover.
Shocking Grasp
Evocation [Electricity]
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature or object touched
Duration: Instantaneous
Spell Resistance: Yes
Your successful melee touch attack deals 1d6 points of electricity damage per the caster's Spellcraft check. When delivering the jolt, you gain a +3 bonus on attack rolls if the opponent is wearing metal armor (or made out of metal, carrying a lot of metal, or the like).
DC 15: 1d6 points of damage.
DC 15: 2d6 points of damage.
DC 15: 3d6 points of damage.
DC 15: 4d6 points of damage.
DC 15: 5d6 points of damage.
Special: spend an Action Point to add an extra die of damage. Spend a Destiny point to increase the damage dice to d8.
Sleep
Enchantment (Compulsion) [Mind-Affecting]
Level: Brd 1, Sor/Wiz 1
Components: V, S, M
Casting Time: 1 round
Range: Medium (100 ft. + 10 ft./level)
Area: One or more living creatures within a 10-ft.-radius burst
Duration: 1 min./level
Spell Resistance: Yes
A sleep spell causes a magical slumber to come upon 4 Hit Dice of creatures. Creatures with the fewest HD are affected first. Make a Spellcraft roll versus the creature(s) Will Defense. If successful the creatures fall asleep.
Among creatures with equal HD, those who are closest to the spell’s point of origin are affected first. Hit Dice that are not sufficient to affect a creature are wasted.
Sleeping creatures are helpless. Slapping or wounding awakens an affected creature, but normal noise does not. Awakening a creature is a standard action (an application of the aid another action).
Sleep does not target unconscious creatures, constructs, or undead creatures.
Material Component: A pinch of fine sand, rose petals, or a live cricket.
Spider Climb
Transmutation
Level: Drd 2, Sor/Wiz 2
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 10 min./level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
The subject can climb and travel on vertical surfaces or even traverse ceilings as well as a spider does. The affected creature must have its hands free to climb in this manner. The subject gains a climb speed of 20 feet; furthermore, it need not make Climb checks to traverse a vertical or horizontal surface (even upside down). A spider climbing creature retains its Dexterity bonus to Armor Class (if any) while climbing, and opponents get no special bonus to their attacks against it. It cannot, however, use the run action while climbing.
If the target of the spell is unwilling, make a Spellcraft check versus the target's Will Defense. If a failure, the spell has no effect.
Material Component: `A drop of bitumen and a live spider, both of which must be eaten by the subject.
Floating Disk
Evocation [Force]
Level: Sor/Wiz 1
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: 3-ft.-diameter disk of force
Duration: 1 hour/level
Spell Resistance: No
You create a slightly concave, circular plane of force that follows you about and carries loads for you. The disk is 3 feet in diameter and 1 inch deep at its center. It can hold 100 pounds of weight per caster level. (If used to transport a liquid, its capacity is 2 gallons.) The disk floats approximately 3 feet above the ground at all times and remains level. It floats along horizontally within spell range and will accompany you at a rate of no more than your normal speed each round. If not otherwise directed, it maintains a constant interval of 5 feet between itself and you. The disk winks out of existence when the spell duration expires. The disk also winks out if you move beyond range or try to take the disk more than 3 feet away from the surface beneath it. When the disk winks out, whatever it was supporting falls to the surface beneath it.
Material Component: A drop of mercury.
Unseen Servant
Conjuration (Creation)
Level: Brd 1, Sor/Wiz 1
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One invisible, mindless, shapeless servant
Duration: 1 hour/level
Spell Resistance: No
An unseen servant is an invisible, mindless, shapeless force that performs simple tasks at your command. It can run and fetch things, open unstuck doors, and hold chairs, as well as clean and mend. The servant can perform only one activity at a time, but it repeats the same activity over and over again if told to do so as long as you remain within range. It can open only normal doors, drawers, lids, and the like. It has an effective Strength score of 2 (so it can lift 20 pounds or drag 100 pounds). It can trigger traps and such, but it can exert only 20 pounds of force, which is not enough to activate certain pressure plates and other devices. It can’t perform any task that requires a skill check with a DC higher than 10 or that requires a check using a skill that can’t be used untrained. Its speed is 15 feet.
The servant cannot attack in any way; it is never allowed an attack roll. It cannot be killed, but it dissipates if it takes 6 points of damage from area attacks. (It gets no saves against attacks.) If you attempt to send it beyond the spell’s range (measured from your current position), the servant ceases to exist.
Material Component: A piece of string and a bit of wood.
Ventriloquism
Illusion (Figment)
Level: Brd 1, Sor/Wiz 1
Components: V, F
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Intelligible sound, usually speech
Duration: 1 min./level (D)
Spell Resistance: No
You can make your voice (or any sound that you can normally make vocally) seem to issue from someplace else. You can speak in any language you know. With respect to such voices and sounds, for anyone who hears the sound, the caster must make a Spellcraft check versus the target's Will Defense. If the roll fails, the target recognizes it as illusory (but still hears it).
Focus: A parchment rolled up into a small cone.
Revision History
1.0 5/2/10: 1st Level Arcane Spells goes live (again).
Saturday, April 24, 2010
SAGA Fantasy: The Fighter
Fighter
A fighter relies on his skill with weapons and his armor, fighting battles with nothing more than his courage, prowess, and physical presence. While Wizards may cast their spells from afar, or Rogues by subterfuge, or Clerics through divine power, Fighters prefer to fight up close and personal.
Game Information
Fighters have the following game statistics
Abilities
A Fighter benefits most from strength, but constitution and dexterity are also useful.
Hit Points
Fighters begin play at 1st level with a number of hit points equal to 30 + their Constitution modifier. At each level after 1st, the Fighter gains 1d10 hit points + their Constitution modifier.
Action Points
Fighters gain a number of Action Points equal to 5 + one-half their character level (rounded down) at 1st level and every time they gain a new level in this class. Any Action Points left over from the previous levels are lost.
Class Skills
At 1st level, the Fighter gains skill points equal to (2 + Int modifier) ×4. At each level thereafter, they gain 2 + Int modifier. The Fighter’s class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Ride (Dex), and Swim (Str).
Class Features
Defense Bonuses
At 1st level, you gain +1 class bonus to your Reflex Defense, and a +2 class bonus to your Fortitude Defense.
Starting Feats
At 1st level, you gain the following bonus feats:
New Feat: Fighter's Edge
Fighters are trained to be as effective with melee weapons, and thus compared to all of the other classes they are the most efficient in this regard. When in melee combat, they can add in a damage bonus equal to twice their level. Thus a 1st level fighter only adds +2 damage bonus to their melee attack (this is above and beyond any other bonuses, such as strength, magic, and special feats), while a 12th level fighter may add +24 to their melee attack. This damage bonus doubles when scoring a critical, like other damage bonuses.
Talents
At 1st level and every odd-numbered level thereafter (3rd, 5th, 7th, etc), you select a talent from any one of the following Talent Trees. You may choose a Talent from any tree you wish, but you must meet the prerequisites (if any) of the chosen Talent. No Talent may be selected more than once unless expressly indicated.
Armor Specialist Talent Tree
See Star Wars SAGA Edition pp.52-52
Brawler Talent Tree
See Star Wars SAGA Edition p.52
Weapon Specalist Talent Tree
See Star Wars SAGA Edition p.53
Revision History:
1.0 (5/2/10): Fighter goes live (again).
A fighter relies on his skill with weapons and his armor, fighting battles with nothing more than his courage, prowess, and physical presence. While Wizards may cast their spells from afar, or Rogues by subterfuge, or Clerics through divine power, Fighters prefer to fight up close and personal.
Game Information
Fighters have the following game statistics
Abilities
A Fighter benefits most from strength, but constitution and dexterity are also useful.
Hit Points
Fighters begin play at 1st level with a number of hit points equal to 30 + their Constitution modifier. At each level after 1st, the Fighter gains 1d10 hit points + their Constitution modifier.
Action Points
Fighters gain a number of Action Points equal to 5 + one-half their character level (rounded down) at 1st level and every time they gain a new level in this class. Any Action Points left over from the previous levels are lost.
Class Skills
At 1st level, the Fighter gains skill points equal to (2 + Int modifier) ×4. At each level thereafter, they gain 2 + Int modifier. The Fighter’s class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Ride (Dex), and Swim (Str).
Class Features
Defense Bonuses
At 1st level, you gain +1 class bonus to your Reflex Defense, and a +2 class bonus to your Fortitude Defense.
Starting Feats
At 1st level, you gain the following bonus feats:
- Armor Proficiency (light)
- Armor Proficiency (medium)
- Armor Proficiency (shields)
- Fighter's Edge
- Weapons Proficiency (simple)
- Weapons Proficiency (martial)
Base Level | Attack Bonus | Class Features | Damage Bonus |
---|---|---|---|
1st | +1 | Defense Bonuses, Starting Feats, Talents | +2 |
2nd | +2 | Bonus Feat | +4 |
3rd | +3 | Talent | +6 |
4th | +4 | Bonus Feat | +8 |
5th | +5 | Talent | +10 |
6th | +6 | Bonus Feat | +12 |
7th | +7 | Talent | +14 |
8th | +8 | Bonus Feat | +16 |
9th | +9 | Talent | +18 |
10th | +10 | Bonus Feat | +20 |
New Feat: Fighter's Edge
Fighters are trained to be as effective with melee weapons, and thus compared to all of the other classes they are the most efficient in this regard. When in melee combat, they can add in a damage bonus equal to twice their level. Thus a 1st level fighter only adds +2 damage bonus to their melee attack (this is above and beyond any other bonuses, such as strength, magic, and special feats), while a 12th level fighter may add +24 to their melee attack. This damage bonus doubles when scoring a critical, like other damage bonuses.
Talents
At 1st level and every odd-numbered level thereafter (3rd, 5th, 7th, etc), you select a talent from any one of the following Talent Trees. You may choose a Talent from any tree you wish, but you must meet the prerequisites (if any) of the chosen Talent. No Talent may be selected more than once unless expressly indicated.
Armor Specialist Talent Tree
See Star Wars SAGA Edition pp.52-52
Brawler Talent Tree
See Star Wars SAGA Edition p.52
Weapon Specalist Talent Tree
See Star Wars SAGA Edition p.53
Revision History:
1.0 (5/2/10): Fighter goes live (again).
SAGA Fantasy: The Wizard
After our recent game, one of the players in my group stated that he "wished there was a fantasy version of SAGA." This got me thinking, and I don't think a conversion would be that hard to do. The big differences would be the Talent system (which is -- in my mind -- indistinguishable from Feats other than they are class specific, and tend to be more powerful), and integrating the fantasy elements like magic.
Creating talent trees was relatively easy. Just looking at the class-specific feats and converting the more powerful ones into talents. The magic system I suspect may take more work, since many of the spells would need to be integrated into the SAGA style framework, though I don't find this impossible.
This conversion also gives me the opportunity to "fix" some issues I have with SAGA (depending on how you look at it), like the skill system. This specifically is a return to the older 3e skill system, lifted whole cloth. I know there are those that prefer SAGA's (and by extension 4e's) method for selecting skills: I personally feel it gives me less control over my character. So that is one thing that gets "fixed."
So I present here the first such conversion: the Wizard.
Wizard
Wizards gain their power not through martial arms or physical combat, but through the manipulation and lore of magical energy. Thus, they tend to be intelligent and introspective, rather than physical and brash. Years of studying musty tomes or bent over their texts mean that they are not physically strong or robust, but their knowledge more than makes up for this.
Game Information
Wizards have the following game statistics
Abilities
A Wizard benefits most from intelligence, but wisdom and dexterity are also useful
Hit Points
Wizards begin play at 1st level with a number of hit points equal to 18 + their Constitution modifier. At each level after 1st, the Wizard gains 1d4 hit points + their Constitution modifier.
Action Points
Wizards gain a number of Action Points equal to 5 + one-half their character level (rounded down) at 1st level and every time they gain a new level in this class. Any Action Points left over from the previous levels are lost.
Class Skills
At 1st level, the Wizard gains skill points equal to (2 + Int modifier) ×4. At each level thereafter, they gain 2 + Int modifier.The wizard’s class skills (and the key ability for each skill) are: Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), and Spellcraft (Int).
Class Features
Defense Bonuses
At 1st level, you gain +1 class bonus to your Reflex Defense, and a +2 class bonus to your Will Defense.
Starting Feats
At 1st level, you gain the following bonus feats:
Talents
At 1st level and every odd-numbered level thereafter (3rd, 5th, 7th, etc), you select a talent from any one of the following Talent Trees. You may choose a Talent from any tree you wish, but you must meet the prerequisites (if any) of the chosen Talent. No Talent may be selected more than once unless expressly indicated.
Artificer Talent Tree
Wizards that follow this talent tree are adept at creating magical items. You bend your will to infusing items with useful or powerful magical energies.
Scribe Scroll: You can create a scroll of any spell that you know. Scribing a scroll takes one day for each 1,000 gp in its base price. The base price of a scroll is its spell level × its caster level × 25 gp. To scribe a scroll, you must spend 1/25 of this base price in XP and use up raw materials costing one-half of this base price.
Any scroll that stores a spell with a costly material component or an XP cost also carries a commensurate cost. In addition to the costs derived from the base price, you must expend the material component or pay the XP when scribing the scroll.
Prerequisite: Caster level 1st.
Brew Potion: You can create a potion of any 3rd-level or lower spell that you know and that targets one or more creatures. Brewing a potion takes one day. When you create a potion, you set the caster level, which must be sufficient to cast the spell in question and no higher than your own level. The base price of a potion is its spell level × its caster level × 50 gp. To brew a potion, you must spend 1/25 of this base price in XP and use up raw materials costing one half this base price.
When you create a potion, you make any choices that you would normally make when casting the spell. Whoever drinks the potion is the target of the spell.
Any potion that stores a spell with a costly material component or an XP cost also carries a commensurate cost. In addition to the costs derived from the base price, you must expend the material component or pay the XP when creating the potion.
Prerequisite: Caster level 3rd.
Craft Wondrous Item: You can create any wondrous item whose prerequisites you meet. Enchanting a wondrous item takes one day for each 1,000 gp in its price. To enchant a wondrous item, you must spend 1/25 of the item’s price in XP and use up raw materials costing half of this price.
You can also mend a broken wondrous item if it is one that you could make. Doing so costs half the XP, half the raw materials, and half the time it would take to craft that item in the first place.
Some wondrous items incur extra costs in material components or XP, as noted in their descriptions. These costs are in addition to those derived from the item’s base price. You must pay such a cost to create an item or to mend a broken one.
Prerequisite: Caster level 3rd.
Craft Magic Arms and Armor: You can create any magic weapon, armor, or shield whose prerequisites you meet. Enhancing a weapon, suit of armor, or shield takes one day for each 1,000 gp in the price of its magical features. To enhance a weapon, suit of armor, or shield, you must spend 1/25 of its features’ total price in XP and use up raw materials costing one-half of this total price.
The weapon, armor, or shield to be enhanced must be a masterwork item that you provide. Its cost is not included in the above cost.
You can also mend a broken magic weapon, suit of armor, or shield if it is one that you could make. Doing so costs half the XP, half the raw materials, and half the time it would take to craft that item in the first place.
Prerequisite: Caster level 5th.
Craft Wand: You can create a wand of any 4th-level or lower spell that you know. Crafting a wand takes one day for each 1,000 gp in its base price. The base price of a wand is its caster level × the spell level × 750 gp. To craft a wand, you must spend 1/25 of this base price in XP and use up raw materials costing one-half of this base price. A newly created wand has 50 charges.
Any wand that stores a spell with a costly material component or an XP cost also carries a commensurate cost. In addition to the cost derived from the base price, you must expend fifty copies of the material component or pay fifty times the XP cost.
Prerequisite: Caster level 5th.
Craft Rod: You can create any rod whose prerequisites you meet. Crafting a rod takes one day for each 1,000 gp in its base price. To craft a rod, you must spend 1/25 of its base price in XP and use up raw materials costing one-half of its base price.
Some rods incur extra costs in material components or XP, as noted in their descriptions. These costs are in addition to those derived from the rod’s base price.
Prerequisite: Caster level 9th.
Craft Staff: You can create any staff whose prerequisites you meet.
Crafting a staff takes one day for each 1,000 gp in its base price. To craft a staff, you must spend 1/25 of its base price in XP and use up raw materials costing one-half of its base price. A newly created staff has 50 charges.
Some staffs incur extra costs in material components or XP, as noted in their descriptions. These costs are in addition to those derived from the staff’s base price.
Prerequisite: Caster level 12th.
Forge Ring: You can create any ring whose prerequisites you meet. Crafting a ring takes one day for each 1,000 gp in its base price. To craft a ring, you must spend 1/25 of its base price in XP and use up raw materials costing one-half of its base price.
You can also mend a broken ring if it is one that you could make. Doing so costs half the XP, half the raw materials, and half the time it would take to forge that ring in the first place.
Some magic rings incur extra costs in material components or XP, as noted in their descriptions. You must pay such a cost to forge such a ring or to mend a broken one.
Prerequisite: Caster level 12th.
Metamagic Talent Tree
You are adept at manipulating the fabric of magic, and using this knowledge to enhance spell effects and tailor them to your needs.
Enlarge Spell: You can alter a spell with a range of close, medium, or long to increase its range by 100%. An enlarged spell with a range of close now has a range of 50 ft. + 5 ft./level, while medium-range spells have a range of 200 ft. + 20 ft./level and long-range spells have a range of 800 ft. + 80 ft./level. An enlarged spell requires a Spellcraft DC20 + spell level to create the effect.
Spells whose ranges are not defined by distance, as well as spells whose ranges are not close, medium, or long, do not have increased ranges.
Extend Spell: An extended spell lasts twice as long as normal. A spell with a duration of concentration, instantaneous, or permanent is not affected by this feat. An extended spell requires a Spellcraft DC20 + spell level to create the effect.
Heighten Spell: A heightened spell has a higher spell level than normal (up to a maximum of 9th level). Unlike other metamagic feats, Heighten Spell actually increases the effective level of the spell that it modifies. All effects dependent on spell level (such as saving throw DCs and ability to penetrate a lesser globe of invulnerability) are calculated according to the heightened level. The heightened spell is as difficult to prepare and cast as a spell of its effective level.
Quicken Spell: Casting a quickened spell is an swift action. You can perform another action, even casting another spell, in the same round as you cast a quickened spell. You may cast only one quickened spell per round. A spell whose casting time is more than 1 full round action cannot be quickened. A quickened spell requires a Spellcraft DC25 + spell level to create the effect.. Casting a quickened spell doesn’t provoke an attack of opportunity.
Silent Spell: A silent spell can be cast with no verbal components. Spells without verbal components are not affected. A silent spell requires a Spellcraft DC20 + spell level to create the effect.
Still Spell: A stilled spell can be cast with no somatic components.
Spells without somatic components are not affected. A stilled spell requires a Spellcraft DC20 + spell level to create the effect.
Widen Spell: You can alter a burst, emanation, line, or spread shaped spell to increase its area. Any numeric measurements of the spell’s area increase by 100%.A widened spell requires a Spellcraft DC20 + spell level to create the effect.
Spells that do not have an area of one of these four sorts are not affected by this feat.
Revision History:
1.0 (4/24/10): Wizard class first post.
1.1 (5/2/10): Corrected some HTML code. Also changed meta-magic talents to make them more "skillful"
Creating talent trees was relatively easy. Just looking at the class-specific feats and converting the more powerful ones into talents. The magic system I suspect may take more work, since many of the spells would need to be integrated into the SAGA style framework, though I don't find this impossible.
This conversion also gives me the opportunity to "fix" some issues I have with SAGA (depending on how you look at it), like the skill system. This specifically is a return to the older 3e skill system, lifted whole cloth. I know there are those that prefer SAGA's (and by extension 4e's) method for selecting skills: I personally feel it gives me less control over my character. So that is one thing that gets "fixed."
So I present here the first such conversion: the Wizard.
Wizard
Wizards gain their power not through martial arms or physical combat, but through the manipulation and lore of magical energy. Thus, they tend to be intelligent and introspective, rather than physical and brash. Years of studying musty tomes or bent over their texts mean that they are not physically strong or robust, but their knowledge more than makes up for this.
Game Information
Wizards have the following game statistics
Abilities
A Wizard benefits most from intelligence, but wisdom and dexterity are also useful
Hit Points
Wizards begin play at 1st level with a number of hit points equal to 18 + their Constitution modifier. At each level after 1st, the Wizard gains 1d4 hit points + their Constitution modifier.
Action Points
Wizards gain a number of Action Points equal to 5 + one-half their character level (rounded down) at 1st level and every time they gain a new level in this class. Any Action Points left over from the previous levels are lost.
Class Skills
At 1st level, the Wizard gains skill points equal to (2 + Int modifier) ×4. At each level thereafter, they gain 2 + Int modifier.The wizard’s class skills (and the key ability for each skill) are: Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), and Spellcraft (Int).
Class Features
Defense Bonuses
At 1st level, you gain +1 class bonus to your Reflex Defense, and a +2 class bonus to your Will Defense.
Starting Feats
At 1st level, you gain the following bonus feats:
- Arcane Spellcasting
- Find Familiar
- Weapon Proficiency (simple weapons)
Base Level | Attack Bonus | Class Features | Spells: O lvl | 1st lvl | 2nd lvl | 3rd lvl | 4th lvl | 5th lvl |
---|---|---|---|---|---|---|---|---|
1st | +0 | Defense Bonus, Starting Feats, Talent | 3 | 1 | ||||
2nd | +1 | Bonus Feat | 4 | 2 | ||||
3rd | +1 | Talent | 4 | 2 | 1 | |||
4th | +2 | Bonus Feat | 4 | 3 | 2 | |||
5th | +2 | Talent | 4 | 3 | 2 | 1 | ||
6th | +3 | Bonus Feat | 4 | 3 | 3 | 2 | ||
7th | +3 | Talent | 4 | 4 | 3 | 2 | 1 | |
8th | +4 | Bonus Feat | 4 | 4 | 3 | 3 | 2 | |
9th | +4 | Talent | 4 | 4 | 4 | 3 | 2 | 1 |
10th | +5 | Bonus Feat | 4 | 4 | 4 | 3 | 3 | 2 |
Talents
At 1st level and every odd-numbered level thereafter (3rd, 5th, 7th, etc), you select a talent from any one of the following Talent Trees. You may choose a Talent from any tree you wish, but you must meet the prerequisites (if any) of the chosen Talent. No Talent may be selected more than once unless expressly indicated.
Artificer Talent Tree
Wizards that follow this talent tree are adept at creating magical items. You bend your will to infusing items with useful or powerful magical energies.
Scribe Scroll: You can create a scroll of any spell that you know. Scribing a scroll takes one day for each 1,000 gp in its base price. The base price of a scroll is its spell level × its caster level × 25 gp. To scribe a scroll, you must spend 1/25 of this base price in XP and use up raw materials costing one-half of this base price.
Any scroll that stores a spell with a costly material component or an XP cost also carries a commensurate cost. In addition to the costs derived from the base price, you must expend the material component or pay the XP when scribing the scroll.
Prerequisite: Caster level 1st.
Brew Potion: You can create a potion of any 3rd-level or lower spell that you know and that targets one or more creatures. Brewing a potion takes one day. When you create a potion, you set the caster level, which must be sufficient to cast the spell in question and no higher than your own level. The base price of a potion is its spell level × its caster level × 50 gp. To brew a potion, you must spend 1/25 of this base price in XP and use up raw materials costing one half this base price.
When you create a potion, you make any choices that you would normally make when casting the spell. Whoever drinks the potion is the target of the spell.
Any potion that stores a spell with a costly material component or an XP cost also carries a commensurate cost. In addition to the costs derived from the base price, you must expend the material component or pay the XP when creating the potion.
Prerequisite: Caster level 3rd.
Craft Wondrous Item: You can create any wondrous item whose prerequisites you meet. Enchanting a wondrous item takes one day for each 1,000 gp in its price. To enchant a wondrous item, you must spend 1/25 of the item’s price in XP and use up raw materials costing half of this price.
You can also mend a broken wondrous item if it is one that you could make. Doing so costs half the XP, half the raw materials, and half the time it would take to craft that item in the first place.
Some wondrous items incur extra costs in material components or XP, as noted in their descriptions. These costs are in addition to those derived from the item’s base price. You must pay such a cost to create an item or to mend a broken one.
Prerequisite: Caster level 3rd.
Craft Magic Arms and Armor: You can create any magic weapon, armor, or shield whose prerequisites you meet. Enhancing a weapon, suit of armor, or shield takes one day for each 1,000 gp in the price of its magical features. To enhance a weapon, suit of armor, or shield, you must spend 1/25 of its features’ total price in XP and use up raw materials costing one-half of this total price.
The weapon, armor, or shield to be enhanced must be a masterwork item that you provide. Its cost is not included in the above cost.
You can also mend a broken magic weapon, suit of armor, or shield if it is one that you could make. Doing so costs half the XP, half the raw materials, and half the time it would take to craft that item in the first place.
Prerequisite: Caster level 5th.
Craft Wand: You can create a wand of any 4th-level or lower spell that you know. Crafting a wand takes one day for each 1,000 gp in its base price. The base price of a wand is its caster level × the spell level × 750 gp. To craft a wand, you must spend 1/25 of this base price in XP and use up raw materials costing one-half of this base price. A newly created wand has 50 charges.
Any wand that stores a spell with a costly material component or an XP cost also carries a commensurate cost. In addition to the cost derived from the base price, you must expend fifty copies of the material component or pay fifty times the XP cost.
Prerequisite: Caster level 5th.
Craft Rod: You can create any rod whose prerequisites you meet. Crafting a rod takes one day for each 1,000 gp in its base price. To craft a rod, you must spend 1/25 of its base price in XP and use up raw materials costing one-half of its base price.
Some rods incur extra costs in material components or XP, as noted in their descriptions. These costs are in addition to those derived from the rod’s base price.
Prerequisite: Caster level 9th.
Craft Staff: You can create any staff whose prerequisites you meet.
Crafting a staff takes one day for each 1,000 gp in its base price. To craft a staff, you must spend 1/25 of its base price in XP and use up raw materials costing one-half of its base price. A newly created staff has 50 charges.
Some staffs incur extra costs in material components or XP, as noted in their descriptions. These costs are in addition to those derived from the staff’s base price.
Prerequisite: Caster level 12th.
Forge Ring: You can create any ring whose prerequisites you meet. Crafting a ring takes one day for each 1,000 gp in its base price. To craft a ring, you must spend 1/25 of its base price in XP and use up raw materials costing one-half of its base price.
You can also mend a broken ring if it is one that you could make. Doing so costs half the XP, half the raw materials, and half the time it would take to forge that ring in the first place.
Some magic rings incur extra costs in material components or XP, as noted in their descriptions. You must pay such a cost to forge such a ring or to mend a broken one.
Prerequisite: Caster level 12th.
Metamagic Talent Tree
You are adept at manipulating the fabric of magic, and using this knowledge to enhance spell effects and tailor them to your needs.
Enlarge Spell: You can alter a spell with a range of close, medium, or long to increase its range by 100%. An enlarged spell with a range of close now has a range of 50 ft. + 5 ft./level, while medium-range spells have a range of 200 ft. + 20 ft./level and long-range spells have a range of 800 ft. + 80 ft./level. An enlarged spell requires a Spellcraft DC20 + spell level to create the effect.
Spells whose ranges are not defined by distance, as well as spells whose ranges are not close, medium, or long, do not have increased ranges.
Extend Spell: An extended spell lasts twice as long as normal. A spell with a duration of concentration, instantaneous, or permanent is not affected by this feat. An extended spell requires a Spellcraft DC20 + spell level to create the effect.
Heighten Spell: A heightened spell has a higher spell level than normal (up to a maximum of 9th level). Unlike other metamagic feats, Heighten Spell actually increases the effective level of the spell that it modifies. All effects dependent on spell level (such as saving throw DCs and ability to penetrate a lesser globe of invulnerability) are calculated according to the heightened level. The heightened spell is as difficult to prepare and cast as a spell of its effective level.
Quicken Spell: Casting a quickened spell is an swift action. You can perform another action, even casting another spell, in the same round as you cast a quickened spell. You may cast only one quickened spell per round. A spell whose casting time is more than 1 full round action cannot be quickened. A quickened spell requires a Spellcraft DC25 + spell level to create the effect.. Casting a quickened spell doesn’t provoke an attack of opportunity.
Silent Spell: A silent spell can be cast with no verbal components. Spells without verbal components are not affected. A silent spell requires a Spellcraft DC20 + spell level to create the effect.
Still Spell: A stilled spell can be cast with no somatic components.
Spells without somatic components are not affected. A stilled spell requires a Spellcraft DC20 + spell level to create the effect.
Widen Spell: You can alter a burst, emanation, line, or spread shaped spell to increase its area. Any numeric measurements of the spell’s area increase by 100%.A widened spell requires a Spellcraft DC20 + spell level to create the effect.
Spells that do not have an area of one of these four sorts are not affected by this feat.
Revision History:
1.0 (4/24/10): Wizard class first post.
1.1 (5/2/10): Corrected some HTML code. Also changed meta-magic talents to make them more "skillful"
Friday, April 23, 2010
The Magicians by Lev Grossman
The theme of magic actually being real is not an original or new one. It has been done several times before, most prominently by JK Rowling's Harry Potter series.
What Grossman brings in his book is perhaps a more realistic, less idealized presentation. His book is filled with characters that perhaps reminds one of people we knew in school, or have heard of. While he doesn't go into extensive detail about how magic works, the book emulates a basis of knowledge that suggests that, while magic itself is mysterious, the ability to manipulate it is known and formulaic.
The story is divided into to main elements: the tutelage of the main character, Quentin, at a sort of "University of Magic" called Brakebills, and the second part details their discovery that the "magical world of Fillory" (a sort of CS Lewis analogue) is in fact real, and they are able to travel to it.
It's always fun finding the theme or intent of the author in writing his story. For some writers, there really isn't one -- the story is for pure entertainment. Given Grossman's status as a literary critic (so sayeth the jacket sleeve), I can't imagine the book would not have that level of depth.
One of the elements we discover about Grossman's magical society is that it is essentially one that takes care of itself. Once the students graduate from Brakebills, all of their expenses are paid (secret magical manipulation of the world economy), and it is ultimately up to them to discover their own way in the world -- there is no "job placement program."
Once Quentin graduates from Brakebills, he rapidly descends into a decadent existence, seeking pleasure for the sheer purpose of experiencing pleasure. Daily him and his companions drink, or engage in drug use, throwing parties just for the sake of having one, or otherwise engaging in activities for the sole purpose of filling in the time in their purpose-less lives.
We see a precursor of this when Quentin visits his girlfriend Alice's parents. They engage in seemingly pointless activities, such as remodeling the house based on Roman era architecture, or studying the musical themes of pixies. Both of Alice's parents seem to be disengaged from the world, wrapped up in their own make-busy work. Alice makes Quentin swear that they will not end up like that. But perhaps that is unavoidable...
When the gang discovers the ability to travel to Fillory, they find that it is a much darker and more dangerous place then they had imagined. It kills one of the party, and crippled Quentin. What should have been Quentin's greatest dream is ultimately poisoned by the issues the humans bring with them.
I think ultimately Grossman's theme in this book is that we must create a purpose for our lives by ourselves. Despite the magic, despite Fillory, and despite the Eloi like existence, Quentin is ultimately unfulfilled because all of these elements are tools for him to use and create a fulfilling life. This is contrasted by his girlfriend Alice -- stronger in magic than any of the other characters -- who uses magic as a tool and not an end, and gives her life purpose at the very end.
I can't disagree with this viewpoint at all. Having all but rejected religion, and the idea that the purpose of my life must be defined by some external power, the idea that we as individuals give our own lives meaning -- create it based on our own interests, ideals, and experiences -- is far more appealing than having it dictated on-high. I am sure there will be those that disagree with this viewpoint, but of course it is my viewpoint.
What Grossman brings in his book is perhaps a more realistic, less idealized presentation. His book is filled with characters that perhaps reminds one of people we knew in school, or have heard of. While he doesn't go into extensive detail about how magic works, the book emulates a basis of knowledge that suggests that, while magic itself is mysterious, the ability to manipulate it is known and formulaic.
The story is divided into to main elements: the tutelage of the main character, Quentin, at a sort of "University of Magic" called Brakebills, and the second part details their discovery that the "magical world of Fillory" (a sort of CS Lewis analogue) is in fact real, and they are able to travel to it.
It's always fun finding the theme or intent of the author in writing his story. For some writers, there really isn't one -- the story is for pure entertainment. Given Grossman's status as a literary critic (so sayeth the jacket sleeve), I can't imagine the book would not have that level of depth.
One of the elements we discover about Grossman's magical society is that it is essentially one that takes care of itself. Once the students graduate from Brakebills, all of their expenses are paid (secret magical manipulation of the world economy), and it is ultimately up to them to discover their own way in the world -- there is no "job placement program."
Once Quentin graduates from Brakebills, he rapidly descends into a decadent existence, seeking pleasure for the sheer purpose of experiencing pleasure. Daily him and his companions drink, or engage in drug use, throwing parties just for the sake of having one, or otherwise engaging in activities for the sole purpose of filling in the time in their purpose-less lives.
We see a precursor of this when Quentin visits his girlfriend Alice's parents. They engage in seemingly pointless activities, such as remodeling the house based on Roman era architecture, or studying the musical themes of pixies. Both of Alice's parents seem to be disengaged from the world, wrapped up in their own make-busy work. Alice makes Quentin swear that they will not end up like that. But perhaps that is unavoidable...
When the gang discovers the ability to travel to Fillory, they find that it is a much darker and more dangerous place then they had imagined. It kills one of the party, and crippled Quentin. What should have been Quentin's greatest dream is ultimately poisoned by the issues the humans bring with them.
I think ultimately Grossman's theme in this book is that we must create a purpose for our lives by ourselves. Despite the magic, despite Fillory, and despite the Eloi like existence, Quentin is ultimately unfulfilled because all of these elements are tools for him to use and create a fulfilling life. This is contrasted by his girlfriend Alice -- stronger in magic than any of the other characters -- who uses magic as a tool and not an end, and gives her life purpose at the very end.
I can't disagree with this viewpoint at all. Having all but rejected religion, and the idea that the purpose of my life must be defined by some external power, the idea that we as individuals give our own lives meaning -- create it based on our own interests, ideals, and experiences -- is far more appealing than having it dictated on-high. I am sure there will be those that disagree with this viewpoint, but of course it is my viewpoint.
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