Converted Spells [Pathfinder]

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Converted Spells [Pathfinder]

Post by Cliffrice » Sun May 27, 2012 5:24 pm

Here is where i (and anyone whom wants to ) can put some converted scarredlands spells. Like usual for my conversions im going for pure crunch. If you want the fluff go find the books. :P

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Re: Converted Spells [Pathfinder]

Post by Cliffrice » Sun May 27, 2012 5:25 pm

ACID SPITTLE
School Transmutation [Acid]; Level Alchemist 1, Druid 1, sorcerer/wizard 1
Casting Time 1 standard action
Components V, S, M (Wine)
Range See text
Target Self
Duration 1 round/level (Discharged)
Saving Throw Reflex negates (see Below); Spell Resistance no

By means of this spell the The material component for this spell is magically transformed into acid which is stored in a bladder which is magically created by the magic of the spell. The Caster at anytime during the spells duration can can end the spell by spitting the glob of acid at a creature or object within a 5' range increment. this is resolved as a touch attack that deals 1d6 damage +1 damage per 2 caster levels (+10 Max). Creatures in adjacent squares take a point of acid splash damage unless a successful reflex save is made. If the glob is not discharged by the end of the spells duration the acid Burns the caster as if he were the target there is not splash damage in this instance.

Notes: Lowered the damage because lv 1 transmutation spells should not be on par with lvl 1 evocation spells in the damage department.

Source: RR1
Last edited by Cliffrice on Mon May 28, 2012 4:12 am, edited 1 time in total.

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Re: Converted Spells [Pathfinder]

Post by Cliffrice » Sun May 27, 2012 5:45 pm

ADHERE TO WOOD
School Transmutation; Level Druid 0, Ranger 1
Casting Time 1 standard action
Components V, S, M (Lichen)
Range Personal
Target Self
Duration Concentration
Saving Throw Fortitude (Harmless); Spell Resistance yes (Harmless)
By means of this spell the character exposed skin adheres to whatever wooden surface he likes. Granting a climb speed of 5 ft on wooden surfaces only.

Notes: Simplified the spell.

Source: RR1
Last edited by Cliffrice on Mon May 28, 2012 4:12 am, edited 1 time in total.

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Re: Converted Spells [Pathfinder]

Post by dulsi » Sun May 27, 2012 11:18 pm

Probably should list the source book so that people can easily lookup the fluff.
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Re: Converted Spells [Pathfinder]

Post by Cliffrice » Mon May 28, 2012 4:09 am

good point!

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Re: Converted Spells [Pathfinder]

Post by Cliffrice » Mon May 28, 2012 7:47 am

ALIBI
School Enchantment (Charm) [Mind Effecting]; Level Bard 2, sorcerer/wizard 2
Casting Time 1 standard action
Components S, M (Mirror)
Range Short (25 ft + 5 ft. 2/level
Target 1 Creature/Level
Duration 1 Day/level
Saving Throw Will Negates; Spell Resistance yes
By means of this spell you make a group of people believe they were with you for any time-frame you choose up-to and including your level in hours, You can impart minor details on the victims memories of your time together so their stories match between one another. This spell effects 1 person per caster level a will save negates this effect. The Victims forget their imaginary time together with the caster completely after the spells duration is up.

Source: RR1

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Re: Converted Spells [Pathfinder]

Post by Cliffrice » Mon May 28, 2012 11:07 pm

ANIMAL INFUSION I
School (Transmutation) ; Level Alchemist 3, Druid 2, Ranger 2, Witch 2, sorcerer/wizard 2
Casting Time 1 standard action
Components V, S, M (A Peace of the animal Or animals possessing the quality's you wish to mimic)
Range Personal
Target You
Duration 1 round/level
Saving Throw none; Spell Resistance yes (harmless)
By means of this spell the character may assume one characteristic of an animal For each 4 caster levels (3 max) Choose one of the flowing. +2 Competence bonus on One Skill possessed by the Animal, climb 30 feet, fly 30 feet (average maneuverability), swim 30 feet, dark vision 60 feet, low-light vision, and scent.

ANIMAL INFUSION II
Level Alchemist 4, Druid 3, Ranger 3, Witch 3, sorcerer/wizard 3
Functions As Animal Infusion I Except the flowing special abilities are selectable +3 Competence bonus on One Skill possessed by the Animal, climb 60 feet, fly 60 feet (good maneuverability), swim 60 feet, darkvision 60 feet, low-light vision, scent, grab, pounce, and trip.

ANIMAL INFUSION III
Level Alchemist 5, Druid 4, Ranger 4, Witch 4, sorcerer/wizard 4
Functions As Animal Infusion I Except the flowing special abilities are selectable +4 Competence bonus on One Skill possessed by the Animal, burrow 30 feet, climb 90 feet, fly 90 feet (good maneuverability), swim 90 feet, blindsense 30 feet, darkvision 60 feet, low-light vision, scent, constrict, ferocity, grab, jet, poison, pounce, rake, trample, trip, and web.

ANIMAL INFUSION IV
Level Alchemist 6, Druid 5, Ranger 5, Witch 5, sorcerer/wizard 5
Functions As Animal Infusion I Except the flowing special abilities are selectable +5 Competence bonus on One Skill possessed by the Animal burrow 60 feet, climb 90 feet, fly 120 feet (good maneuverability), swim 120 feet, blind-sense 60 feet, dark-vision 90 feet, low-light vision, scent, tremor-sense 60 feet, breath weapon,
constrict, ferocity, grab, jet, poison, pounce, rake, rend, roar, spikes, trample, trip, and web.

Notes: This spell seemed inline with Beast shapes but dose-not grant the ability to change size or adjust Ability scores so i lowered the spell levels by one.

Source: RR1

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Re: Converted Spells [Pathfinder]

Post by Cliffrice » Tue May 29, 2012 4:02 am

ANIMAL SPY
School enchantment (compulsion) [mind-affecting]; Level bard 3,
druid 3, ranger 2, Witch 3
This spell behaves as Animal messenger except that the animal can be instructed to also return to the caster after it has made its delivery.

Source: RR1

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Re: Converted Spells [Pathfinder]

Post by Cliffrice » Tue May 29, 2012 5:19 am

ANIMATE SHADOW
School Transmutation [ Shadow]; Level Magus 3, Witch 3, sorcerer/wizard 3
Casting Time 1 standard action
Components S
Range Medium (100 ft. + 10 ft./level)
Target One Shadow
Duration 1 round/level
Saving Throw none; Spell Resistance yes
This spell is cast on a stationary shadow and creates a a shadowy tentacle that in affect identical to an Animate rope spell except that the conjured rope is anchored at one end This Rope-like tentacle has a reach equal to 5' per level of the caster and is Incorporeal but can still entangle corporeal targets. This tentacle has one hit point per level of the caster.

Notes: Simplified the mechanical penalties of this spell to the entangled condition. Changed The Shadowy rope to an incorporeal object instead of being flatly immune to damage send the description of the spell uses the term incorporeal.\

Source: RR1

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Re: Converted Spells [Pathfinder]

Post by Cliffrice » Tue May 29, 2012 5:37 am

ARMOR OF UNDEATH
School Necromancy; Level Alchemist 4, Magus 3, Cleric 3, sorcerer/wizard 3
Casting Time 1 standard action
Components V, S, M (A medium corpse)
Range Touch
Target One dead creature
Duration 1 Hour/Level
Saving Throw none; Spell Resistance no
This spell briefly animates a corpse and causes the creature to warp and twist around the caster forming the equivalent of a suit of studded leather armor which the caster becomes proficient in for the duration of the spell. This spell also grants 1 Temporary hit point per level of the caster (10 max) Once these temporary hit points are expended the spell ends.

Notes: Lowered the bonus hit points as the original spell way outclasses false life which is only one level lower in addition to its other benefits (Ac bonus) removed the Divine Focus component because that would mean wizards could not cast it and originally it was a wizard only spell. added it to clerics list because it fits the buff theme of clerics and i suspect that with the DF component it was meant to be a cleric spell also even outside of the scarred lands expanded domains..

Source: RR1

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Re: Converted Spells [Pathfinder]

Post by Cliffrice » Thu May 31, 2012 3:03 am

ARROW CHARM
School Divination ; Level Ranger 2, sorcerer/wizard 1
Casting Time 1 standard action
Components V, S, M (A magnetic piece of metal)
Range Long (400 ft + 40 ft/level)
Target 1 person or object treated with an arrow rune.
Duration 1 Hour/level
Saving Throw Will Negates (harmless); Spell Resistance Yes (harmless)
This spell creates a magical glowing arrow that unerringly points to an individual treated with an arrow rune (see below). Note that this points in the correct direction of the individual not necessarily the correct path to the individual. if the target goes outside the Spells area the spell ends.

Arrow Rune
An arrow rune is a simple magical rune that can be drawn painted or tattooed on a person or object. This requires a spellcraft Dc 10 check and a craft (calligraphy, Painting or Body arts) Dc 15 to scribe the rune on a person or object.

Notes: Changed How the arrow rune is created. Seemed like a convoluted way to go about it so i simplified it into a minor magical process.

Source: RR1

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Re: Converted Spells [Pathfinder]

Post by Cliffrice » Thu May 31, 2012 3:10 am

ASSASSINS SENSES
School Divination; Level Cleric 3 Magus 4, Bard 3, sorcerer/wizard 3
Casting Time 1 standard action
Components V, S, F (A finger from an assassin)
Range Personal
Target You
Duration 1 round/level
Saving Throw none; Spell Resistance no
This spell gives the caster the senses of a great assassin. The characters adds One to all critical threat ranges (20 becomes 19-20) and increases the critical damage multiplier by 1 (A multiple of 2 becomes a multiple of 3)

Notes: Bumped the spell level by one for each of the classes. this seem like a way powerful spell for 2nd level it out preforms Keen edge a similar spell. Applies to all attacks made by the caster not just ones on a specific weapon.

Source: RR1

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Re: Converted Spells [Pathfinder]

Post by Big Mac » Thu May 31, 2012 12:24 pm

Cliffrice wrote:
dulsi wrote:Probably should list the source book so that people can easily lookup the fluff.
good point!
You might as well add the page number too, as that will save everyone time. :)
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Re: Converted Spells [Pathfinder]

Post by Cliffrice » Thu May 31, 2012 3:12 pm

I shall consider it :P

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Re: Converted Spells [Pathfinder]

Post by waylander39 » Tue Jun 12, 2012 10:04 pm

These are really useful, thank you!

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Re: Converted Spells [Pathfinder]

Post by Cliffrice » Tue Jun 12, 2012 10:34 pm

no problem :)

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Re: Converted Spells [Pathfinder]

Post by Cliffrice » Sat Jun 16, 2012 10:20 pm

AVATAR
School Transmutation [Fear, See Below]; Level Cleric 8
Casting Time 1 standard action
Components V, S, DF
Range Personal
Target You
Duration 1 Minute/level
Saving Throw none; Spell Resistance no

Pick one of the flowing templates Fiendish, Celestial, Anarchic, Axiomatic. You gain this template for the remainder of the spell. Your selection must be associated to your deities alignment. (The patrons of true neutral Clerics may select any one template.)You may use frightful presence on any creatures whos alignments is opposite that of your patron Diety that comes within fifty feet. AS well as gain a +2 Bonus on Constitution (And 1 Hp per level because of it) Also during the duration of this spell you gain access to one more of your patrons domains. When cast this spell Gains the alignment descriptors associated to the casters patron deity.

In addition Depending on your deities Alignment you gain the flowing benefits.

Lawful
+4 Wisdom

Good
+4 Charisma

Chaotic
+4 Dexterity

Evil
+4 Strength

Neutral
+4 Intelligence

Notes: Changed how the spell worked to streamline it and make the benefits relatively equal. Some Versions of the spell gave more bonuses than others. Also felt the need to make it slightly generic to Cater to other gods. For example its seemed weird that every Neutral good god would grant Madriels healing bonuses even if said god did not have the healing domain. Also this allows for clerics other than those of the 8 victors to use the spell.

Source: RR1

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Re: Converted Spells [Pathfinder]

Post by Cliffrice » Sat Jun 16, 2012 11:26 pm

AWAKEN LESSER AVATAR OF [Blank]
School Conjuration (Summoning); Level Druid 6, sorcerer/wizard 6
Casting Time 1 Minute
Components V, S, M (Something appropriate to the imprisoned creature about 1000 gp value.) F (varies by Spell)
Range Short (25 ft + 5 ft. 2/level),
Effect One summoned avatar
Duration 1 Hour/level
Saving Throw none; Spell Resistance no
Description.
This spell has Roughly the same power as a summon monster 6 spell but each version of the spell summons only a creature specific to the avatar of the titan it is associated with. There Are several versions of this spell for example Awaken avatar of Mesos is a different spell than awaken avatar of Chern.

Creature should be around 10 hit dice and around CR 6-9.

Some ideas for avatars of the defeated titans.

Chern: 10 HD Advanced fast Plague zombie.
Gaurak 10 HD Giant Ghoul
Kadum Hill Giant
Lethene Roc
Mormo Dark Naga
Golthagga 10 hd Gorgon
Golthain 10 Hd Intellect devourer.
Gormoth 10 hd giant gibbering mouther
Gulaben Air Elemental Infused Sucubus.
Hrinruuk 11 Hit dice Giant fiendish worg.
Mesos Lich
Thulkas Efreeti

Notes: This spell was a pain in the butt so i just tried to streamline it and create guidelines for people to create their own versions. Also seemed weird to limit the duration to 12 hours. Though in spirit similar to Summon monster six it is much less versatile but makes up for it in duration.

Source RR1

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Re: Converted Spells [Pathfinder]

Post by Big Mac » Sun Jun 17, 2012 12:04 am

Cliffrice wrote:Chern: 10 HD Advanced fast Plague zombie.
Gaurak 10 HD Giant Ghoul
Kadum Hill Giant
Lethene Roc
Mormo Dark Naga
Golthagga 10 hd Gorgon
Golthain 10 Hd Intellect devourer.
Gormoth 10 hd giant gibbering mouther
Gulaben Air Elemental Infused Sucubus.
Hrinruuk 11 Hit dice Giant fiendish worg.
Mesos Lich
Thulkas Efreeti

Notes: This spell was a pain in the butt so i just tried to streamline it and create guidelines for people to create their own versions. Also seemed weird to limit the duration to 12 hours. Though in spirit similar to Summon monster six it is much less versatile but makes up for it in duration.
If you are going to have a list of suggestions for the actual avatars, perhaps you could expand that secton slightly, to give the material component and the focus too. It might take a bit of tinkering, but it would give you the complete spell.
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Re: Converted Spells [Pathfinder]

Post by Cliffrice » Sun Jun 17, 2012 2:05 am

Big Mac wrote:
Cliffrice wrote:Chern: 10 HD Advanced fast Plague zombie.
Gaurak 10 HD Giant Ghoul
Kadum Hill Giant
Lethene Roc
Mormo Dark Naga
Golthagga 10 hd Gorgon
Golthain 10 Hd Intellect devourer.
Gormoth 10 hd giant gibbering mouther
Gulaben Air Elemental Infused Sucubus.
Hrinruuk 11 Hit dice Giant fiendish worg.
Mesos Lich
Thulkas Efreeti

Notes: This spell was a pain in the butt so i just tried to streamline it and create guidelines for people to create their own versions. Also seemed weird to limit the duration to 12 hours. Though in spirit similar to Summon monster six it is much less versatile but makes up for it in duration.
If you are going to have a list of suggestions for the actual avatars, perhaps you could expand that secton slightly, to give the material component and the focus too. It might take a bit of tinkering, but it would give you the complete spell.
Yeah i thought about that as well I might update it but for the moment im just trying to get more conversions finished. I just wanted to get the Functional skeleton of the spell out.

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Re: Converted Spells [Pathfinder]

Post by Cliffrice » Fri Jun 22, 2012 12:35 am

Banish Shadow

School abjuration; Level cleric/oracle 3, inquisitor 2, sorcerer/wizard 4, summoner 2

This spell is identical to Dismissle but functions only on creatures of darkness (such as shadow mastifs for example) and Incorporeal creatures.

Notes: The flavaor of this spell says it was invented by shadowmancers and Discovered by a paladin but can only be cast by clerics so i added wizards and a couple other classes that made sense.

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Re: Converted Spells [Pathfinder]

Post by Cliffrice » Fri Jun 22, 2012 12:37 am

BATTLECRY
School Evocation (Sonic); Level Magus 2, Bard 2, sorcerer/wizard 2
Casting Time 1 standard action
Components V
Range Short (25 ft + 5 ft. 2/level),
Target Any creature of 6 Hd or less in the affected cone.
Effect Cone
Duration Instantaneous
Saving Throw Fortitude Negates; Spell Resistance yes
A creature Within the area of effect that fails its fortitude save is stunned for 1 round. Creatures 7 Hit Dice or greater are immune to this spell.

Notes: It seemed weird for this spell to have a Somatic component so i got rid of it.

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Re: Converted Spells [Pathfinder]

Post by Cliffrice » Fri Jun 22, 2012 12:38 am

BEAST SOUL

Notes: Didnt Convert this spell because its really similar to Animal Infusion.

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Re: Converted Spells [Pathfinder]

Post by Cliffrice » Fri Jun 22, 2012 12:40 am

BELSMETHS BLESSING
School Transmutation (Polymorph, evil); Level Cleric 5, Druid 4, Witch 5, sorcerer/wizard 6
Casting Time 1 standard action
Components V, S, M (A Tuft of appropriate fur and a drop of blood from the target) F (Silver dagger Or Sprig of Wolves bane for druids)
Range Touch
Target One Creature
Duration 1 Round/level
Saving Throw Fortitude Negates (Harmless); Spell Resistance Yes
You Contract Lycanthropy for the duration of the spell. (See Lycanthrop Template)

Notes: Thought this spell should be a druid spell sense it thematically fit. Added a non metal material component for druids.
Last edited by Cliffrice on Mon Jul 28, 2014 1:48 am, edited 2 times in total.

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Re: Converted Spells [Pathfinder]

Post by Cliffrice » Fri Jun 22, 2012 2:38 am

BLACKFLAME
School Evocation (Fire) [Fear]; Level Witch 9, sorcerer/wizard 8
Casting Time 1 standard action
Components S
Range Medium (100 ft. + 10 ft./level)
Target One creature
Effect One creature and Adjacent squares.
Duration 1 round/level
Saving Throw Special (See below); Spell Resistance Yes
This spell delivers 1d8 fire damage per round. Each round a creature takes fire damage from the spell she must roll a will saving throw or be cowered for the spells duration. Creatures in squares adjacent squares take 1d8 fire damage but are allowed a reflex save for 1/2 damage. Water dose not extinguish the fire unless the creature is completely submerged. Any part of his body submerged is re ignited doing the listed damage. No other way besides dispelling can extinguish the flames. The spell cannot cause damage for more than 25 rounds.

Notes: Removed the fortitude save To avoid the spell because mechanically for an 8th level spell this is incredibly weak even a creature with 5 points of energy resistance will probably avoid the damage for this spell. Made the damage dice a D8 to be more uniform with similar leveled spells.

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