HERO/P&P Conversion (Spellcasters)
Scott Cohan
scott.cohan at SSA.GOV
Wed Oct 8 21:21:35 CEST 1997
Nota Bene - I eliminated quite a bit from the General Skills, mainly because
they could become too unbalancing.
14 - General Skills (*= Gestures, Incantation, REquires a Skill roll, ½ Side
Effects, Genre and Alignment Restrictions)
(5) - Communicate: Universal Translator (INT Roll), Costs END, *
(6) - 6d6 Dispel "any single spell", vs. SFX (one spell at a time), *
(3) - Discriminatory Detect Magic at Range, *, Costs END
(note that the 14 points is the total cost for the package, the costs in
parentheses are added together to create that number)
11 - Package "Wizardry"
(14) All Wizards must purchase the General Skills Package
(-15) CDF: Aligned to either Balance, Chaos, or Law
(3) Magic Skill 11> (INT based)
(5) Lang: One Human Tongue, Native accent, Literate
(4) Lang: One Supernatural Tongue, 4 points
(3) PS: Either Armorer or Weaponsmith or Jeweler 11>
(0) All Wizardry Spells require the following limitations: *
(0) All Balance Spells add to * the following: Full Side Effects and
Concentrate
(-3) Package Bonus
If Chaos Orientation - Balance and Elder Spells are at -2 to Magic Skill,
While Law Spells are at -3 and x2 END
If Law Orientation - Balance and Elder are at -2, while Chaos is -4 & x2 END
If Balance Orientation - Elder is at -1, Law and Chaos are at -5 and x2 END
40 - Package "Shamanism" Obviously, the costs will change, depending on the
Tonah's species
(3) Paramedic 11>
(3) KS: Herbs 11>
(20) Followers: An Animal of Tonah's species
(15) Magic Plants, Herbs, or Liquors
(-15) Shape Changer Package
(20) Summon "Tonah species" 4 creatures, extra time (5 minutes)
(1) Instant Change "Orient Self", Concentrate (0 DCV), Extra Time (1 minute,
only to start), OAF (Drum), Incantation, REquires a Skill Roll
(0) All Spells require that the Shaman be Orientated first, OAF (Drum), *
(11) Magic Skill 15> (EGO based)
(-15) CDF: Aligned to Elder: Shamanistic
(-3) Package Bonus
Can only cast Shamanistic Spells. Shamans are not required to purchase the
General Skills Package, although they may, if they wish.
9/17 - Package "Sidh Magician"
(14) General Skills Package
(3) Magic Skill 11> (PRE based)
(4) Lang: A Supernatural Tongue
(3) PS: Armorer or Weaponsmith
(3) PS: Jeweler
(8) Extra-Dimensional Move to The Lower World, Constant Concnetration, Extra
Time (1 Turn) (Only humans need buy this)
(-15) CDF: Aligned to Elder or Elder: Sidh
(-3) Package Bonus
Sidh Magicians may only use Elder and Sidh Magics. Elder Magics are at -2 to
Magic Skill Roll. Humans who are Sidh Magicians take all spells at x2 END
unless they are also a Shaman or a wizard. Any wizard who is also a Sidh
Magician may specify an Elder orientation for Wizardry.
Elder Orientation: Elder and Sidh Magics are normal cost, Elder MAgics are at
-2 to skill roll. Shamanic spells are at -2 to skill roll. Law & Chaos
spells are at -3 and x2 END. Dwarves may not learn Sidh Magic
11 - Dwarven Rune Magic
(3) Magic Skill 11> (EGO based)
(8) +4 to PS: Miner, Armorer, or Weaponsmith
(15) Mana REading
(-15) Reluctant to use Elder Magic (C,S)
(?) Items already enchanted
Dwarven Rune Magic is only rarely used to cast any magic other than permanent
magic rites. Such debasement of these sacred rites is commonly frowned on by
the Dwarf. It is moral only in the most dire of emergencies.
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