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View Full Version : Optimization Adapting D&D 4th edition spells for other editions and Pathfinder...



wolfstone
2014-07-23, 07:31 PM
Hey all. I've been playing a 4th Ed. Wizard in D&D, but am branching out into Pathfinder and other editions of D&D and wanted to see if it would be possible (with the DM's permission) to adapt 4th Edition exclusive spells to other additions, as well as how they would look in the P/3/5Th Ed. format.

Two spells, both from Heroes of the Elemental Chaos are:

Watery Sphere (Daily Level 1)
Daily + Arcane, Implement, Transmutation, Zone
Standard Action
Area burst 1 within 10 squares
Target: Each creature in the burst
Attack: Intelligence vs. Reflex
Hit: The target is immobilized and grants combat advantage (save ends both).
Miss: You must slide the target up to 3 squares to a square adjacent to the burst.

Effect: The burst creates a zone that lasts until the end of your next turn. The zone is difficult terrain, and it grants partial cover to creatures on opposite sides of it. You can use a move action to move the zone up to 3 squares. If you do so, any creatures immobilized by this power and in the zone slide up to 3 squares, staying inside the zone. When a creature enters the zone or starts its turn there, you can use an immediate reaction to make the attack against that creature.

Sustain Minor: The zone persists until the end of your next turn.

And:

Watery Double (Level 6 Utility)
Encounter + Arcane, Conjuration
Minor Action
Ranged 10
Effect: You conjure a watery double of yourself in an unoccupied square within range. The double occupies its space, and it lasts until the end of your next turn. Until the conjuration ends, you can use your space or the double's space as the origin for your wizard attack powers.


Is it possible to convert these spells to a format that would fit the other editions? If so, what changes need to be made?

Thanks in advance to all those who help. :)

Inevitability
2014-07-24, 01:39 AM
3.5:

Level: Sha'ir 1, Water 1, Wizard/Sorcerer 1
Components: V, S
Casting time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: 10 ft. radius spread
Duration: 1 minute / level
Saving Throw: No
Spell Resistance: Yes

This spell creates a giant bubble of water in the targeted area. This bubble consists of completely normal, nommagical water with all the effects of water. If the water is moved beyond the borders of the targeted area, it disappears, leaving only a wisp of vapor behind.

All creatures within the sphere find it hard to move. If they wish to move, they have to make a DC 20 Swim check to move half their speed as a full-round action or one-quarter their speed as a move action.

Xefas
2014-07-24, 02:29 AM
3.5

Watery Sphere
Evocation
Level: Druid 1, Wizard/Sorcerer 1
Components: V, S
Casting Time: 1 standard action
Range: Close (25ft + 5ft/2 levels)
Area: 15ft Diameter Sphere of Energy
Duration: 1 round + see text
Saving Throw: Reflex
Spell Resistance: No

You create a zone of magical energy resembling a roughly spherical ball of water somewhere within range. By itself, it will last a full round, although you may maintain its existence by concentrating with a swift action on subsequent turns, prolonging its duration by another round each time. As a move action, you may move the sphere up to 15ft in a direction of your choice.

Any creature that enters the sphere of energy must make a Reflex saving throw. On a successful save, the creature may choose any space adjacent to the sphere and move there; this movement does not provoke attacks of opportunity. On a failed save, the creature is restrained by the sphere. While restrained, all of their movement speeds become 0ft, they are flat-footed, and should the sphere be moved, they move with it, maintaining their position within. At the beginning of the turn of a creature restrained within the sphere, they may make either a new Reflex save or a DC (10 + your intelligence modifier) Strength check as a free action. A successful save or Strength check frees the creature, and they may move to any space adjacent to the sphere without provoking attacks of opportunity.

A creature who makes a successful Reflex save or Strength check against the sphere automatically succeeds on any subsequent Reflex saves against the same sphere until the beginning of their next turn.

Creatures that are only partially engulfed in the Watery Sphere gain a +4 bonus on their saving throws and Strength checks made against a Watery Sphere.

A Watery Sphere is visually distorting enough that creatures have Concealment against ranged attack that pass through its space.

wolfstone
2014-07-24, 06:52 AM
3.5

Watery Sphere
Evocation
Level: Druid 1, Wizard/Sorcerer 1
Components: V, S
Casting Time: 1 standard action
Range: Close (25ft + 5ft/2 levels)
Area: 15ft Diameter Sphere of Energy
Duration: 1 round + see text
Saving Throw: Reflex
Spell Resistance: No

You create a zone of magical energy resembling a roughly spherical ball of water somewhere within range. By itself, it will last a full round, although you may maintain its existence by concentrating with a swift action on subsequent turns, prolonging its duration by another round each time. As a move action, you may move the sphere up to 15ft in a direction of your choice.

Any creature that enters the sphere of energy must make a Reflex saving throw. On a successful save, the creature may choose any space adjacent to the sphere and move there; this movement does not provoke attacks of opportunity. On a failed save, the creature is restrained by the sphere. While restrained, all of their movement speeds become 0ft, they are flat-footed, and should the sphere be moved, they move with it, maintaining their position within. At the beginning of the turn of a creature restrained within the sphere, they may make either a new Reflex save or a DC (10 + your intelligence modifier) Strength check as a free action. A successful save or Strength check frees the creature, and they may move to any space adjacent to the sphere without provoking attacks of opportunity.

A creature who makes a successful Reflex save or Strength check against the sphere automatically succeeds on any subsequent Reflex saves against the same sphere until the beginning of their next turn.

Creatures that are only partially engulfed in the Watery Sphere gain a +4 bonus on their saving throws and Strength checks made against a Watery Sphere.

A Watery Sphere is visually distorting enough that creatures have Concealment against ranged attack that pass through its space.

Excellent! this is exactly what I was looking for! Thanks! :D Would Watery Double need much adapting?

And to Dire_Stirge, you know full well that no one can be told what the Matrix is. :D

Kurald Galain
2014-07-24, 06:59 AM
By itself, it will last a full round, although you may maintain its existence by concentrating with a swift action on subsequent turns, prolonging its duration by another round each time.

The default in 3E, rather than a "sustain" mechanic, is for spells to simply last one round per level.

Madfellow
2014-07-24, 09:10 AM
For 5th Edition:

Watery Sphere
1st-Level Conjuration
Casting Time: 1 action
Range: 60 feet
Duration: concentration, up to 1 minute

This spell conjures a large sphere of water within range up to 15 feet in diameter. The sphere counts as rough and lightly obscured terrain, and creatures caught within it must make a Dexterity saving throw. On a failed save, the target becomes stationary. Each turn, a creature affected by this spell can make a new save to escape the effect. As a bonus action, you can move the sphere up to 15 feet on each of your turns.


Watery Double
3rd-Level Conjuration
Casting Time: 1 action
Range: 60 feet
Duration: concentration, up to 1 minute

This spell conjures a watery duplicate of yourself. For the duration of this spell, the duplicate can serve as the point of origin for any wizard spells you cast on your turn.