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View Full Version : Pathfinder A Magic the Gathering Spheres of Power Conversion



Phantos_Argent
2016-12-20, 07:51 PM
This is a conversion from an earlier homebrew I stewed up for some players at my local card shop.


Magic

This uses the Spheres of Power system adapted to fit Magic the Gathering. Every creature, regardless of whether or not they cast spells, has a Color and Mana. All alignment reveal effects show Color instead and if you're a class that relies on alignment, such as the Paladin or Cleric, they should have minor changes to reflect this. A Blue Paladin could use his Smite ability against Red and Green enemies while a White Cleric would channel Positive energy. Mana is equivalent to Spell Points.

Every Color corresponds to different Spheres. Regardless of your class, choose a single Color from the list below. If your class relies on you having access to a specific Sphere, such as Fey Adept's Illusion Sphere, you must choose the Color that has that Sphere.



Black
Dark, Death, Fate
Wisdom


Blue
Divination, Illusion, Mind, Telekinesis
Intelligence


Colorless
Conjuration, Creation, Time
Intelligence


Green
Alteration, Nature, Weather
Wisdom


Red
Destruction, War, Warp
Charisma


White
Enhancement, Light, Life, Protection
Charisma


Once you've chosen a Color, you automatically gain access to one of the base Talents for a Sphere of that Color. This is in addition to any bonus Talents you may receive. Regardless of what your class dictates, use the corresponding ability score for casting spells of that Color. If you have more than one Color, use the highest between the. Every character has Mana (Spell Points) equal to their corresponding character level+modifier. You also gain Base Mana score equal to your Caster Level. Mana restores itself up to it's Base score after 10 minutes of rest. Any amount over your Base requires you to rest for 8 hours after using them.

Color Interactions
Colors represent more than just different types of magic, they represent how the world is perceived, the emotions of their casters, and even why they were cast in the first place. Every Color has two opposing Color. Black opposes White and Green. Blue opposes Red and Green. Green opposes Blue and Black. Red opposes White and Blue. White opposes Black and Red.

There are a few key effects to opposing Colors. Increase the spell damage and saving throw DC of a colored spell being cast on an opposed Color target by +2. When using Counterspell against an opposed Color spell, roll your skill check twice and take the worst result. You cannot use bonus Mana from colored lands or artifacts to cast spells of an opposed Color.


Sub-Classes and Abilities
Sub-Classes
These represent your role in the world. They all have a minor ability associated with them, equivalent to a powerful feat.
Ally: Gain the Vigilance ability or Lifelink ability.
Artificer: Gain the Craft Wondrous Items feat, ignoring any prerequisites.
Assassin: Gain Sneak Attack as a Rogue of equal level -4 (minimum 1).
Cleric: Gain the Life or Death Sphere and the base Talent, even if it doesn't correspond to your color.
Druid: Increase your Base Mana score by +2 while in a Land. If you control that Land, increase it by +4 instead. Cannot exceed your total Mana.
Knight: Gain the Protection or Exalted ability.
Monk: Gain the Improved Unarmed Attack feat and deal unarmed damage as a Monk of equal level.
Mystic: Gain the Strong Mana or Scry ability.
Ninja: You may spend 1 Mana to teleport 20 ft as a Move action.
Rogue: Gain the Prowl or Shroud ability.
Samurai: Gain the Challenge ability of a Samurai of equal level. Choose a single Order when you gain this ability.
Shaman: Gain the Landfall or Hexproof ability.
Soldier: Gain the First Strike or Haste ability.
Spellshaper: Gain Sphere Focus as a bonus feat. Spend 2 Mana to gain a Metamagic feat you qualify for. This lasts for 1 round and you may only use that feat with spells from your Sphere Focus.
Warrior: Gain the Heroic or Trample ability.
Wizard: Gain the Double Color or Mana Expert ability.

Abilities
These are the most common abilities prevalent in magic that represent inherent power, rather than that gained from class features.
Tier 1
Double Color: You start as 2 Colors instead of 1. Gain an additional base Talent.
Mana Expert: Increase your Base Mana score by +2.
Counter: Gain the Counterspell feat even if you do not qualify for it. Ignore the penalty towards dispelling magic of an opposed Color.
First Strike: Gain Combat Reflexes as a bonus feat. You may spend 1 Mana after being targeted by an attack to make an attack of opportunity against your attacker. Your attack goes first.
Trample: Gain Power Attack as a bonus feat. Before you make an attack roll, you may spend 1 Mana and gain a bonus on the damage roll equal to the difference between your attack roll and the target's AC.
Haste: Gain a +4 bonus on Initiative checks and you may spend 1 Mana to move half your base land speed (rounded up) as a swift action.
Prowess: Gain Arcane Empowerment as a bonus feat. The round after you cast a spell, gain a bonus on your attack roll equal to Mana spent on the spell.
Scry: Gain access to the Divination Sphere and their base Talent, even if it does not correspond to your Color. Before casting a spell, you may roll a d20. On a roll of 1-6, the spell costs +1 Mana. On a roll of 7-15, nothing changes. On a roll of 16-20, the spell costs -1 Mana.
Protection: When an opposed colored spell is cast on you, you are considered to have Evasion/Mettle.
Hexproof: Gain a bonus equal to 1/2 your character level on all saves against spells.
Heroic: Gain Toughness as a bonus feat. Whenever a spell is cast on you with a duration greater than 1 minute, you may spend 1 Mana to extend that duration by 1/2 its regular duration. This must be done before the duration expires.
Exalted: Gain Weapon Focus as a bonus feat. You may spend 1 Mana to ignore the damage reduction of a creature you hit with a weapon you have Weapon Focus with for 1 round.
Delve: You may end an ongoing spell you cast with a duration greater than 1 minute prematurely. If you do so, regain 1/2 the Mana spent to cast that spell (rounded down).
Lifelink: You may spend 1 Mana before making an attack roll. Regain hit points equal to 1/2 (rounded down) the damage you deal with that attack roll.
Landfall: While in a Mana rich area (see Planeswalker template below) you may spend 1 Mana to roll twice on a single roll, taking the better result. This must be done before you make the first roll.
Shroud: While you have at least 50% Concealment, you cannot be the target of spells.
Prowl: Gain a bonus on Stealth checks equal to your Base Mana score. You may spend 1 Mana to hide as a free action.
Vigilance: Gain a +2 Dodge bonus to your AC. You may spend 1 Mana to re-roll a single Reflex saving throw.
Strong Mana: Start with +4 Mana.
Tier 2 Abilities
Tri-Color: Start as 3 Colors instead of 1. Gain 2 additional base talents.
Double Strike: You may move before and after making all your attacks a round, assuming you still have movement. You may spend 1 Mana to make an additional attack at your highest base attack bonus.
Indestructible: Gain fast healing 1.
Deathtouch: Increase the critical range of all your attacks by 2. You may spend 1 Mana to instantly kill an enemy you drop to 0 hitpoints. This negates all magical healing and abilities.
Flying: Gain a fly speed of 40 ft with good maneuverability.
Infect: Every time you damage a creature with an attack, they must make a Fortitude save equal to your attack roll or take an additional 1d10 poison damage.
Phasing: Gain a permanent "Blink" effect that you may turn on and off as free action. While active, you may spend 1 Mana to become intangible for 6 seconds.
Powerful Mana: Start with +10 Mana.
True Protection: When an opposed colored spell is cast on you, you are considered to have Improved Evasion/Improved Mettle.
True Colorless: You must be Colorless to take this ability. Add 3 Spheres of your choice to the Colorless list, gaining the Base Talent for all 3. You cannot gain advantages from colored spells or gain bonus colored Mana.


Races
The races presented here are both slightly more powerful and not already represented in Pathfinder. To keep the power in line, give all other races +1 bonus feat. Treat Androids as Golems, Merfolk as Merfolk, Goblins as Goblins, and Elves as Elves.

Angel
Ability Score Modifiers: +2 Constitution, +2 Charisma
Special Abilities
Flight: Gain 30 ft of fly speed with average maneuverability. Improve that to 60 ft of fly speed with good maneuverability at CL 7.
White Mana: Starting color must be white.
Darkvision- Gain 60 ft of darkvision.

Cat
Ability Score Modifiers: +2 Dexterity, +2 Wisdom
Special Abilities
Claws- Gain 2 Claws that deals 1d6 damage each.
Darkvision- Gain 60 ft of darkvision.
Fleet- Increase base land speed by +10 ft.

Leonin- Replace modifiers with +2 Strength, +2 Constitution. Replace Fleet with natural armor +1.
Nactal- Replace modifiers with +4 Dexterity. Replace Darkvision with Low-Light Vision and the Scent ability.
Rakshasa- Replace modifiers with +2 Dexterity, +2 Charisma. Replace Claws with +1 starting Mana.


Demon
Ability Score Modifiers: +2 Strength, +2 Charisma
Special Abilities
Black Mana- Starting Color must be Black.
Darkvision- Gain 60 ft of Darkvision.
Natural Weapon- Choose either two 1d4 claws, two 1d8 slams that count as medium weapons, or a single 1d12 gore natural attack.
Powerful- Your natural attacks deal +2 damage and you have natural armor +1.

Dryad
Ability Score Modifiers: +2 Constitution, +2 Wisdom
Special Abilities
Green Mana- Starting Color must be Green.
Forestwalk- You ignore difficult terrain while in a wooded area and you may choose to leave no tracks.
In Tune With Nature- By spending 10 minutes in mediatation, increase the spell level of your next Green spell by +2.
Woodskin- Gain natural armor +1.

Nymph- Replace modifiers with +2 Dexterity, +2 Charisma. Replace Woodskin with a +4 bonus to all Diplomacy and Sense Motive checks.


Kor
Ability Score Modifiers: +2 Dexterity, +2 Wisdom
Special Abilities
White Mana- Starting Color must be White.
Weapon Specialist- Gain Exotic Weapon Proficiency and Weapon Focus as bonus feats. You are treated as a Fighter of equal level -4 for the purposes of gaining bonus feats.
Agile- Gain a +4 bonus on all Acrobatic skill checks.

Minotaur
Ability Score Modifiers: +2 Strength, +2 Constitution
Special Abilities
Tough- Gain Toughness as a bonus feat.
Low-Light Vision
Natural Attack- Gain a 1d12 gore attack. If you make a natural attack after a Charge, roll the damage die twice and take the better result.
Large Size- You may wield weapons sized for a Large creature without taking a penalty.

Naga
Ability Score Modifiers: +2 Dexterity, +2 Intelligence
Special Abilities
Slither- Increase base land speed by +20 ft, but you move at 5 ft slower through hindering terrain.
Darkvision- Gain 60 ft of Darkvision.
Natural Poisons- Treat Craft Alchemy (Poison) as a class skill and you never risk poisoning yourself when applying poison to a weapon.

Vampire
Ability Score Modifiers: +2 Dexterity, +2 Charisma
Special Abilities
Black Mana- Starting Color must be Black.
Blood Drain- You must consume the blood of the living at least once every two months or die. The target must be unable to move. Doing so inflicts 1d6 points of Constitution damage and you regain 1d12+character level in hit points.
Dark of Night- While at night you gain +4 Strength and can fly 20 ft with perfect maneuverability. While during the day you take a -6 penalty on Fortitude and Will saves.
Necrotic- You are treated as undead for the purposes of positive and negative energy.

Vedalken
Ability Score Modifiers: +2 Dexterity, +2 Intelligence
Special Abilities
Blue Mana- Starting Color must be Blue.
Multi-Armed- You have four limbs. One hand is your primary hand while the other three can be used as off-hands.
Quick Casting- Once per day you may use the Metamagic Feat Quicken Spell for free.
Knowledgeable- Choose any three Knowledge skills. Treat them as class skills.

Viashino
Ability Score Modifiers: +2 Strength, +2 Dexterity
Special Abilities
Red Mana- Starting Color must be Red.
Quick- Gain a +2 bonus to your Initiative check and a +5 ft bonus to your base land speed.
Strong and Fast- Add 1/2 of your dexterity modifier to damage rolls with melee weapons (rounded down).
Scaled- Gain +1 natural armor.

Werewolf
Ability Score Modifiers: +2 Constitution, +2 Wisdom
Special Abilities
Scent- Gain the Scent special ability.
Transformation- A number of rounds per day equal to your character level+your constitution modifier you may transform into a Werewolf. This increases your size to large, gives you two 1d8 claw attacks, a 2d6 bite attack, 60 ft of darkvision, fast healing 1, and +6 strength. Transforming is a swift action, while turning back is a free action. Some outside factors, such as the phases of the moon, may force your transformation and cause it to last longer.


Templates
Legendary Creature CR +2
This is simply any sentient being of truly exceptional skill, magic, and power. They are to average PCs, as PCs are to average NPCs. While most are not as strong as the average Planeswalker, they're counted among the very few beings capable of fighting them head on.

Mana and Spellcasting
Legendary Creatures have far more Mana on average. When factoring their Mana, add their total Wisdom, Charisma, and Intelligence modifiers together.
They're also capable of casting a wider range of spells. They automatically gain all the base Talents from every Sphere their Color(s) have access to.

Abilities
Most Legendary Creatures are capable of a variety of different abilities and can outclass all but the most competent. Choose any three Tier 1 abilities or two Tier 1 abilities and one Tier 2 ability, all from the list above.

Ability Score Modifiers
Gain +2 to any three ability scores of your choice.

Planeswalker Template CR +4
Simply being born with the Planeswalker Spark is rare in the extreme and only a few of those ever have it ignited. When it does happen, the effects are spectacular. As some of the most powerful beings in the Multiverse, Planeswalkers travel from Plane to Plane with impunity, as only other Planeswalkers are capable of challenging them. A few are even capable of creating their own Planes, an act that requires a monumental amount of Mana.

Mana and Spellcasting
Planeswalkers have an almost bottomless supply of Mana. When factoring their Mana, add their total Wisdom, Charisma, and Intelligence modifiers together. They regenerate 1 Mana every 6 seconds, up to their Base Mana score.
They're also capable of casting a wider range of spells. They automatically gain all the base Talents from every Sphere their Color(s) have access to.

Abilities
Planeswalkers are capable of virtually anything, from being the deadliest living blademaster to stealing entire castles out from under nobility. Choose any five Tier 1 or Tier 2 abilities from the list above. Tier 2 abilities count as two Tier abilities for the purposes of this feature.

Lands and Attunement
You may attune yourself to a Mana rich environment or "Land". Doing so is a ritual that requires 10 minutes and for that Land to not be attuned to another Planeswalker. Each Land grants specifically Colored Mana that can only be used to cast that Color of spell or a Colorless spell. There are all kinds of different Lands that grant different Mana, multiple colors of Mana, or even be called upon to defend itself in the form of a Elemental! You can only gain Mana from a Land you currently reside. Leaving that Land ends your Attunement to it. If another Planeswalker is Attuned to that Land, you may defeat them or they may grant it to you. If so, the Land is yours without requiring the Ritual. The Land itself defines what it means to "defeat" another Planeswalker, though the most common is to just kill them.

Gaining Mana from a Land you are attuned to is a swift action that grants 1d6+1 Mana. It should be noted separately, as that Mana can only be used to cast Colorless spells or spells of the same Color as the Land you are drawing the Mana from. Mana can only be drawn from Land this way once per day. This is simply the most basic Land represented. Some Lands restores 1d12+4 Mana as a full round action, 1d4 Mana of any Color as a standard action, or cast a healing spell on you instead of restoring Mana. Of course the most powerful Lands while no doubt be attuned to Planeswalkers not interested in sharing.

Lands also enhance your ability to cast spells. When casting a spell that shares a Color with the Land you are currently attuned to, you may increase the caster level of that spell by +2. This may also be used to reduce the cost of Metamagic feats. In addition, whenever someone else attempts to cast an opposed Color spell, they are drained of 1 additional Mana.

Planeswalk
This is the eponymous ability all Planeswalkers share. By spending 10 minutes in a concentration based ritual and expending 1 Mana per character level, you may travel to anywhere on another Plane. You may spend 4 additional Mana to bring along one or more willing passengers, spending 4 Mana per each.
There are two additional versions of this spell. The first is a rapid version. It requires 1d4 Mana per character level, but can be done as a full round action. Unfortunately, you cannot carry passengers or choose your exact location with this version. The second opens a literal gate 10 ft across and 10 ft high. An identical gate opens on the plane of your choice. This requires you to maintain absolute concentration and takes two hours to set up, needing 5 Mana for every 6 seconds it remains open.

Ability Score Modifiers
Gain +4 to any three ability scores of your choice and +2 to the other three.