Aversill Posted June 15, 2014 Report Share Posted June 15, 2014 A while back I started translating the 1st edition PH's wizard spells into hero. My assumptions are based around 1st level spells being equal to 55 points. Each additional level adds 5 points. In multiple part spells, I chose to break them up and link them through triggers. I probably could have also done "linked power" and in some cases I did. Obviously, you can do whatever you want with them. Since, I had the spells, I decided also to include stats for Scrolls, Rings, Potions, Wands, and Staves. I'm not sure that everyone would agree with my build on these items, but they are, at the very least consistent. Enjoy. Oh, two more things. I submit this to the community at large, so if you have suggestions, feel free to make them. I do this kind of thing a lot but I generally put it up on my obsidian portal game. So, if you like tables and updates and big hero builder files, you can...I don't know...check in there, drop my a line, favorite the campaign (Aversill, I'm monstro95968 over there). Second, I started playing Champs when it first came out so some of my design stuff might be a bit old school (read "dated"). If so, that's fine. That's just how I'd buy the power. A spells.hdc B spells.hdc C spells.hdc D spells.hdc E Spells.hdc F spells.hdc G spells.hdc H spells.hdc I Spells.hdc J Spells.hdc K Spells.hdc L Spells.hdc M Spells.hdc N Spell.hdc O Spells.hdc P Spells.hdc R Spells.hdc S Spell.hdc T Spells.hdc U Spells.hdc V Spells.hdc W Spells.hdc Quote Link to comment Share on other sites More sharing options...
Ndreare Posted June 15, 2014 Report Share Posted June 15, 2014 Cool and in format. As soon as I get home I will be downloading these to check these out. Quote Link to comment Share on other sites More sharing options...
Dino Posted June 15, 2014 Report Share Posted June 15, 2014 I notice all these seem to have side effects, but I can't tell what the effect is. Quote Link to comment Share on other sites More sharing options...
Christougher Posted June 15, 2014 Report Share Posted June 15, 2014 I'm curious as to why the high starting point and low increase per level. Without advantages, that's an 11d6 Blast at first level and a 12d6 Blast for a second level spell. Not exactly the increase in power most would expect. Chris. Quote Link to comment Share on other sites More sharing options...
Aversill Posted June 15, 2014 Author Report Share Posted June 15, 2014 You can adjust power levels as needed. Obviously, hero builder makes most everything fairly easy to scale. The 55 point value stays stable with non-caster DCs in my game, which is what all of this is built for. The Side Effect is, generally, Distinctive Features: Spell Caster. In my games, at least, intelligent creatures recognize the potential threats of the spell caster fairly early on and will do a pretty good job of changing their tactics to account for the potential threat of a guy with a power pool (that's how I run magic). The items don't have the side effect because they don't necessarily call the character out as a caster. Quote Link to comment Share on other sites More sharing options...
Aversill Posted June 16, 2014 Author Report Share Posted June 16, 2014 If it helps, the spell power pools are included in the following file. Also included is the equipment pool I use. Different pool levels cost perks (the wish pool is, for instance, a 12 point perk). Also, cleric spells 1-7 (not quite sure why I did the others by alphabet and these by levels, but heh, what the heck..). Next up, the Monster Manual. Power Pool.hdc 1st Level Cleric Spells.hdc 2nd Level Cleric Spells.hdc 3rd Level Cleric Spells.hdc 4th Level Cleric Spells.hdc 5th level Cleric Spells.hdc 6th level Cleric Spells.hdc 7th level Cleric Spells.hdc Quote Link to comment Share on other sites More sharing options...
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