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Want to convert spells from Planescape: Torment- any ideas?
9 months ago  ::  Jul 20, 2009 - 7:55PM #1
Mist-Bound
Posts: 1,126
Date Joined: 03/22/05
I recently got into the cult classic AD&D CRPG, "Planescape: Torment" and I'm really enjoying it. I happen to really enjoy 4th edition as well, and hence my bringing this up. Does anyone have any thoughts on how to convert the various unique spells of Torment from (Modified) 2nd edition to 4th edition, be it as powers for Wizard, Warlock, Sorcerer, Bard or Artificer?

Here's a link to a list of all of the unique spells from the game, with their rules copied from their actual appearence in the Nameless One's "spellbook". http://www.gamebanshee.com/planescapetorment/spells.php
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9 months ago  ::  Jul 21, 2009 - 5:31AM #2
Seeker95
Posts: 5,845
Date Joined: 10/24/01
  • Reasonably Disagreeable
4e is all about simple effects with short durations. Given this, I could see (for example) Armor (1st level, 1st spell) being implemented like this:

Armor Wizard Utility 2
The air shimmers around you, coalescing into a translucent suit of plate armor.
Encounter ✦ Arcane
Minor Action ✦ Personal
Effect: Your AC increases by 2 until you are hit by an AC-targeting attack. When you are hit, the armor winks out of existence. The armor does not reduce any of the damage taken from that hit.
Here are the PHB Essentia, in my opinion:
  • Three Basic Rules (p 11)
  • Power Types and Usage (p 54)
  • Skills (p178-179)
  • Feats (p 192)
  • Rest and Recovery (p 263)
  • All of Chapter 9 [Combat] (p 264-295)

A player needs to read the sections for building his or her character -- race, class, powers, feats, equipment, etc. But those are PC-specific. The above list is for everyone, regardless of the race or class or build or concept they are playing.
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9 months ago  ::  Jul 21, 2009 - 5:51AM #3
Alas
Posts: 812
Date Joined: 08/21/09
Hmm... there's already a spell very much like the 9th level Abyssal Fury. Lemme see, where is it...

Ah. Dimensional Cascade (Planeshifter daily attack 20) from Manual of the Planes does something similar, forcing the target through a series of "dangerous planar locations." You could up the damage and level a bit, specify that the target goes through layers of the Abyss, et voile!
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9 months ago  ::  Jul 21, 2009 - 10:57AM #4
Mist-Bound
Posts: 1,126
Date Joined: 03/22/05
Thanks for letting me know about that, Alas. That's one less power to worry about.

And thank you, Seeker95. I know that 4e goes for short durations and simplicity, but my problem is that I'm not very confident with my ability to create 4e style powers. I'm also not too sure where some of the 'updated' Torment spells might fall into 4th edition. For example...

Mechanus Cannon (Artificer Attack 29)
Shards of extraplanar metal colaesce together, raw elemental force building to a fevered pitch within. Where you designate, it unleashes destruction.
Daily * Arcane, Conjuration; Force
Area Burst 5 within 20
Target: all creatures in burst
Attack: Int vs. Reflex
Effect: you conjure an extraplanar cannon in the air above your head, which proceeds to disgorge a crackling bolt of raw force at the coordinates you designate. The explosion of energy inflicts 4D10 + Int modifier Force damage. The conjuration lasts until the end of your next turn. While it remains, you may spend a standard action to make another attack with it.
Sustain Minor

See what I mean? Pathetic.
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9 months ago  ::  Jul 22, 2009 - 2:27AM #5
That_Blasted_Somoflange
Posts: 1,645
Date Joined: 06/15/02
This might be useful to you.

Litany of Curses
Prerequsites: Charisma 13+, Linguist feat
Benefit: You may swap an known encounter power for Litany of Curses.

Litany of Curses Feat Power
You draw upon your repertoire of insults to taunt an opponent into lowering his guard and attacking.
Encounter Charm
Standard Action
Target: One intelligent creature who can hear and understand you.
Attack: Charisma vs. Will
Effect: On a successful hit the opponent is marked, gives combat advantage to you till the end of your next turn, and may immediately shift towards you equal to their movement and make a basic attack. If they creature cannot get to you, this power does not work.
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9 months ago  ::  Jul 22, 2009 - 11:23AM #6
Mist-Bound
Posts: 1,126
Date Joined: 03/22/05
Not what I was expecting, but thank you. Hmm... would it make things simpler if I posted all of the 2e stats for the various spells here?
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9 months ago  ::  Jul 22, 2009 - 11:43AM #7
Seeker95
Posts: 5,845
Date Joined: 10/24/01
  • Reasonably Disagreeable
Maybe simpler. But probably not legal.
Here are the PHB Essentia, in my opinion:
  • Three Basic Rules (p 11)
  • Power Types and Usage (p 54)
  • Skills (p178-179)
  • Feats (p 192)
  • Rest and Recovery (p 263)
  • All of Chapter 9 [Combat] (p 264-295)

A player needs to read the sections for building his or her character -- race, class, powers, feats, equipment, etc. But those are PC-specific. The above list is for everyone, regardless of the race or class or build or concept they are playing.
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9 months ago  ::  Jul 23, 2009 - 1:03PM #8
Mist-Bound
Posts: 1,126
Date Joined: 03/22/05
So why was this topic moved here anyway? It just refers to Planescape, it's not a Planescape based project. Ah well, so, does anyone want me to post the spells from the website to here?
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8 months ago  ::  Jul 26, 2009 - 8:58PM #9
Mist-Bound
Posts: 1,126
Date Joined: 03/22/05
Okay, here's one last post to get people's attention, after which I'll start posting the spells here.
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8 months ago  ::  Jul 28, 2009 - 1:59PM #10
Mist-Bound
Posts: 1,126
Date Joined: 03/22/05
Great, move it to a new board, and now nobody can see it or at least nobody who can see it wants to post anything. Well, here's the 2e stats for the level one wizard spells. I'll get to the level 2s either after suggestions have been made for the level 1s or I feel nobody is paying any attention- at least this way I can build up resources for making a new post to General. Spells that look like they have already been converted (magic missile, for example) have, naturally, been left out or it simply doesn’t fit. If a spell looks like it just doesn't work for 4e (Minor Embalming, or Friends, for example) then please speak up here.

List of left out spells:
Magic Missile (Wizard)
Chromatic Orb (Sorcerer)
Identify (converted into Arcana skill check/ritual)
Armor (already converted here)
Blur (Wizard)
Knock (Ritual)
Luck (stat no longer exists)
Hold Undead (specific-target spells no longer exist)
Remove Curse (Ritual)
Antimagic Shell (Antimagic no longer exists)
Globe of Invulnerability (Wizard)
Shield (Wizard)
Cloudkill (Wizard)
Conflagration (Wizard)
Embalming, Minor/Greater (too specific in their use; at least Fist of Iron could work for another caster)
Missile of Patience (Impossible to duplicate)

List of 4e spells that might already be (renamed) updates:
Blast of Cold (Cone of Cold)
Sleep (Pacify)
Frostburn (Fire and Ice)
Force Volley (Force Missiles)
Chain Lightning Storm (Chain Lightning)
Meteor Storm Bombardment (Meteor Storm)

Blindness Show

Range: 90ft + 30ft/level
Duration: 60 seconds
Speed: 1
Area of Effect: 1 creature
Saving Throw: Negates
Effect: How frail is the body when it depends upon its eyes! When sight is removed, things become harder to hit, and the sufferer becomes an easier target. While struck blind, the target suffers a –4 penalty to attack rolls and a +4 penalty to armor class.


Fist of Iron Show

Range: Caster
Duration: (5 seconds/level) + 5 seconds
Speed: 1
Area of Effect: Caster
Saving Throw: None
Effect: This spell gives the caster’s fist the strength and durability of iron, turning it into a living weapon. Any punches the character does will deal more damage then normal. While this spell lasts, the caster gains a +3 to hit and +6 damage bonus with punch attacks, but cannot cast any other spells.


Friends Show

Range: 0
Duration: 5 – 20 seconds + 5 seconds/level
Speed: 1
Area of Effect: Caster
Saving Throw: Special
Effect: One’s charm, one’s beauty and one’s charisma are oftentimes the key to gaining the trust of strangers and creating new friends. The caster gains +2D4 points of Charisma.


Reign of Anger Show

Range: 40ft + (15ft/level)
Duration: Instant
Speed: 1
Area of Effect: 1 creature
Saving Throw: None
Effect: Zerthimon’s teachings allows the channeling of anger into streams of unerring missiles that quickly strike those that oppose you. The target is struck by one magical missile, with 1 extra missile for every 2 levels (maximum 5 missiles), with each missile inflicting 3 – 6 damage.


Scripture of Steel Show

Range: 180ft
Duration: 30 seconds
Speed: 1
Area of Effect: 50ft cube
Saving Throw: None
Effect: One of the earliest teachings of Zerthimon, incantation reflects what *knowing* that flesh yields to steel achieves: bestowing a greater advantage to strike and resist damage. This spells bestows a +1 bonus to hit and to all saves on allies.


Seeking Flames Show

Range: 180ft
Duration: 30 seconds
Speed: 1
Area of Effect: 50ft radius
Saving Throw: None
Effect: As the maintainer of life, fire is a true blessing. Yet as it warms, it also burns; while it is a blessing, it is also a curse. Its scorching flames distract and weaken all enemies who succumb to its effects. Enemies hit by the Seeking Flames suffer a –1 penalty to attacks and saving throws while it is in effect.


Submerge the Will Show

Range: 10ft
Duration: 12 seconds/level
Speed: 1
Area of Effect: 1 creature
Saving Throw: None
Effect: When the will is submerged, new strength is gained: the strength to endure and protect against adversity. With *knowing* the teachings of the Third Circle of Zerthimon, comes greater protection against all forms of magical attacks. The target’s AC drops to 2 and they gain a +1 bonus to all saving throws.


Tongues of Flame Show

Range: 80ft + 30ft/level
Duration: Instant
Speed: 1
Area of Effect: 1 Creature
Saving Throw: None
Effect: The Flame scorches and burns. Its hatred arcs and swirls as it strikes the enemy without error. This spell summons a projectile of fire that strikes the enemy, as well as one further projectile for every 2 levels of the caster (maximum 5 projectiles at level 9). Each projectile inflicts 2-5 points of magical fire damage.


Vilquar’s Eye Show

Range: 45ft + 15ft/level
Duration: 30 seconds
Speed: 1
Area of Effect: 1 creature
Saving Throw: Negates
Effect: Vilquar’s Eye is branded upon the one who is foolish enough to cross the caster. Vilquar’s shortsightedness becomes the target’s vision, and soon the world is muddled and dark. The target receives a –1 penalty to its saving throw to avoid the effects of this spell, and if they fail that saving throw, they suffer the same effects as the Blindness spell.
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