Eberron Campaign Setting; Chapter 5 (Magic)


Conversions


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Goods:

Town Size Table - Minor magic items available in a small town include 3rd-level potions, not 4th-level points. (This is from the Errata)

Optional Material Components:

Not sure if I should include these, has Paizo used them anywhere?

Possession:

Change the increased CR to 1 instead of 2. Replace all mentions of Hide with Stealth. Replace all mentions of Search with Perception.


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Artificer Infusion List:
Remove Identify, Light

Cleric Domains:

Any Domain that Pathfinder has a version of replaces any in the book.

Commerce Domain
Deity: Kol Korran
Granted Powers: This will be the first granted power, including Appraise as a class skill.
2nd Granted Power - ?

Deathless Domain
Deity: The Undying Court
Granted Powers: Replaces the given granted power.
Command Deathless - Once per day, using up one of your channel uses, you can command Deathless using the rules for command undead feat.

2nd Granted Power: ?

Decay Domain
Deity: The Keeper
This might require renaming and reworking due to Subdomain Decay

Dragon Below Domain
Deities: The Cults of the Dragon Below
Granted Powers:
Spell Focus (conjuring) as a bonus feat.
At level 8th gain Augmented Summoning as a bonus feat.

Exorcism Domain
Deities: Church of the Silver Flame

Feast Domain
Deity: Olladra

Life Domain
Deity: Arawai

Meditation Domain
Deity: The Path of Light

Necromancer Domain
Deity: The Blood of Vol

Passion Domain
Deity: The Fury

Shadow Domain
Deity: The Shadow

New Spells and Infusions:

Bolts of Bedevilment
Change duration from 2 rounds/level to 1 round/level.

Magecraft, replace with Crafter`s Luck

Power Surge change XP cost to: GP Cost: An ointment made from rare spices and minerals, costing 25 GPs x the level of the highest-level spell stored in the item.

Spell Storing Item - Drop XP component talked about in the write up. Replace XP Cost with GP Cost: An ointment made from rare spices and minerals, costing your caster level x the spell level x 5 GPs.

True Creation: I am thinking of removing.


Optional material components appeared somewhere for PF (maybe in Adventurer's Armory?). I know there are some rules about using alchemical oil as a component for fire spells.

IIRC Dragon Below domain could be related to Void/Dark Tapestry domain with some spells replaced (feather fall and [/i]interplanetary teleport[/i] replaced with cause fear and gate.

Dark Archive

Faiths of Eberron also introduces the Revered Ancestor and Warforged Domains, but both are more highly dependent on setting-specific spells.

Domain thoughts;

Exorcism - spells are all standard spells and usable as is.

1st level you can add the ghost touch property to a melee or ranged weapon, or to your unarmed attacks. This lasts for 1 round, and you can use this ability for a total number of rounds per day equal to your cleric level.

6th level you can attempt to force a possessing entity out of a person as per the standard Exorcism domain power, a number of times per day equal to 3 + your Wisdom modifier.

Feast - the 8th and 9th level spell options aren't available, and if not converted over, could be replaced with euphoric tranquility and mass heal.

1st level - as a standard action, you can touch another and remove a number of points of nonlethal damage gained through the effects of starvation or dehydration equal to 2d6 plus your cleric level. If this removes all nonlethal damage suffered from dehydration or starvation, the subject is also cured of any fatigued condition resulting from these effects. You can do this a number of times per day equal to 3 + your Wisdom modifier. This has no effect on nonlethal damage from other sources (such as exposure to extreme temperatures, or certain attacks) nor does it alleviate the effects of fatigue from other sources.

4th level - as a standard action you can allow another within 30 ft. to make an additional saving throw versus the effects of an ingested poison or disease acquired through ingestion with a bonus to the saving throw equal to your Wisdom modifier. You can do this a number of times / day equal to 3 + your wisdom modifier.

Life - The spells are all standard and can stay as is.

1st level - the current granted power makes a fine 1st level power, only limited to 3 + Wis modifier uses per day, and with the temporary hit points lasting 1 hour.

6th level - Shared Sacrifice - by linking hands, you can link your own life-energies to a number of willing living creatues equal to your Wisdom modfier as a full round action. Once linked, each subject (including yourself) can choose to 'donate' a number of points equal to their character level, and you can re-assign those hit points as healing to anyone in the link, in any proportions you wish.

You can form this link as often as desired, but no subject can donate more hit points than their character level in a 24 hour period through this means.

Meditation - same spells

1st level - a number of times per day equal to 3 + your Wisdom modifier, you can choose to add a bonus equal to half your cleric level (minimum 1) to any roll that you Take 10 or Take 20 on.

8th level - a number of times per day equal to 3 + your Wisdom modifier, you can choose to cast a spell that would normally take a standard action to cast over a full round, and the duration of that spell is automatically Extended, without an increase in the spell level. If the spell normally takes a full round action, you must instead spend a full minute casting the spell, to benefit from the increased duration. A spell that takes more or less time than a standard or full round casting time cannot be Extended by this effect.

[Design thoughts; Meditation seems like it should reward deliberate and thoughtful action, not hasty or sloppy ‘make as many rolls as possible’ sorts of things. I picked a caster-centric level 8 power, but a melee-centric option could grant the Vital Strike feat *and* give the user a +2 circumstance modifier to the attack for every iterative attack lost.]

Necromancer – same spells

1st level – 3+ Wis mod times per day, you can cause any necromancy spell you cast to also cause bleed damage equal to the level of the spell.

6th level – 3+ Wis mod times per day, you can empower a single necromancy spell you cast.

Passion – same spells

1st level – a number of rounds / day equal to half your Cleric level (min 1) you can treat yourself as under the effects of a rage spell.

6th level – whenever yourself or another (ally or foe) within 30 ft. is affected by a confusion effect, you can roll twice and choose the result.

Commerce – same spells, add Appraise to class skills

1st – You gain a bonus to any Profession check you make equal to half your cleric level (minimum 1) and can reroll 1’s made on Profession checks.

6th – you can sell items for 75% of their value, although you cannot sell more items at this rate in a day than your Wealth by Level, and you cannot apply this bargain rate to any single item with a value higher than half of your Wealth by Level.

Deathless – replace halt deathless, spirit steed, create deathless, control deathless, create greater deathless and hero’s blade with ???

I got nothin' here.

Decay – replace withering palm with destruction (unless converting withering palm, obviously!)

1st level – Touch of Decay, as current granted power, but usable 3+Wis mod / day. Half damage to undead, objects and constructs (1d6 + ½ levels), but also halves all hardness or damage reduction for 1 round.

4th level – touch another as a standard action and cause them to immediately suffer another iteration of any bleed, disease or poison effect they are currently suffering. 3+ Wis mod times per day. If the effect allows a saving throw to prevent that iteration of damage (as diseases and poisons do), the target receives the normal saving throw, at a penalty equal to your Wisdom modifier.

Dragon Below – same spells

1st – as a move-equivalent action, a number of times per day equal to your Wisdom modifier +3, you can cause a single summoned creature within 30 ft. to rage for 1 round, as the spell, attacking the nearest target (it’s previous target, if one is adjacent, or determine randomly), whether ally or foe.

6th – If you expend a number of hit points equal to the level of the spell as part of the casting (that does not require a concentration check), you can cause a called or summoned creature to appear with maximum hit points. You can only perform this blood ritual a number of times / day equal to 1 + your Wisdom modifier.


I guess that John intends to convert spells from Eberron Campaign Setting too so they won't need replacement.

Ancestors is an existing subdomain of Repose.

Exorcism I thought about spell-like ability usable 3+Wisdom modifier times per day that would allow the touched creature to make a Will saving throw against possession or mind-affecting effect to suppress it for 1 minute/level (as protection from evil[/b] but alignment-less and not granting bonuses or preventing bodily contact with summoned creatures).

At 6th level character could project a magic circle against evil/chaos/good/law for a total number of minutes per day equal to cleric level.

Feast could at first level produce single [i]goodberry and quart of water per use, 3+Wisdom modifier times per day - each goodberry functions as a meal which fits the domain and being feed allows healing nonlethal damage from starvation (and I admit that I love goodberries so I would like to see them more).

Damn, I would eat something...

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