Converting spells from the 3.5 spell Compendium


Conversions


Greetings all
I have an Oracle (Heavens) Player that would like to research the following spells for when he gains his next level from the 3.5 Spell compendium
The Spells In Question From p 132 of the 3.5 Spell Compendium (As written)
Light of Lunia
Evocation (Good, Light)
Level: Celestia 1, Cleric 1, Sor/Wiz 1
Components: V, S
Casting time: 1 standard action
Range: Medium
Target and Effect: Personal and up to two rays
Save: None
SR: Yes, see text
(Fluff text omitted)
The silvery radiance created by this spell emanates from you in a 30ft radius, and dim light extends for an additional 30ft. Beginning one turn after you cast this spell; you can choose to expend some or all of the Light of Lunia as a ray of light. You must succeed a ranged touch attack with the ray to strike your target. You can make a single Range touch attack that deal 1d6 of points of damage or 2d6 points of damage against undead or evil outsiders, with a 30ft range. Spell resistance applies to this attack. This dims your silvery radiance to half (15ft. light, with dim light for an additional 15ft) You can choose to fire one additional ray with the same characteristics on the same round or on a subsequent round. Firing the second ray quenches your radiance and ends the spell.

Light of Mercuria
Evocation (Good, Light)
Level: Cleric 2, Sor/Wiz 2
This spell functions like Light of Lunia, except that the radiance created is golden. Your light rays deal 2d6 Points of Damage or 4d6 Points of damage against undead and evil outsiders

by pathfinder standards do these spells look broken at the level they are at? if so what changes should I make
If not Please speak up and be heard.

I am thinking that I might need to add one the both spell's level myself but this player has caused me to knee-jerk to often that I want to give him a fair shake before I do this.


Honestly they are probably alright.

They don't really scale that well compared to other spells of the same levels. Remain semi useful against undead/evil outsiders though for their level and they do add a light effect.

The only thing I'm a bit confused on is the duration, unless you chose to not include that bit. How long does the light last if you don't choose to shoot your lazors?

*minor edit*
Also curious what the action is to fire the ray. You can fire them both in one round which would be alright and makes the spell a bit better, but it isn't clear what this action is considered.

Considering they do need to spend a standard action to 'charge up', you might want to consider making it a standard to fire one or two rays. Else you could have people fire off two rays for free then cast another spell which could be a bit more powerful than they might have been intended.


Aleron wrote:

Honestly they are probably alright.

They don't really scale that well compared to other spells of the same levels. Remain semi useful against undead/evil outsiders though for their level and they do add a light effect.

The only thing I'm a bit confused on is the duration, unless you chose to not include that bit. How long does the light last if you don't choose to shoot your lazors?

*minor edit*
Also curious what the action is to fire the ray. You can fire them both in one round which would be alright and makes the spell a bit better, but it isn't clear what this action is considered.

Considering they do need to spend a standard action to 'charge up', you might want to consider making it a standard to fire one or two rays. Else you could have people fire off two rays for free then cast another spell which could be a bit more powerful than they might have been intended.

Opps missed that when I was Typing it in

Duration is 10 min./level (D) or until discharged (see Text)

Based on the write up I to would assume one standard action as well and will go with it when I tell the Player.
Thank you any other advise?


Not a problem. Outside those I don't really see any issues. Decide if you want him to be able to have both lights active (potential 4 rays in a single round, but takes 2 standard actions to set up...so probably fine again), otherwise if you make those other two points clear you should be good to go. :)


Ok thanks I had not thought about stacking. I think the effects shall not stack only the greater effect or like Protection from Energy and Resist Energy the lower level spell is suppressed until the higher level one has either expired or discharged

I also discover that because it is a Light spell it could be effected by a higher level darkness so I will keep it at the written level and note that (it will also effect darkness the same way)


Good point on the darkness and not one I had considered myself. Sounds like it should be fine then. Enjoy!

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