| Okenuthanos |
I'm a relatively new player and I haven't been playing very long but I'm hoping that what I'm wanting to do for the current campaign is doable.
I'm wanting to find a way to convert the spell of Magia Erebea from the manga series Mahou Sensei Negima! written by Ken Akamatsu. If you are already familiar with it then I hope you have some advice on how this can be accomplished. For those who aren't simply put the spell would allow me to absorb the spells thrown at me, take on aspects of the spell absorbed (for example if a lightning spell was absorbed then it would increase speed and advance damage while giving a shock effect to the damage I would deal for a short period of time) on the same note instead of absorbing the spell another option with Magia Erebea is using the power of that spell and adding it to the strength of another spell (taking the power of a powerful ice spell then converting its power into a lightning spell). However as with anything this powerful there are drawbacks. If Magia Erebea is in use for too long of a period the spell would overwhelm the user and then transform them into a berserking demonic beast. while quite risky i think it would give a little more edge to how me and the other members of this campaign react to situations.
If you have any advice on how to possibly convert this awesomely powerful spell into the pathfinder format please show me your ways!!!!
| williamoak |
I would love to see that done. The closest thing that I can think of is the spell "ride the lightning" that turns you into living lightning.
There are the various "elemental form" spells that are close.
But nothing exactly like Magia Erebea. I'll try to reflect on something balanced, but it would have to be homebrew.
| SAMAS |
Straight off the top of my head, the first ideas come as either a feat(chain) or a Magus archetype.
Getting the same power level as shown in the manga would require a rewrite of the whole system so we'll save that for another thread. Right now, I'd focus on the "absorb spells to buff your abilities" angle.
As a feat, it would require navy ranks in Spellcraft at least, maybe Improved Unarmed Strike and/or Elemental Fist too.
The most basic idea is to give an enchantment bonus to certain ability scores dependent on the spell's type and level.
| Okenuthanos |
I would love to see that done. The closest thing that I can think of is the spell "ride the lightning" that turns you into living lightning.
There are the various "elemental form" spells that are close.
But nothing exactly like Magia Erebea. I'll try to reflect on something balanced, but it would have to be homebrew.
I like the sound of this its a good start to look at. what about the demonic warbeast side of things?
| Okenuthanos |
Straight off the top of my head, the first ideas come as either a feat(chain) or a Magus archetype.
Getting the same power level as shown in the manga would require a rewrite of the whole system so we'll save that for another thread. Right now, I'd focus on the "absorb spells to buff your abilities" angle.
As a feat, it would require navy ranks in Spellcraft at least, maybe Improved Unarmed Strike and/or Elemental Fist too.
The most basic idea is to give an enchantment bonus to certain ability scores dependent on the spell's type and level.
What exactly do you mean by "navy ranks" that terminology is completely lost on me. but the elemental fist aspect sounds interesting. what enchantment bonuses would you recommend for this?
Also I'm not sure where to look for the spell absorbtion aspect any suggestions?
Also it should be stated that currently i am a Level 6 warpriest
| SAMAS |
Sorry. Auto-spellcheck on this smartphone is a biatch at times. I meant to say "MANY ranks".
As for specific bonuses, my first instinct is a straight-up 1-for-1 bonus to your ability score per level of the spell absorbed, and/or maybe damage die for attack spells, with the ability determined by the type of spell. So a Fireball, for example, would either be a +3 bonus to your Strength or a +6 bonus if the caster was level 6. Additional effects could naturally be allowing the user to inflict the appropriate elemental damage with their melee attacks, and of course to release the spell.
| Okenuthanos |
Ok so far we've made a strong basis for the tranfer of Magia Erabea. I have an idea of how this should work. Let me know if you think this might work for now.
Prerequisites: Improved Unarmed Strike, Elemental Fist, Caster Level 8, Channel Energy Class Skill, Wis 16, Acrobatics 6 ranks, Mobility, Spellcraft 10 ranks, Improved Grapple, Great Cleave, Power Attack, three natural weapon attacks (two claw, one bite).
(I chose so many Prerequisites simply because of how powerful this is going to be it needs to have some serious limitations and preparation for)
Effect: As an Immediate Action during a round in which either an Arcane ability or spell is cast against you you may catch and absorb the spell equal to your caster level plus your Wis mod, Str mod, and Spellcraft mod. Damage left after the absorption can be resisted by making a DC 12 Fort save plus the casters level. Bonuses are added to attack and your damage rolls with your unarmed strikes equal to 1/2 of the damage absorbed and given elemental damage of the spell type and resistances against that elemental type. Bonuses will also be given to your AC equal to 1/4 of the damage absorbed plus 1/2 your Spellcraft bonus. This ability can only be stacked three times.
Every seven rounds after initial casting you have to roll and make a DC 16 Will save plus your caster level and amount of missing Health. If Failed you will lose control for 6 rounds and attacks anything and everything at random. the seventh round after the failed save you can make a DC 12 will save plus your caster level and half of the amount of missing health (targets will be designated by DM/GM's discretion) Damage dealt to targets will be determined by the damage dealt by your last attack I.E. if your last attack before the save was a Crit then any targets hit by you after the failed save will be hit as though it were that crit.
Example: If damage dealt was 46 damage before the failed save then every attack that hits after the failed save will deal 46 damage.
this is all ive come up with so far. let me know what you think. THANKS GUYS!!!!!!!!
| Okenuthanos |
Actually now that I've read this over this is way too strong to be anything less than an 8th level spell and that doesn't work for me so reworks are in the making.
Prerequisites: Improved Unarmed Strike, Elemental Fist, Caster Level 8, Wis 16, Mobility, Spellcraft 10 ranks, Improved Grapple, Great Cleave, Power Attack, three natural weapon attacks (two claw, one bite).
(I chose so many Prerequisites simply because of how powerful this is going to be it needs to have some serious limitations and preparation for)
Effect: As an Immediate Action during a round in which either an Arcane ability or spell is cast against you you may catch and absorb the spell equal to your caster level plus your Wis mod, Str mod, and Spellcraft mod. Damage left after the absorption can be resisted by making a DC 12 Fort save plus 1/2 your caster level. Bonuses are added to attack and your damage rolls with your unarmed strikes equal to 1/2 of the damage absorbed and given elemental damage of the spell type and resistances against that elemental type. Bonuses will also be given to your AC equal to 1/4 of the damage absorbed plus 1/2 your Spellcraft bonus. The AC bonus will last no longer than three rounds. Damage and attack roll bonuses will last eight rounds decreasing by 1/4 every two rounds. This ability can only be stacked three times.
Every four rounds after initial casting you have to roll and make a DC 16 Will save plus 1/2 the caster level of the caster whose spell was absorbed and amount of your missing Health. If Failed you will lose control for 6 rounds and attacks anything and everything at random aswell as taking a -6 to all AC bonuses and losing the affects of mobility and dodge. The seventh round after the failed save you can make a DC 12 will save plus 1/2 your caster level and half of the amount of your missing health (targets will be designated by DM/GM's discretion) Damage dealt to targets will be rolled by DM/GM and crit range is doubled and stacks with Keen and Improved Critical. There is also a +5 to confirm Crits.
Only way to stop the Berserking rage out of the Will save is to be dropped to Zero health. If dropped below that you will auto stabilize and go unconscious.
OK this works alot better. I had a little help with my current DM and some coplayers with how to rework that first set up.
Let me know which you prefer!!!
THANKS GUYS!!!!!