Cat's Grace spell substitution


Conversions


I am converting a home brew campaign from 1E to 2E. I cannot find a good substitute for the spell Cat's Grace. I was hoping for a spell (thus creating a scroll for treasure) but an item would do. Any ideas?

Tori


What is the context? Why does it need to be a similar substitute rather than just any second level spell you deem useful?


Would something like that do for you?

Cat's Grace Spell 1
Transmutation

Traditions: Arcane, Primal, Divine, Occult

Cast :A: or :AA: Somatic, Verbal
Range: Touch or 30 feet; Targets: 1 willing creature
Duration: 1 Minute
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Gifted with graceful, agile and coordinates of a cat, the target gains an +1 status bonus to Dexterity skill checks, and also gains +2 status bonus to ranged damage.
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Heightened (2nd)Increase duration to 10 minutes, the status bonus to Dexterity skill checks to +2.
Heightened (4th)Increase duration to 1 hour, the status bonus to ranged damage to +3.
Heightened (6th)You can now apply the effects of this spell to 10 willing creatures.

Bull's Strength Spell 1
Transmutation

Traditions: Arcane, Primal, Divine, Occult

Cast :A: or :AA: Somatic, Verbal
Range: Touch or 30 feet; Targets: 1 willing creature
Duration: 1 Minute
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Bolstered by strenght of a bull, the target gains an +1 status bonus to Athletics checks,
increase their maximum and encumbered Bulk limits by 1 and also gains +2 status bonus to melee damage.
-------------------------------------------
Heightened (2nd)Increase duration to 10 minutes, the status bonus to Athletics checks to +2 instead and bulk limits to 2.
Heightened (4th)Increase duration to 1 hour, the status bonus to melee damage to +3 instead and bulk limits to 3.
Heightened (6th)You can now apply the effects of this spell to 10 willing creatures.


Cat's Grace (Spell 2)
[Transmutation]
Traditions arcane, divine, occult, primal
Cast Three Actions material, somatic, verbal
Range touch; Targets 1 creature
Duration 1 minute

The target's limbs become more agile and its eyes become sharper. The target gets a +1 status bonus to AC, Acrobatics checks, Reflex saves, and ranged attack rolls.

Heightened (6th) The duration increases to 1 hour.

It's not a direct conversion; it doesn't give a bonus to Stealth or Thievery checks, and it doesn't scale smoothly with spell level, but I feel like this is in-line with similar spells, like spider climb and longstrider.


Thanks for the ideas. I was converting an older module to P2 and this spell was in it. I was surprised to find that it was not in P2.

Shadow Lodge

tori wrote:
Thanks for the ideas. I was converting an older module to P2 and this spell was in it. I was surprised to find that it was not in P2.

In D&D 3.0, it had a 1 hour / level duration

In D&D 3.5, it had a 10 min / level duration
In PF1, it had a 1 min / level duration
In PF2, the duration finally went subatomic and the spell was trapped in the quantum realm.


Taja the Barbarian wrote:
tori wrote:
Thanks for the ideas. I was converting an older module to P2 and this spell was in it. I was surprised to find that it was not in P2.

In D&D 3.0, it had a 1 hour / level duration

In D&D 3.5, it had a 10 min / level duration
In PF1, it had a 1 min / level duration
In PF2, the duration finally went subatomic and the spell was trapped in the quantum realm.

Yeah, they merged that entire line of spells into a single crappy spell in 5E too. It seems that stackable buffs are passe these days.


Seems too good for a level 2 spell. For anyone using ranged attacks, it is essentially Heroism, trading the bonus to two saves for AC (which is probably about an even trade).

All the animal's characteristic spells have basically been rolled up into Heroism in 2E.

Liberty's Edge

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I'd personally make a single Enhance Ability spell, adding to most of the things that Ability adds to (but not AC for Cat's Grace, I agree that's too powerful)...so a more restricted version of Heroism, and make it a level lower.

That seems appropriate and relatively balanced, the same bonus but a narrower focus, only one level lower.


Deadmanwalking wrote:

I'd personally make a single Enhance Ability spell, adding to most of the things that Ability adds to (but not AC for Cat's Grace, I agree that's too powerful)...so a more restricted version of Heroism, and make it a level lower.

That seems appropriate and relatively balanced, the same bonus but a narrower focus, only one level lower.

Honestly, I think that just the original D&D version of Cat's Grace would work fine. Just tone it down from a +4 to DEX to a +2, as +4 is probably a bit much for a level 2 spell.

That just gives them a +1 to all DEX based things.

DEX caps on Armor already deal with the AC issue.


As far as I recall, in 2e there is "nothing" which enhances stats.

Cat's grace could give catfall 10 feet and +2 circ acro/stealth for 10 minutes.

That would be imo a reasonable lvl 2 spell.


Personally, I think the best conversion of the Animal Attribute spells would be a +1 to ability-related skills. Something like:

Enhance Ability

"choose an ability score. You get a +1 status bonus to skill checks made using that ability score".

The combat side of these spells is already covered by Heroism after all.


Henro wrote:

Personally, I think the best conversion of the Animal Attribute spells would be a +1 to ability-related skills. Something like:

Enhance Ability

"choose an ability score. You get a +1 status bonus to skill checks made using that ability score".

The combat side of these spells is already covered by Heroism after all.

Well, heroism also gives you +1 to all skill checks ( status bonus too )

Quote:
You tap into the target's inner heroism, granting it a +1 status bonus to attack rolls, Perception checks, saving throws, and skill checks.

Liberty's Edge

1 person marked this as a favorite.

Yeah, my version would be something like

"You grant the target a +1 status bonus to all attack rolls, skills checks and saving throws using a particular Ability Score. If that score is Wisdom they may also add this bonus to Perception checks."

And then it'd be a level 2 spell, upgrading to +2 at level 5 and +3 at level 8.

So always one level ahead of Heroism, but much narrower in scope. I think that's pretty balanced, personally.


Deadmanwalking wrote:

Yeah, my version would be something like

"You grant the target a +1 status bonus to all attack rolls, skills checks and saving throws using a particular Ability Score. If that score is Wisdom they may also add this bonus to Perception checks."

And then it'd be a level 2 spell, upgrading to +2 at level 5 and +3 at level 8.

So always one level ahead of Heroism, but much narrower in scope. I think that's pretty balanced, personally.

That's imo very interesting ( versatilty vs lower spell slot ).

That way we could replicate any of the old spells.

If i had to say, gun to the head, what could be my doubts about it I'd say ( discussing could bring other stuff to discuss obviously ):

- That way we will be able to give lvl 3 "heroism" to dedication classes, which are capped at level 8.

But I also want add "yeah, by lvl 20 they will have the possibility to memorize free heroism rank 3 on their stat". Yeah, I agree with myself that it won't be really an issue after all ( but still in terms of balance I found reasonable not to being able to reach lvl 3 heroism ).


While DMW version is cool, my idea about that kind of spell is about not helping with attack rolls or damage, but instead:
- STR: skills and bulk
- DEX: skills and reflex saves
- CON: fort saves and temp HP
- INT: skills and...?
- WIS: skills (no perception) and will saves
- CHA: skills and...?

This would allow the buff to last longer. I still need to figure out what extras to give when the chosen stat is Intelligence or Charisma.


One or two extra trained skills for Int, maybe.

For charisma, I have no idea. Rerolls on bad impressions or something? Charisma doesn’t really have anything except skill mods so it’s hard to give it a bonus. Temporary extra invested item, idk? (That’s probably not all that satisfying)

Liberty's Edge

Henro wrote:

One or two extra trained skills for Int, maybe.

For charisma, I have no idea. Rerolls on bad impressions or something? Charisma doesn’t really have anything except skill mods so it’s hard to give it a bonus. Temporary extra invested item, idk? (That’s probably not all that satisfying)

Maybe adding your level to untrained Charisma skills? That's not something actual Cha mod does, but it's a tangible benefit appropriate for magic that enhances your charm.


Deadmanwalking wrote:
Henro wrote:

One or two extra trained skills for Int, maybe.

For charisma, I have no idea. Rerolls on bad impressions or something? Charisma doesn’t really have anything except skill mods so it’s hard to give it a bonus. Temporary extra invested item, idk? (That’s probably not all that satisfying)

Maybe adding your level to untrained Charisma skills? That's not something actual Cha mod does, but it's a tangible benefit appropriate for magic that enhances your charm.

That could work.

About INT, I think that an extra trained skill that is selected at the time of cast may be too strong. I don't know.

Liberty's Edge

An extra Trained Skill isn't really that strong, and, in fact, the Ancestral Memories Sorcerer Focus Spell already does that. Indeed, as a 6th level spell it even ups the Skill to Expert.

You might want to limit what Lore it can give somewhat (as Ancestral Memories does) but it's a perfectly valid thing for a spell to do.


An extra skill to trained should be fine. Most parties already cover all or nearly all skills and getting to trained means you're not going to be amazing at it.

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