The Art of Converting Spells
0With the release of the
Arcana Evolved Spell Treasury
in PDF edition this week, I wanted to tell you a little bit about the process
my coauthor Jeffery and I used as we adapted spells from the SRD and other sources
to make them suitable for Arcana Evolved campaigns. Of course, the book
contains plenty of new spells as well, but I thought this discussion of our
adaptation process might help those of you who want to convert spells from sources
of your own for use in the Lands of the Diamond Throne. This Line of Sight is
excerpted from an article in the First Quarter 2006 edition of the Sword
& Sorcery Insider. Monte
Now, if you know Arcana
Evolved, you know that taking even the most familiar spell from the Player's
Handbooklike, say, magic missilemeans a lot more than
just reprinting the same old SRD text.
First and foremost, the
spell needs to be classified. Arcana Evolved classifies every spell as
a simple spell, a complex spell, or an exotic spell. All casters have access
to simple spells, but only certain casters have access to complex spells. One
gains exotic spell access only through special feats. This grants the game a
hidden level of balancethe top-end spells of a given level are complex
or exotic, and at the lower end are the simple spells. This way, even though
Arcana Evolved has a single spell list (no arcane or divine distinctions),
all characters aren't casting the same spells. And it introduces a new level
of campaign flavor. There are spells that one sees commonly: the simple spells.
Even a mere dabbler in magic knows how to cast simple spells. More rare and
strange are the complex spells. You have to be a real devotee of magic to know
the secrets of casting them. Exotic spells are far fewer in number and much
more rare. A caster who knows a given exotic spell might be the only mage in
the kingdom with that particular spell. It might be his "signature spell,"
so to speak.
Secondly, each spell needs
diminished version and a heightened version. Spell descriptions in Arcana
Evolved have prescribed diminished and heightened effects to tell you what
happens if you cast the spell using a slot one level lower or one level higher
than the spell itself. This effectively makes every spell into three similar
but different magical effects. For example, let's say you have a spell that
animates a melee weapon to attack for you. It attacks as if you're wielding
it. In the diminished version, the weapon suffers a 2 penalty to attack
rolls and can take only partial actions. The heightened version allows you to
use your spellcasting key ability score modifier rather than your Strength to
determine attack bonus and damage. This innovation may be my favorite part of
Arcana Evolved, because it adds a great deal of flavor to each spell
and allows casters a lot more choices. You don't have to take a feat to use
these diminished or heightened versions. If you've got the spell readied, you've
automatically got all three versions readied.
And, of course, we must
examine all standard d20 spells for magic item creation modifiers as well adding
descriptors from the extensive list in Arcana Evolved (psionic, faen,
plant, positive energy, and so on).
The Quest
for Balance
But there's a lot more to
spell conversions than just thatmost of which comes down to balance. Here's
a little secret: Some spells in the core rules are unbalanced. I bet you never
knew.
Of course you knew that.
Every wizard prepares mage armor. Everyone knows that magic missiles
are better than every other 1st-level attack spell. They're better than many
2nd-level spells. Invisibility is the king of 2nd-level spells. You know
the drill. You've read it on message boards and you've talked about it with
your friends.
So why didn't we fix all
that in the design of Third Edition? Three reasons:
1. We just plain old made
some goofs and oversights.
2. It's impossible to make
every 1st-level spell exactly the same in power when you're dealing with such
diverse topics as attack spells, summoning spells, spells that make the floor
slippery, etc.
3. The big reason, however,
is that to change the spells so drastically would be to change the game system
itself in too drastic a way. Every 1st-level wizard casting magic missile
is just so . . . D&D.
But with Arcana Evolved
I was free of all the baggage associated with this third point. That freedom
allowed me to create virtually all new spells and ditch all the problematic
ones.
However, players love a
lot of those spells. They want their mage blade to cast a hypnotic pattern
spell, and their magister to cast Mel's acid arrow.
Well, now they can. But
it meant that each one had to be rebalanced with the other spells in the systemand
without the baggage mentioned in the third reason above. Spells in Arcana
Evolved have a smooth progression, with low-level spells being slightly
less powerful than they are in the core rules. So, a spell like magic missile
needs rebalancing; something that always hits for decent damage is likely a
2nd-level exotic spell, for example.
A Team Effort
For game designers, magic
in Arcana Evolved poses a real challenge. And when you're talking about
a 240-page book with so many spells, the work can be daunting. In the case of
the Spell Treasury, I had Jeffery Dobberpuhl to work with me. Jeffery
handled the initial conversion of all the SRD spells. He came up with the heightened
and diminished effects and developed a lot of creative ways to covert spells
that didn't fit well into Arcana Evolved at first blush. For example,
many spells in the SRD deal with alignment or have alignment-based effects.
There is no alignment in Arcana Evolved but some spells, from holy
word to consecrate and desecrate, have quite interesting effects,
even in the context of an alignment-free system.
This means that converting
many spells was more than just adding heightened and diminished effects or classifying
them as exotic or complex. These spells had to be reworked entirely. Between
the two of us, Jeffery and I re-engineered a number of spells from both the
core rules and other Malhavoc Press products. A few, such as the aforementioned
holy word, changed so greatly that they're pretty much brand-new spells.
Plus, the heightened and diminished effects contain a lot of new results never
before available in either the core rules or Arcana Evolved.
Which is to say that the
Spell Treasury is really something to be excited about. It will enhance
all Arcana Evolved or Arcana Unearthed games and inject an incredible
amount of new flavor. Greenbond characters casting tree shape and warp
wood, and magisters using quintelemental blast from the Complete
Book of Eldritch Might or mirror image will change your gamefor
the better.
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