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Converting 1e/2e Clerical spells to C&C

Posted: Sun Mar 16, 2008 4:52 am
by Julian Grimm
I have been looking at 1e/2e to fill in gaps in the C&C spell lists. Wizards are pretty forward. However with the clerical spells being different I have had a problem converting them over. Has anyone converted the clerical spells over to the 0-9 level system that C&C uses?
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Posted: Sun Mar 16, 2008 5:14 am
by areola
I too am wondering the same thing..

Posted: Sun Mar 16, 2008 10:35 am
by Geron Raveneye
That answer probably occured to you already, but I'd look up the D20 equivalent of the spell in question (if it exists, of course) and convert that, making any changes back to 1E/2E stats (duration, range) to my preference during that conversion. I've found a LOT of the older spells made their way over to D20 in the last 8 years.

Posted: Sun Mar 16, 2008 12:44 pm
by Omote
Geron makes a good point. Since the systems for d20 and SIEGE are so close, I would port spells over from 3rd edition sources first.

One thing that always overwhelmed me as a player in 3rd edition games is the number of clerical spells available. When trying to decide what spells to take as a cleric on a daily, in-game basis can be challanging. C&C limits this by, obviously, not having as many cleric spells.

I also struggled with some of the "gaps" in the cleric list when compared to 3rd edition sources when we first started playing C&C. But overtime, I think I like what C&C does by stripping out lots of spells that only give different types of bonuses. The reason being that at higher levels, some clerics do nothing in game excpet forcus on buffing other characters for combat. I have not met many roleplayers that like to only be the buffing guy, so to kind of excise this aspect from C&C, I stopped adding more 3rd edition cleric spells. C&C has a good, nice base of spells from which a cleric can draw upon.

-O
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Re: Converting 1e/2e Clerical spells to C&C

Posted: Sun Mar 16, 2008 12:49 pm
by csperkins1970
Julian Grimm wrote:
I have been looking at 1e/2e to fill in gaps in the C&C spell lists. Wizards are pretty forward. However with the clerical spells being different I have had a problem converting them over. Has anyone converted the clerical spells over to the 0-9 level system that C&C uses?

See my revised rules for added spells, pages 66-151 I believe. They're ported over from d20 BUT are revised to mirror the old-school spells in a lot of instances.

Posted: Sun Mar 16, 2008 5:07 pm
by Julian Grimm
Omote wrote:
Geron makes a good point. Since the systems for d20 and SIEGE are so close, I would port spells over from 3rd edition sources first.

One thing that always overwhelmed me as a player in 3rd edition games is the number of clerical spells available. When trying to decide what spells to take as a cleric on a daily, in-game basis can be challanging. C&C limits this by, obviously, not having as many cleric spells.

I also struggled with some of the "gaps" in the cleric list when compared to 3rd edition sources when we first started playing C&C. But overtime, I think I like what C&C does by stripping out lots of spells that only give different types of bonuses. The reason being that at higher levels, some clerics do nothing in game excpet forcus on buffing other characters for combat. I have not met many roleplayers that like to only be the buffing guy, so to kind of excise this aspect from C&C, I stopped adding more 3rd edition cleric spells. C&C has a good, nice base of spells from which a cleric can draw upon.

-O

I've thought about that. I know I would not use the buff spells and would try to stick with only those that were ported from 1e/2e. So that makes books I have like Magic of Faerun more useable. However I was alos wanting to port spells from Tome of Magic and other books that have no revised version.

Mainly I was hoping for guidelines on converting the 1-7 level cleric spells over. If there isn't any yet what about working together to make guidelines for converting 1e/2e magic over to C&C without the d20 middleman?
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Posted: Sun Mar 16, 2008 7:25 pm
by Omote
Honestly, I would keep the spell levels about the same from Tome of Magic/2E to C&C. From there, if there were specific rules that didn't mesh with the C&C mechanic I would change it. If the 2E spells work (damage, buffs, etc) with C&C I'd leave them the same.

It seems like to nail down specifics and exact translations between the two games would be too mind-numbing to try to work out without being the authors of C&C. Just throw them in and go.

-O
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Posted: Sun Mar 16, 2008 8:59 pm
by Brutorz Bill
Omote wrote:
Honestly, I would keep the spell levels about the same from Tome of Magic/2E to C&C. From there, if there were specific rules that didn't mesh with the C&C mechanic I would change it. If the 2E spells work (damage, buffs, etc) with C&C I'd leave them the same.

It seems like to nail down specifics and exact translations between the two games would be too mind-numbing to try to work out without being the authors of C&C. Just throw them in and go.

-O

I've gone with the "just throw them in and go" method in my current campaign. It's worked fine. I had a cleric in my group that wanted to be a specialist priest of a sun diety. I easily "looted" a ton of sun related spells from my old AD&D 2nd ed. books.

Bill

Posted: Mon Mar 17, 2008 11:36 am
by Zudrak
Brutorz Bill wrote:
I've gone with the "just throw them in and go" method in my current campaign. It's worked fine. I had a cleric in my group that wanted to be a specialist priest of a sun diety. I easily "looted" a ton of sun related spells from my old AD&D 2nd ed. books.

Bill

That's how I would do it, but I've not come across it yet because the clerics have all been NPC's so far.

The D&D 3.0 conversion guide in 2000 had guidelines for bringing 1e/2e clerical spells over. It said to compare the spells to those of the spells in 3e and then eyeball it to "fit" the old spell into the new game with spells of equal or similar power.
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Posted: Mon Mar 17, 2008 2:49 pm
by serleran
Its really not that hard. 99% of the time, the spell will convert directly over (2e has orisons for clerics which are sort of like cantrips, so you can easily turn them into 0-level spells, most the time - remember, they cannot do damage or severely impede someone which is why the light cantrip no longer blinds [if it had that ability, it would be a 1st level spell]) or be one level +/- what it was in AD&D. Few spells need this sort of modification, and when you feel it might, compare the effects to something related, and see what level that spell is in C&C. Also, AD&D has few spells above 7th level for clerics (quest spells and psionic enhancements are it, as I recall) so those should ordinarily not be an issue, either, though you might wish to not include them altogether as they tend to be severely power-askew.

As for wizards: same thing as clerics, only they have spells up to 9th level already, and a little bit of 10th level spells if you really need to use them, and, if you want to go even more out there, the rules for mythal. Basically, anything in Unearthed Arcana listed as a cantrip would likely be a cantrip in C&C (perhaps exterminate would not be, but that's a CK call.)

So, its really not a big issue.