Tuesday, December 6, 2011

Spells

When the game was first released, there were more than a few spells that made it in that shouldn't have. I've gone through the listing of spells that were in the Castles & Crusades Player's Handbook and have addressed the spells that directly affected animals. I've made a list of them and made changes to the spells that I thought were appropriate. As with all things associated with a game, you can make additional changes as you see fit.


Spell Changes/ Conversions
1.       Animal Friendship – change to the same properties as Charm Person.
2.       Animal Growth – no change.
3.       Animal Messenger – small mammals/birds only.  Save – yes.
4.       Animal Shapes - no change.
5.       Faithful Hound – no change, magical creature.
6.       Hold Animal – no change.
7.       Invisibility to Animals – no change.
8.       Reincarnation – see special posting.
9.       Repel vermin – effects rats, voles, weasels, stoats, and mink.
10.   Speak With Animals – treat as Comprehend Languages.
11.   Summon Animals – spell summons allies of good/evil depending on the alignment of the spell caster.
12.   Summon Beasts or Plants – delete beasts, plants only.
13.   Summon Familiar – familiars are magical in nature, not real animals. They do not possess the traits of the regular animal in the game (i.e. not anthropomorphic – can’t talk, wield weapons, etc). Still possess the properties listed in the book (i.e. Owl – night vision, superior hearing).
14.   Summon Greater Monster – exclude aberrations, fey, giants, humanoids, monstrous humanoids, outsiders, and shape changers.
15.   Summon Lesser Monster – exclude aberrations, fey, and humanoids.
16.   Summon Monster – exclude aberrations, fey, humanoids, outsiders, and shape changers.
17.   Summon Magical Beast or Fey – exclude fey and all others previously mentioned.
If you have any questions or comments, feel free to post them! Thanks!

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