The Elder Scrolls
The Elder Scrolls conversions
The Elder Scrolls’ concept of mana will be represented in this system using the equivalent of “spell points”, following the format of a Pathfinder Psion’s progression. Magicka points can be purchased in a manner similar to HP, on a point-by-point basis, using the Psion class progression of Power Points to determine max Magicka by ECL. Bonus Magicka points are determined using the character’s highest spellcasting attribute and checking on the bonus power point table under Psionics. Will link and expand more shortly. Magicka regenerates at a rate equal to the highest modifier between Int, Wis, or Cha every 5 minutes. Magicka cannot be reduced below 0.
Note: When purchasing whole class levels, any class that contains spellcasting progressions replaces it with the psion’s progression for power points. The character effectively purchases up to the max Magicka for that level.
The Stamina trait will be represented by the use of Action Points, as outlined here with special restrictions to be outlined later. Characters can purchase Stamina on a point-by-point basis (similar to the purchasing of HP) at a cost of XP per point. The maximum Stamina will count toward a character’s ECL, with 5 + half the ECL being the cut-off points for determination. Stamina regenerates at a rate equal to the Con modifier every 5 minutes.
If current Stamina drops to 0, the character is temorarily Fatigued until the Stamina value is 1 or higher. Any actions or effects that would fatigue the character while under this effect temporarily exhausts the character until his Stamina rises above 0 at which point the character is only fatigued as per normal fatigue rules. Stamina cannot be reduced below 0.
The smithing skill (easily done as Craft:Smithing) will be used to create and improve weapons and armor above their base power. This improvement will replace and represent Enhancement Bonuses to weapons and Armor (ie. Sword 1, 25+2, 30+3, 35+4, 40+5)? DC equals 15 + bonus*2? bonus squared? Costs? Time?
The enchanting skill (Craft:Enchanting) will be used in lieu of Magic Item Creation Feats for the fabrication of magic items (except potions, see Alchemy). Characters will be able to use spells they know in order to enchant items. Similar to Smithing, I have know idea how to handle this specifically.
The Alchemy skill (Craft:Alchemy) will be used in place of Enchanting for the creation of potions. There will be cost and time constraints based on the value of the potion to be created. How to determine this, I dunno, nor do I know how to determine the magnitude of the resulting potion. Perhaps by the roll result, modified per potion type? effect type? Eff idk.
See 3.5 Warlock magic item creation emulation.
The % value listed denotes two things: The percentage of a spell/magical effect’s numerical value resisted, and the chance that a spell without variable numeric effects to be ignored altogether (ie. a fireball would be reduced in damage, while a hold person would be negated if the magic resistance triggers).
The % value listed indicates the chance for a spell/magical effect to be negated entirely and the magicka cost of the spell added to the resistor’s magicka pool.
Schools of Magic
All spells will be classified under one of five schools of magic, as appropriate to its effect (ie. cure light wounds is classified as a Restoration spell). Each school of magic uses one of the three non-physical Ability Scores to determine DCs and other effects as follows: Destruction (Int), Alteration (Wis), Restoration (Wis), Conjuration (Cha), Illusion (Cha).
Your character level (as determined by your purchased attributes) is your ECL for any and all abilities based on HD, ECL, or class level, but NOT for Caster Level and other spellcasting-related purposes (these are determined by your related spellcasting levels as appropriate).
Just as the number of special abilities does not determine your ECL, the number of feats a character possesses will no longer depend on your level. This means you can pay for feats just as you would special abilities with no limits (and without having to find an appropriate ‘bonus feat’ on a class list).
All item creation feats now fall under the different crafting skills (Alchemy, Enchanting, and Smithing).