Spell Conversion Notes

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Contents

General Guidelines
Spell Levels
Ranges
Aimed Spells
Specific Spell Conversions

 

General Guidelines

These are conversion notes for each of the general types of Hermetic spells. These notes modify the rules that appear directly after each spell type heading (for example, MuAq) in the ArM book.

  Creo Intéllego Muto Perdo Rego
Animál Adding 10 levels doubles number created.
Spell level must equal or exceed 2x might of created animal.

Level Guidelines
Level 9: Tiny corpse.
Level 11: small corpse.
Level 13: medium corpse or fine live creature. Heal 1d6 of damage.
Level 23: large corpse or tiny live creature.
Level 33: huge corpse. Heal 2d6.
Level 43: Heal 3d6.
Level 53: Heal 5d6
Level 63: medium live creature. Tiny magical creature. Heal 6d6.
Level 73: large live creature. Small magical creature. Heal 12d6.
Level 83: huge live creature. Medium magical animal. Heal 18d6.
Level 93: Large magical creature. Heal 24d6
Level 103: Huge magical creature. Heal 30d6
Level 113: Create a dragon. Heal 36d6.
Level 123: Heal 42d6

   

Level Guidelines
Level 9: 1d6 damage.
Level 13: Destroy 20 HP of animal products.
Level 23: Cause pain:-2 to Dex, -4 on all checks.
Level 33: 3d6 damage.
Level 43: 6d6 damage.
Level 53: 12d6 damage.

 
Aquam Level Guidelines
General: Create a poison that does level/10 d6 of damage with a DC equal to the spell save DC. Create a contact poison that does (level-10)/10 d6 damage with a DC equal to the spell save DC.
  Level Guidelines
General: Change a liquid into a poison that does (level+10)/10 d6 of damage with a DC equal to the spell save DC. Change a liquid into a contact poison that does level/10 d6 damage with a DC equal to the spell save DC.
 

Level Guidelines
General: Ward a faerie whose might less than half the spell level

Auram         Areas of Effect (all are spheres):
Small = 1.5 foot diameter
Individual = 3 foot diameter
Room = 15 foot diameter
Structure = 60 foot diameter
Corpus Level 26: Stabilizes (q.v.) a character
Level 43: Heals 3d6 HP of damage.
Level 63: Heals 6d6 HP of damage.
Level 73: Heals 12d6 damage.
  Level 43: damage reduction 3/-
Level 63: damage reduction 6/-
Level 93: May acquire gaseous form (q.v.) 
Level 23: Cause pain:-2 to Dex, -4 on all checks. or do 1d6 subdual damage
Level 33: Do 3d3 HP damage
Level 43: Do 6d6 HP damage
Level 53: Do 9d9 of damage
Level 63: Do 12d6 of damage. 
Level 43: Target is held (q.v.)
Level 53: ignore effects of being exhausted, fatigued. staggered, stunned.
Herbam          
Ignem          
Imáginem          
Mentem          
Terram          
Vim          

Spell Levels

The following table converts ArM spell levels to ones appropriate to d20 rules [Note 6].

ArM Spell Level

d20 Spell Level

5

13

10

23

15

33

20

43

25

53

30

63

35

73

40

83

45

93

50

103

55

113

60

123

Ranges

We assume a pace is roughly three feet.

ArM Range

d20 Range

Reach

6 feet

Near

45 feet

Far

300 feet

Aimed Spells

When aiming a spell (those spells are indicated in the ArM description with the word "Aimed"), treat it as a spell that requires a ranged touch attack. Use the following roll total to exceed the AC of the target:

roll total = d20 + Dex + Finesse + BAB

Dex Dexterity modifier

Finesse

Ranks in Finesse

BAB

Base Attack Bonus derived from caster’s character level.

Most aimed spells also have a aim modifier. When converting an ArM spell, double the modifier when converting to d20.

Specific Spell Conversions

All spells are from Ars Magica, 4th edition. Page numbers refer to that edition. Level is already converted to d20. Special lists any requisites (indicated using the two-letter form or technique abbreviation), or whether it is a ritual (R). Save indicates the saving throw to use for defending against the spell. Aimed indicates whether the spell requires a ranged touch attack (blank if not aimed, a modifier to the roll if aimed). Finally, Comments indicate any other conversion notes needed to adapt to the d20 System.

By the way, I welcome feedback on these conversions.

Name Tech Form Level Special Page Save Aimed Comments
Soothe Pains of the Beast Cr An 43   107 Fort   Save at +10 to recover 3d6
Weaver’s Trap of Webs Cr An 43   107     15 x 15 x 6 foot area. Those caught are entangled. DC 20 Str check to escape.
Curse of the Ravenous Swarm Cr An 103 R 108      
Full Health of Beast and Bird Cr An Gen R 107      
Image of the Beast In An 13   108      
Shiver of the Lycanthrope In An 23   108      
Vision of the Marauding Beast In An 33   108      
Opening Tome of the Animal’s Mind In An 53   108     For specific facts, magus make a Wis check at DC 11, DC 20 if obscure fact.
Hunter’s Sense In An 63   109     Range is 45 ft.
Beast of Outlandish Size Mu An 33   109     Goes up one size category or down two. See table on p. 12 of MM.
Growth of the Creeping Things Mu An 33   109     Grow diminutive or smaller up two size categories. See table on p. 12 of MM. +1 to poison DCs.
Immaculate Beast, The Mu An 33   109     Adds +6 to strongest feature/skill rolls.
Beast Remade, The Mu An 53 Co 109      
Steed of Vengeance Mu An 63   110 Fort   Adds +10 to hit, +1d6 damage. Roll save at DC 15 afterward.
Trans. of Ravenous Beast to Torpid Toad Mu An 63   110 Fort   Birds get +6 to save.
Agony of the Beast Pe An 13   110 Fort   Save at -6 to act each round.
Alleviate the Serpent’s Bite Pe An 13   110      
Decay Fur and Hide Pe An 23   110     Lowers AC bonus by 2 pts per casting for hide or leather-based armors.
Cripple the Howling Wolf Pe An 43   110 Fort   Make save at -6. Con check at DC 5 or die. Loose 3D6 HP.
Falcon’s Hood, The Pe An 43   111      
Hunter’s Lethal Arrow, The Pe An 63 He 111 Fort   Roll save at -4 or die. Else take arrow damage + 7.
Disguise of the Putrid Aroma Re An 13   111      
Soothe the Ferocious Boar Re An 13   111      
Panic of the Elephant’s Mouse Re An 33   111 Fort   Make save at -2.
Viper’s Gaze Re An 33   111     Animal considered held.
Gentle Beast, The Re An 43   112     Must be large or smaller.
Circle of Beast Warding Re An 53   112      
Commanding the Harnessed Beast Re An 63   112      
Mastering the Unruly Beast Re An 63   112 Will   Stubborn/fierce animals use Will save at -4 each round to avoid effect.
Ward Against the Beasts of Legend Re An Gen   111      
Creeping Oil Cr Aq 33   112     If lit, does 2d6 round one, 1d6 the second, 1 HP the third
Footsteps of Slippery Oil Cr Aq 33   113 Ref   Covers up to 30 x 30 ft. Save at +3 to maneuver, -17 extremely challenging maneuvers.
Lungs of Water and Death Cr Aq 33   113 Fort   Save at +2 to avoid drowning. Stunned for 3 minutes.
Mighty Torrent of Water Cr Aq 33   113 Ref -6 to +2 2d6 damage, Str-based save at -2 to remain standing. Aim at -6 to hit first round, increasing by +2 per round.
Breaking the Perpetual Drought Cr Aq 63 R 113      
Deluge of Rushing and Dashing Cr Aq 83 R 113     2d6 damage. Make Swimming checks at 15+ to escape, otherwise apply drowning rules and take 1d6 damage each round.
Subtle Taste of Poison and Purity In Aq 13   113      
Touch of the Pearls In Aq 13   114      
Call of the Rushing Waters In Aq 33   114     Listen roll at 10+ to follow moving water, 15+ for calm
Voice of the Lake In Aq 53   114      
Enchantment of the Scrying Pool In Aq 63 R 114      
Lungs of the Fish Mu Aq 23 Au 114      
Breath of Winter Mu Aq 33 Te 115      
Incantation of Putrid Wine Mu Aq 33   115     Poison--DC 15, initial: 1d6 damage, secondary: 1 Con
Ice of Drowning Mu Aq 53 Te, Re 115     3d6 damage to swimmers, -12 on Swimming checks
Bridge of Frost Mu Aq 63 Te 115      
Vile Water of Sterility Mu Aq 73 R 115      
Parching Wind Pe Aq 23   115     Item must be somewhat smaller than man-size
Curse of the Desert Pe Aq 43   115     3d6 damage.
Calling the Odious Drought Pe Aq 73 R 115      
Cloak of the Duck’s Feathers Re Aq 13   116      
Break the Oncoming Wave Re Aq 23   116      
Gift of the Floating Wood Re Aq 33   116     Affects creatures Large or smaller
Push of the Gentle Wave Re Aq 33   116      
Chaos of the Angry Waves Re Aq 43   116     Swimming checks at -12. Area of effect is 60 feet across
Parting the Waves Re Aq 63   116     Path is 15 feet wide
Pull of the Watery Grave Re Aq 63   116     Make swimming rolls at DC 15 to avoid being dragged down.
Tower of Whirling Water Re Aq 63   117 Ref   3d6 damage. Save at +6 to avoid being sucked up. Make Concentration check at DC 15 if over land
Waves of Drowning and Smashing Re Aq 63   117     Waves 90 feet wide. Grows over 30 feet. Travels 300 feet
Neptune’s Wrath Re Aq 123 R 117      
Ward Against Faeries of the Waters Re Aq Gen   116     Compare faerie might x 2 to the spell level.
Air’s Ghostly Form Cr Au 5   117      
Chamber of Spring Breezes Cr Au 13 Re 117      
Jupiter’s Resounding Blow Cr Au 23   118 Fort 0 Save at -3, rolling a 1 on save means deafness for 1 month, otherwise, Con check each minute after at DC 15 to recover.
Stench of the Twenty Corpses