Published spells do require some conversion. Although I am working on converting them myself, for now, we will use them and convert them on the fly.


Converting Published Spells

Because this book cannot contain all the spells possible on Wyrlde, nor all the spells within the game, here are some rules for converting spells published spells not found here.

Spells on Wyrlde generally improve and become more powerful as the character advances through their levels and the spell levels. A 20th Level Wizard is ultimately a weapon of mass destruction all by themselves – until someone gets their True Name, of course. And someone always does.

Spell Slot Use

When casting a spell using a spell slot of a higher level, as per the spell description, you use the Empowering a Spell rules.

Optional Spell Slot Rule

However, spell slot rules do have a sort of place here. When memorizing spells, there is a base number that a character can memorize, and a character can choose to use a slot from a higher spell to memorize additional lower level spells.

For this purpose, a 9th level spell is equal to 9 Cantrips or 9 1st level Spells. A cantrip is equal to a 1st level spell for this purpose, but a 2nd level spell is equal to two 1st level or two Cantrip spells. A 3rd level slot is equal to three C/1 or one 2nd and one C/1.

Spell Levels

For the level of a converted spell some folks may want to move them around when converting because of the damage structure in use here.

A consideration is that, in general, 5e tends to be heavy on the lower-level spells, whereas Wyrlde is more evenly spread out. By using the Damage guidelines, it shifts a large number of very potent weapon spells to higher levels, even as they are adjusted for damage when actually used.

To do this, look at the maximum damage the spell does as stated in the spell description of the published spell, and then divide that by 4, 6, 8, 10, or 12 so that it comes out evenly. That would be the damage die to use. Then, look up that on the damage chart for Wyrlde. That gives you an idea of where to locate the spell.

Schools

All Conjurations Spells are now Evocations for any purpose requiring that information. Wyrlde only has 7 schools, and considers 8 to be a deeply unlucky, demonic number, so actively avoids it.

Casting Time

When converting, Casting time is always a function of the level of the spell:

Complexity

Time to Cast

Complexity

Time to Cast

Cantrips

1 action

5 Level Spells

3 actions

1 Level Spells

1 action

6 Level Spells

4 actions

2 Level Spells

2 actions

7 Level Spells

4 actions

3 Level Spells

2 actions

8 Level Spells

5 actions

4 Level Spells

3 actions

9 Level Spells

5 actions

Components

All Spells have Verbal and Somatic Components. All of them.

Only Rituals have Material Components, and they require them. You can use published spells to determine what the material components are, or ask your DM.

All Rituals have Material components, Verbal components, and Somatic components, and require a number of uninterrupted hours to cast equal to the spell level unless explicitly stated otherwise. In such cases, it is to lengthen the time to not more than 3 days, or 72 hours, never to shorten it.

Range

AoE Categories

Size

Space / Up to

Up to Height

Micro

1 in by 1 in

 

Bitty

3 in by 3 in

 

Wee

6 in by 6 in

 

Tiny

9 in by 9 in

 

Little

18 in by 18 in

1½ ft to 3 ft

Small

3 ft. by 3 ft.

3 ft to 6 ft

Medium

6 ft. by 6 ft.

6 ft to 9 ft

Big

9 ft. by 9 ft.

9 ft to 12 ft

Large

12 ft. by 12 ft.

12 ft to 15 ft

Huge

15 ft. by 15 ft.

15 ft to 18 ft

Gigantic

18 ft. by 18 ft

 

Massive

21 ft. by 21 ft.

 

Immense

24 ft. by 24 ft.

 

Monstrous

27 ft by 27 ft.

 

Humongous

30 ft. by 30 ft

 

Gargantuan

36 ft. by 36 ft

 

Colossal

42 ft. by 42 ft

 

Titanic

48 ft. by 48 ft

 

Range is always a number of feet in a number divisible by 3 or 10. So 3, 6, 9, 12, 15, 18, 21, 24, 27, 30, 60, 90, 120, 150, 180, 210, 240, 270, 300. One of those numbers will always be the range of a spell. Because Wyrlde enables a caster to empower a spell and alter the range, there is little need to change it otherwise.

Wyrlde uses a 3-foot basis, so a standard 5’ is more likely to be a 6-foot area, but 10 feet is still 10 feet.

Area of Effect

Area of Effect is a separate quality, and is often the same, but in some cases the AoE will be set to increase according to the level of the caster. When possible, Wyrlde uses the same areas as it does sizes of creatures, as shown in the table.

In terms of 3 dimensional spaces, Wyrlde snaps to the grid for the Cube, Sphere, Hemisphere, Cylinder, and Cone, if there is a question about a grid or hex based system. Preference is for flexibility and narrative, but there you have it.

For spells which describe a “ring” or “circle” and have vertical effects, the effect is 3, 5, 6, or 9 feet high.

Volume

Description

Bowl

A 3-Dimensional half spherical shape, bisected equally, without a base, descending vertically.

Box

A 3-Dimensional square or rectangle, open on one side

Closed Dome

A 3-Dimensional half spherical shape, bisected equally, with a base.

Column

A 3-Dimensional circular form rising vertically, closed on the top and bottom.

Cone

A 3-Dimensional circular with one circular base and a curved surface that connects the base and the vertex, open on the circular end.

Cube

A 3-Dimensional square, equal on all sides, enclosed.

Dome

A 3-Dimensional half spherical shape, bisected equally, without a base, rising vertically.

Hemisphere

A 3-Dimensional partial sphere, always having a curve and open in at least one area.

Ovoid

A 3-Dimensional egg-shaped form, enclosed on all sides.

Pillar

A 3-Dimensional circular form, rising vertically, open on the top and bottom.

Prism

A 3 Dimensional rectangle, unequal sides, enclosed.

Pyramid

A 3-Dimensional polyhedron for which the base is a polygon and all lateral faces are triangles coming to a point, fully enclosed.

Ring

A circluar space with a vertical height never greater than 9 feet, a form of Pillar.

Sphere

A 3-Dimensional round form, enclosed on all sides.

Toroid

A 3-Dimensional circular form with an open center, like a doughnut.

Attack

Attack rules remain the same for the most part, altering only when it reflects some difference in the setting.

Save

Save remain the same for the most part. Changes may happen as a result of damage types or conditions.

Some spells that do multiple things in the books may have slightly different saves for the individual things.

Effect

Some effects may be slightly changed by the different Conditions that are present here, the different energies/damage types that exist, and how damage is calculated. For the most part, it is a direct conversion.

Duration

Spells which have a duration as a set amount of time allow for Empowering a Spell to extend that duration. Spell durations are given in Rounds, Minutes, Hours, Days, Weeks, Months, and Years, based on whatever the published spell provides. For spells that have a duration in minutes, it is given in rounds for up to 4 minutes and 54 seconds (49 Rounds), with 5 minutes and longer being given in minutes.

Targets

Spells which have a set number of targets can be Empowered to add additional targets one at a time up to a maximum number of targets possible for them (see Empowering). Additionally, there is a maximum number of targets that can be directly targeted by a spell (unless caught in an area of effect) as follows:

 

Cantrip

1st

2nd

3rd

4th

5th

6th

7th

8th

9th

Max Targets

2

3

4

5

6

7

8

9

10

12

The number of targets can only increase over time according to the Degree of Mastery, however, if there is to be an increase in the number of targets built into the spell.

In some cases, the spell’s Area of Effect will be listed as the target, indicating it only impacts that target.

This does not change the effect – effects often need to be Empowered further as well. This does mean one can take a fireball spell and split it up into several smaller fireballs and target different areas. Not that I would ever do that, mind you. Nope, not me. Rafael is above such petty things.

Spell Damage & Healing

Spell Damage follows a Unified Spell Damage approach, as shown on the table below.

 

Simple

Rudimentary

Intermediate

Advanced

Expert

Die Used

D6

D8

D10

D12

D14

For each level of the spell caster, 1 die is rolled. Thus, a 1st level Mage rolls 1 die, a 2nd level rolls 2 dice, etc.

At Higher Levels

When a spell description mentions higher levels, use the Empowering a Spell rules. Note that Spells in Wyrlde are generally designed to become much more powerful as the caster improves. Spells which don’t improve over time are very rare, and very notable because they do a very specific thing.

When in question, examine Cantrips. Cantrips are just as useful to 20th level casters as they are to low level casters. Possibly more so because they do significant damage at a relatively low cost and minimal casting time.

Descriptions

Spell descriptions for Wyrlde will list the kind of damage, but not the die roll or amount unless it is a fixed amount or does not rely on a die roll.

Format

All Spells follow the same basic format:

Duration

 

Attack

 

School

 

Range

 

Save

 

Effect

 

Area

 

Targets

 

Special

 
Duration

The default duration is in Rounds (unmarked) until 49 Rounds. After that, it will be expressed in the most appropriate of Minutes, Hours, Days, Weeks, Months, and Years.

Range

Expressed in Feet unless otherwise stated.

Area

Area is expressed as a 3-dimensional area unless specified.

Attack

The form of Attack action involved. Typically Melee and Ranged. An Attack means there is an attack roll involved.

Save

The specific Save if applicable. Str, Dex, Con, Kno, Wis, Per, Cha, San, Mana, Vit, Hrt, Psy.

Targets

The number of targets of the spell. This is usually in reference to either creatures or number of objects.

School

The School of magic. Wyrlde does not have Conjurations – those are all Evocations now.

Effects

Effects are generally what kind of an effect the spell has. Spells which rely on Elemental, Planar, or Nebulous energies will use that. Healing spells will show healing, Charms, and so on. A Buff is a spell which adds to capabilities, a Debuff is one that takes away from them.

Special

This space is used for any special notes about the spell.

/LoC

Per Level of the Caster. For each level of the Caster, the number specified before the slash.

/DoM

Per Degree of Mastery. For each Degree of Mastery, the number before the slash.

Casting Time

Casting time is a function of the Complexity of the spell. This will be the number of Actions needed to cast the spell.

Spells take effect on the turn in which the casting time is reached unless otherwise noted.

Move, Action, and Reaction all count as Action Slots for spell casting. A Mage can choose to use any number of them for spell casting during their turn, sacrificing them to cast the spell. Spells of 6th or higher level almost always require two turns to cast.

Complexity

Spell Point Cost

Time to Cast

Complexity

Spell Point Cost

Time to Cast

Cantrips

1

1 action

5 Level Spells

8

3 actions

1 Level Spells

2

1 action

6 Level Spells

11

4 actions

2 Level Spells

3

2 actions

7 Level Spells

15

4 actions

3 Level Spells

4

2 actions

8 Level Spells

17

5 actions

4 Level Spells

6

3 actions

9 Level Spells

20

5 actions

Spell Damage

Spell Damage follows a Unified Spell Damage approach, as shown on the table below.

 

Simple

Rudimentary

Intermediate

Advanced

Expert

Die Used

D6

D8

D10

D12

D14

For each level of the spell caster, 1 die is rolled. Thus, a 1st level Mage rolls 1 die, a 2nd level rolls 2 dice, etc.

Healing works the same way in reverse: a 1st level Mage using a Healing cantrip would heal 1d6 damage. A 7th Level Mage using a 3rd level healing spell would heal 7d8.

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