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Oldschool Conversions of Post-Oldschool Material

Started by Planet Algol, January 25, 2013, 03:16:17 AM

Previous topic - Next topic

Kuroth

#60
Quote from: VectorSigma;624285So at first level I can win bar bets by extinguishing torches on my crotch.

Sweet.

Ya, Tieflings really are pretty much invulnerable to small normal fires like torches, camp fires, etcetera.  So, it isn't really off for a conversion. As I recall, normal fire damage is usually 1d6 in AD&D 1, though that was for a momentary exposure. So, perhaps 3 would be a better base invulnerability than 5 in AD&D, adding further invulnerability as level progress, as Library Lass has set.  After all, a full devil of any type in the Monster Manual for AD&D 1 is completely invulnerable to all types of fire both magical or natural. So, even a base of 5 might be ok.

VectorSigma

Yeah, it's probably an "adjust to milieu" sort of power in the first place.

I think my initial reaction says way more about my playstyle than it does about any perceived weaknesses in the conversion. ;)
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Bloody Stupid Johnson

I was wondering if jamming it in your groin would count as "critical" damage. Not that criticals are really part of the rules anyway.

Kuroth

Quote from: VectorSigma;624319Yeah, it's probably an "adjust to milieu" sort of power in the first place.

I think my initial reaction says way more about my playstyle than it does about any perceived weaknesses in the conversion. ;)

I got the humor side of it. ha  Ya, they are campaign specific characters that's for sure.  It would be a critical hit against skin/hair parasites from the Parasitic Infestation Table, of course.

LibraryLass

Just 'cause it won't damage you doesn't mean it won't hurt like a bitch, you'd be surprised what you can live through.
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Quote from: noismsI get depressed, suicidal and aggressive when nerds start comparing penis sizes via the medium of how much they know about swords.

Quote from: Larsdangly;786974An encounter with a weird and potentially life threatening monster is not game wrecking. It is the game.

Currently panhandling for my transition/medical bills.

Kuroth

#65
Shardmind AD&D1


Often perceived as crystal humanoids, shardminds are fragments of the astral plane assembled and formed by pure psionic energy.  Many that befriend a shardmind wonder if shardminds truly are living, since they do not need to eat, sleep, breath, age, procreate or any other function that occupies the day and night of prime material plane inhabitants. Reinforcing this perplexing impression, shardminds tend to be emotionally distant, which is magnified by their apparent naivety toward prime material plane society.  However, this superficial impression of dispassionate innocence or cerebral aloofness is quickly wiped away by the explosion of powerful energy they exhibit when angered or anxious.  

The forms shardminds take are often an attempt to allay the anxiety other races feel in the presence of their psionicly formed cosmic embodiment.  Shardminds will usually choose a more masculine or feminine appearance, and they tend to select other features similar to the dominate people of a realm, which is often close to human.  Though their form is similar to humans, their crystalline form composed of millions of cosmic fragments that subtly shift and flash in shimmering breath like movements always reminds everyone of their truly aberrant nature. The crystalline fragments of the shardmind tend to share their personality hues, and their eyes usually shine brightly with their emotions.

Shardminds tend to be extremely individualistic, with no known nation.  It is said in legends told by priests and kings that heroic shardminds are building a heavenly temple high in the astral plane to safe guard creation from the darkest horrors beyond.  Others say that shardminds care only for personal gain, often in the form of vast personal hordes of knowledge or other sagely greed.  Yet, many have said that they are lone holy pilgrims that spread the light, though what this means is elusive.


Ability Score Minimum/Maximum

Strength:  3/15
Intelligence:  16/19
Wisdom:  16/19
Dexterity:  3/17
Constitution: 5/18
Charisma:  16/18

Shardmind characters gain +1 to intelligence and a +1 to wisdom, but they also lose -3 from their strength and a -1 from their dexterity.  These modifiers may be used to meet the ability score requirements.  


Acceptability of Racial Type

Dwarves: Goodwill
Elves:  Neutral
Gnomes: Preferred  
Half-Elves:  Neutral
Halflings: Antipathy
Half-Orcs:  Hatred  
Humans:  Tolerance


Class Limitations

Cleric 4
Druid 7
Fighter no
Paladin no
Ranger no
Magic-user 11
Illusionist U
Thief 7
Assassin no
Monk no


Languages

Spoken language by the shardmind includes the common tongue of the land.  Due too their exotic background, a shardmind’s initial spoken languages may also include the most exotic languages in use.   The dungeon master should approve reasonable player suggested languages that would be inappropriate for most 1st level characters.  


Telepathy

Shardminds may speak by telepathy to any creature that has a language.  This ability operates as the psionic discipline described in the Player’s Handbook with a psionic strength point cost of 0.


Psionics

Shardminds are psionic.  All shardmind characters must establish their psionic strength, psionic ability and psionic disciplines as described in the player’s handbook. All shardminds have the telepathy discipline by default, and it does not count as one of the shardmind’s acquired psionic disciplines.

Shardminds acquire their disciplines differently than the standard psionic.  Rather than roll once upon the Number of Disciplines Table, shardminds gain disciplines as they rise in level.  The progression per level is set in the following table.

Psionic Disciplines per Level

1st Minor Discipline 1 - Major Discipline 0
2nd Minor Discipline 2 - Major Discipline 0
3rd Minor Discipline 2 - Major Discipline 0
4th Minor Discipline 2 - Major Discipline 1
5th Minor Discipline 3 - Major Discipline 1
6th Minor Discipline 3 - Major Discipline 1
7th Minor Discipline 3 - Major Discipline 2
8th Minor Discipline 4 - Major Discipline 2
9th Minor Discipline 4 - Major Discipline 2
10th Minor Discipline 5 - Major Discipline 2

Kuroth

#66
Quote from: LibraryLass;624370Just 'cause it won't damage you doesn't mean it won't hurt like a bitch, you'd be surprised what you can live through.

The joking around about criticals reminds me that some times folks dislike having effects switched on by a natural 20, though it isn't a critical, also known as the commonly used double damage rule incorporated into AD&D 2 or similar in later editions.

I included some natural 20 activated features in the warlock write-up, since it was a direct conversion and all.  However, features that state the following phrase, ‘Whenever a warlock rolls a natural 20 for an attack…”, could simply state, ‘Three times per day…’.  So, a little alternative for the warlock write-up for those that don’t like such things made an option by the dice.

Oh, that Shardmind write-up isn't for wimpy DMs or those worried about trying to find the point of balance in AD&D 1.

Just to say it, I'm sure that there are a fair number of these type of conversions over on Dragonsfoot and elsewhere.  therpgsite is the only one I goto these days, and I just didn't bother to look too. I make stuff tailored to my own use anyway, as always, but it's good to offer some things others might pull ideas.

Libertad

#67
1st Edition AD&D Conversion of Warforged Titan

"As you can see, Cannith Model 064 specializes in peacekeeping operations where a large number of belligerents must be incapacitated in a short amount of time.  Watch as I demonstrate it against this platoon of hobgoblins."



*From Eberron Campaign Setting

Frequency: Rare (Uncommon in war zones)
No. Appearing: 1
Armor Class: 1
Move: 10"
Hit Dice: 54 hit points (12 Hit Dice)
% In Lair: -
Treasure Type: None
No. of Attacks: 2 (axe and maul)
Damage/Attack: 4-24/4-24
Special Attack: Trample
Special Defenses: Immunities
Magic Resistance: Standard
Intelligence: Animal
Alignment: Neutral
Size: L (15' tall)
Psionic Ability: Nil
Attack/Defense Mode: Nil

The Warforged Titan is one of House Cannith's most feared creations.  A step up from mindless war golems, the Titan has some adaptability and intelligence, although they usually need to be controlled and monitored by a skilled spellcaster.

A Warforged Titan can be created by means of access to House Cannith forges, the oversight of a magic-user of at least 12th level, and the polymorph any object, geas, and strength spells.  The cost is 1,000 gold pieces per hit point of the Titan (54,000 typically) and 1 month of construction time.

Trample: A Warforged Titan can move through spaces occupied by medium and smaller creatures.  If the Titan is capable of hitting them (not incorporeal, not immune to weapon damage, etc), it deals an automatic 2-12 damage as it crushes them beneath its feet.

Immunities: A Warforged Titan is a construct, and thus is immune to disease, poison, and other effects which only work on living creatures.

RPGPundit

Quote from: LibraryLass;624200Please, go on. Criticism is always my greatest asset.

That's just it, its not a criticism of the effort. The effort is awesome; the problem is with the source material. Some of it can be cool as old-school stuff, but I think some of it is just irredeemable.


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Kuroth

#69
Quote from: Libertad;6244731st Edition AD&D Conversion of Warforged Titan

I really like your Eberron AD&D 1 conversions Lebertad.  Very useful.


Here are some alternative aspects for the shardmind write-up.  It is a very AD&D 1 specific conversion.  So, I provide some alternatives that do not rely on the psionics rules in AD&D 1.  When reading the AD&D 1 Drow level power of Shardminds, recall how strict the ability requirements are for the racial option, and they are pretty extreme even in 4th edition.  The alternatives below make the race weaker than the AD&D 1 version, for example no psionic blast or psionic combat speed, and it is perhaps a little less than a direct conversion.


Telepathy

The shardmind may communicate mind-to-mind with any creature of 5 intelligence or greater that is in sight, though the creature must be on the same plane of existence. The shardmind does not need to know the language of the creature to communicate by telepathy. Sardminds may communicate with other mentally well known shardminds (close friend, intimate, master, apprentice, comrade-in-arms, fraternal brother or sister, etcetera) by telepathy within one light second without regard to sight.


Psionics

Shardminds are psionic.  As shardminds progress in level, they attain higher psionic ability. Shardminds may use the following spell like abilities once per day.

Level 1: ESP
Level 2: ESP, Phantasmal Forces
Level 3: ESP, Phantasmal Forces
Level 4: ESP, Phantasmal Forces, Telekinesis
Level 5: ESP, Phantasmal Forces, Clairvoyance, Telekinesis
Level 6: ESP, Phantasmal Forces, Clairvoyance, Telekinesis
Level 7: ESP, Phantasmal Forces, Clairvoyance, Telekinesis, Feeblemind
Level 8: ESP, Phantasmal Forces, Clairvoyance, Telekinesis, Feeblemind, Suggestion
Level 9: ESP, Phantasmal Forces, Clairvoyance, Telekinesis, Feeblemind, Suggestion
Level 10: ESP, Phantasmal Forces, Clairvoyance, Telekinesis, Feeblemind, Suggestion, Confusion

LibraryLass

Quote from: RPGPundit;624637That's just it, its not a criticism of the effort. The effort is awesome; the problem is with the source material. Some of it can be cool as old-school stuff, but I think some of it is just irredeemable.


RPGPundit

Well, like what? I think with a little stretching and squeezing it can be done.
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Quote from: noismsI get depressed, suicidal and aggressive when nerds start comparing penis sizes via the medium of how much they know about swords.

Quote from: Larsdangly;786974An encounter with a weird and potentially life threatening monster is not game wrecking. It is the game.

Currently panhandling for my transition/medical bills.

Libertad

#71
1st Edition AD&D Conversion of Vigilante (Thief subclass)

"You'll just hire more goons?  I don't think you understand how things work here.  If I kill you, some other schmuck will take your place; Every time your profit off of the city's misery, I'll hit you right in the pocket book.  Your hidden gold reserves, under the Harridan's Folly district?  Yeah, all your minions, coins, and jewelry are taking an acid bath right now."



*From 3rd Edition Complete Adventurer

Requirements: Any non-evil, Dexterity 15+, Strength 8+, Constitution 6+, Intelligence and Wisdom 9+, Charisma 10+.  A Vigilante with 15+ in Dexterity and Charisma receives a +10% bonus for all experience earned.

Hit Points: As Thief (d6).
Combat: As Thief
Saving Throws: As Cleric
Experience Points: As Ranger
Weapon Proficiency: 3 initial (-2 non-proficiency penalty), new proficiency every 4 levels (unrestricted in choices); leather armor.

Special Abilities:

Primary Functions: A Vigilante gains a Thief's primary functions (open locks, pick pockets, etc) as a thief equal to his levels in Vigilante.

Detect Evil: A Vigilante can Detect evil up to 60' distance, as often as desired, but only when concentrating on determining the presence of evil and seeking it in the right general direction.

Smite the Guilty: A Vigilante's strikes are deadly against those who he witnessed breaking the law in the city he watches over.  For 72 hours, against said lawbreaker(s), a Vigilante gains a +2 on his to-hit rolls and deals additional hit point damage equal to his Vigilante level.  Additionally, once per day per level in the Vigilante class, a Vigilante can use the Speak With Dead spell (with an effective Cleric level equal to his Vigilante level) on the corpse of someone who perished due to a crime.

Improved Stealth: A Vigilante does not need to be in a shadowy area to Hide In Shadows.  His body must be otherwise obscured from sight (cover behind a large object, camouflage, etc) or otherwise well-concealed from casual observation.

Spellcasting: At 7th level, a Vigilante can cast spells as a Magic-User would, except he substitutes his Charisma instead of his Intelligence for the purposes of chances to know spells and minimum and maximum number of spells/level.

Vigilante Level: Spells Per Day

7th: 1/0/0/0
8th: 2/0/0/0
9th: 3/1/0/0
10th: 3/2/0/0
11th: 3/3/1/0
12th: 3/3/2/0
13th: 3/3/3/1
14th: 3/3/3/2
15th*: 3/3/3/3

*Maximum spell ability

Streetwise: At 9th level, a Vigilante attracts 2-24 followers and can build a hidden stronghold in the city he watches over.  The followers can be of the Vigilante, Thief, or Fighter classes.  They're willing to forge contacts among the criminal underworld and will pass information on to their leader, help the Vigilante strop crime, and maintain the stronghold and otherwise work to improve the standard of living in the city.  Assassin's Guilds and Thieves' Guilds look upon Vigilante organizations with enmity, and will work to eradicate them from the city if discovered.

Notes: Although I tried remaining faithful to the Vigilante, I took some liberty with Streetwise.  The original ability gives bonuses on skills (think non-weapon proficiencies), representing contacts.  I decided to go for a 9th-level leadership type of ability for the class in line with the traditional classes.

I'm also concerned that without Backstab or the superior to-hit of martial classes, the Vigilante will not have good offensive potential.  This was a problem in the original class as well, but I'd want the class to have some "oomph" when fighting enemies.

Libertad

#72
1st Edition AD&D Conversion of Suel Arcanamach (Fighter subclass)

"I believe you're mistaken.  Our empire never fell, for our secrets and traditions still thrive in the four corners of Oerth.  Here, let me show you their thousand years of accumulated knowledge and magical might."



*From 3rd Edition Complete Arcane

Requirements: Human with Suloise Ancestry, must speak Ancient Suloise, Strength 13+, Dexterity 6+, Constitution 10+, Intelligence 15+, Wisdom 6+, Charisma 6+.  A Suel Arcanamach with 15+ in both Strength and Intelligence adds a 10% bonus on all earned experience points.

Hit Points: d8
Combat: As Fighter (A Suel Arcanamach gains additional attacks per melee round as per the Fighter/Paladin/Ranger table pg. 25)
Saving Throws: As Fighter
Experience Points: As Ranger
Weapon Proficiency: As Fighter.
Special Abilities:

Battle Casting: A Suel Arcanamach can cast spells, even while encumbered in armor.  He can do so normally in padded, leather, and studded leather at 1st level; ring mail, scale mail, and chain mail at 6th level; and splint mail, banded mail, and plate mail at 10th level.  The Arcanamach also needs only one hand free to cast a spell (can wield a one-handed weapon while he does so).

Dispelling Strike: At 8th level, once per day, a Suel Arcanamach can channel his magical power into his next strike and destroy ongoing spell effects.  An object or creature successfully hit with the Arcanamach's attack is affected as though affected by the Dispel Magic spell.

Extended Spellstrength: At 9th level, any non-harmful spell with a duration other than Permanent the Suel Arcanamach casts upon himself has its duration doubled.

Spellcasting: A Suel Arcanamach can cast spells in the same manner as a magic-user, except the dedication to his martial training limits his maximum magical potential.

Level: Spells Per Day (1st/2nd/3rd/4th/5th level spells)

1st: 1/0/0/0/0
2nd: 1/0/0/0/0
3rd: 2/1/0/0/0
4th: 2/2/0/0/0
5th: 3/2/1/0/0
6th: 3/3/2/0/0
7th: 3/3/2/1/0
8th: 4/3/3/2/0
9th: 4/4/3/2/1
10th*: 4/4/3/3/2

* Maximum spell ability

Notes: For all you Greyhawk fans out there.  I was surprised to see this in 3rd Edition at all, given the otherwise complete lack of support Greyhawk received during this era.

Libertad

#73
1st Edition AD&D Conversion of Blighter (Cleric Subclass)

"I seek not destruction of the natural world, only to reshape it into something greater.  If you cannot understand this, then you're as blind as the Druids."



*From 3rd Edition Complete Divine

Requirements: Any non-good, Wisdom 12+, Charisma 15+
Hit Points: d8
Combat: As Cleric
Saving Throws: As Cleric
Experience Points: As Druid
Weapon Proficiency: As Druid, except can use metal armor and shields
Special Abilities:

Deforestation: A Blighter can fuel his spells by drawing upon the life energy of plant life around him.  Once per day he can kill off all plants in a 20 foot radius per Blighter level in order to halve the casting time of spells which take longer than 1 melee turn to cast.  All nonmagical plants within an affected area remain vibrant for several hours before turning brown and withering.  The blighter cannot use this ability in terrain with sparse vegetation (tundra, desert, etc).

Druid Secrets: The original Blighters were former Druids who turned their backs on nature, and as such passed on their secrets to their proteges.  Blighters can speak Druidic, and can identify animal and plant types and the purity of water at 3rd level.  However, they cannot pass harmlessly through overgrown areas, as nature itself rejects their presence.

Undead Wild Shape: At 7th level, a Blighter can change form as per a Druid, except that the animal is treated as undead for the purposes of spells and special abilities.

Plague Spreader: At 10th level, once per day, a Blighter can afflict one creature or object he touches with an insidious, contagious disease.  If placed on a creature, it must save versus poison or die in 6 hours.  The creature (or object) can infect others it comes into physical contact with, and must save as usual.  This ability is treated as a disease for the purposes of spells and immunities.

At 14th level, the Blighter can spread it over a larger area, and can choose to infect all objects and creatures within a 20 foot radius of himself with a use.

Spellcasting:

A Blighter's spells, much like a Cleric's and Druid's, are bestowed upon him by his patron deity and his servants, and require levels of devotion as per typical of a faithful spellcaster.

The Blighter has his own spell list.

Level/Spells per day (1st/2nd/3rd/4th/5th/6th/7th):

1st: 2/0/0/0/0/0/0
2nd: 2/1/0/0/0/0/0
3rd: 3/2/1/0/0/0/0
4th: 4/2/2/0/0/0/0
5th: 4/3/2/0/0/0/0
6th: 4/3/2/1/0/0/0
7th: 4/4/3/1/0/0/0
8th: 4/4/3/2/0/0/0
9th: 5/4/3/2/1/0/0
10th: 5/4/3/3/2/0/0
11th: 5/5/3/3/2/1/0
12th: 5/5/4/4/3/2/1
13th: 6/5/5/5/4/3/2
14th: 6/6/6/6/5/4/3

Spell List:

1st: Affect Normal Fires, Burning Hands, Dancing Lights, Detect Magic, Detect Snares & Pits, Invisibility to Animals, Message, Speak With Animals, Sleep, Spider Climb, Unseen Servant, Ventriloquism

2nd: Continual Light, Darkness 15' Radius, Feign Death, Fire Trap, Heat Metal, Locate Plants, Obscurement, Pyrotechnics, Resist Fire, Stinking Cloud, Trip, Warp Wood

3rd: Animate Dead, Call Lightning, Dispel Magic, Explosive Runes, Fireball, Flame Arrow, Gust of Wind, Infravision, Invisibility 10' Radius, Hold Animal, Slow, Summon Insects

4th: Confusion, Fear, Extension, Fire Shield, Fumble, Hallucinatory Forest, Hold Plant, Ice Storm, Produce Fire, Repel Insects, Sticks to Snakes, Wall of Ice

5th: Anti-Plant Shell, Cloudkill, Commune, Flame Strike, Hold Monster, Insect Plague, Magic Jar, Pass Plant, Raise Dead, Stone Shape, Transmute Rock to Mud, Wall of Fire

6th: Anti-Animal Shell, Conjure Fire Elemental, Control Weather, Death Spell, Find the Path, Fire Seeds, Repulsion, Speak With Monsters, Spiritwrack, Stone Tell, Stone to Flesh, Turn Wood

7th: Cacodemon, Charm Plants, Delayed Blast Fireball, Earthquake, Finger of Death, Fire Storm, Power Word Stun, Unholy Word, Wind Walk

Notes: In spite of being an overall very weak class, the Blighter was a 3rd Edition favorite for the concept and flavor alone.  As Anti-Paladins are to Paladins, so is the Blighter to the Druid.  The Blighter seeks to disrupt the natural order, spreading decay, undeath, and scarring the land wherever he walks.

Libertad

#74
1st Edition AD&D Conversion of Ur-Priest (Cleric Subclass)

"Why should I prostrate myself to these so-called Gods?  They demand enslavement of the body, mind, and soul, all for power they can take away at a whim!"  No, true self-empowerment, where you succeed and fail by your own merits, is the only sane option in this world!



*From 3rd Edition Complete Divine

Ur-Priests are, for all intents and purposes, Clerics, with exceptions listed below.

Requirements: Any Evil, Wisdom 15+, must not worship any deity.

Preparing Spells: An Ur-Priest must spend a few hours of mediation each day to gain his spells, much like a Cleric or Druid.  The difference is that the Ur-Priest does not pray for his spells, he just takes them.

Divine Magic Resistance: An Ur-Priest trains himself to resist the effects of the magic of the gods.  At 4th level, he has Magic Resistance of 15% (as per a monster) against divine spells (Clerics, Druids, Paladins).  It increases to 40% 8th level, 65% at 12th level, and 90% at 16th level (the maximum amount possible for the Ur-Priest).  This comes at a cost, however.  An Ur-Priest can never be the recipient of a helpful divine spell cast by a Cleric, Druid, Paladin, Anti-Paladin, or anybody whose spells come from a deity or his servants.  The spell fails to affect him.

Siphon Spell Power: Once per day, an Ur-Priest of 11th level can sacrifice two spells of a certain level to cast a spell one level higher, without using up that higher level spell. For example, an 11th level Ur-Priest prepared Detect Evil and Detect Magic as 1st-level spells, and Resist Fire as a 2nd-level spell. An Ur-Priest can sacrifice his Detect Evil and Detect Magic spells to cast Resist Fire while retaining the ability to cast it again later that day.

Steal Spell-like Ability: Once per day, an Ur-Priest of 15th level can steal a creature's special attack, provided that special attack takes the form of a spell.  The creature must be within 50 feet of the Ur-Priest to be affected, and the Ur-Priest can use the special ability as many times as the creature can, or three times per day, whichever is less.  Stolen spells remain in the Ur-Priest's possession for 24 hours, after which they are lost.  The creature does not lose the ability to use the special attack once the Ur-Priest steals it (it's less stealing the spell and more stealing the power to use it).

Notes: The Ur-Priest is a divine spellcaster who mastered secret techniques dedicated to stealing magical power from the Gods.  Whether due to selfish gain or ideological reasons, Ur-Priests find it preferable to gain divine magic without the faith and servitude required of traditional Clerics.

The Ur-Priest is loathed by all deities and their minions, and as such he can never gain their assistance, reflecting their inability of receiving helpful spells.