Converting original D&D and Mystara monsters

Cleon

Legend
Well, the area attack is also an interesting feature. As is the "wielder must have room in front and back," although I'm inclined to drop that part. Really, it's hard to see a whip being able to maintain its hold unless it's sticky somehow, but I'd be willing to entertain something like what the Veiled Maidens has, I guess.

I'll start a working draft to rough out some ideas:

Sunfire Whip
Evocation (?)
Level: Goat 4, Sor/Wiz 4 [?]
Components: V, S
Casting Time: 1 standard action
Effect: One whip
Duration: 1 round/caster level [?] or until discharged
Saving Throw: None or Reflex (see below) [?]
Spell Resistance: No

This spell creates a whiplike strand of energy in the caster's hand. The caster can attack any target within a 30-foot reach as if the sunfire whip were a melee weapon, except the caster does not threaten the area within the whip's reach. Its attack bonus is equal to the caster's base attack bonus plus the bonus of the caster's key casting statistic (e.g. Charisma for a sorcerer), plus a +1 enhancement bonus. A sunfire whip's enhancement bonus increases to +2 against extraplanar creatures, +3 against undead and chaotic or evil outsiders, and +4 against chaotic evil outsiders such as demons.

A sunfire whip does 3d6 [?] damage, plus the whip's enhancement bonus (see above). It does double damage (6d6) to undead, chaotic or evil outsiders, and creatures to which sunlight is harmful or unnatural.

If the sunfire whip scores a critical hit, the target becomes entangled for 1d4 rounds as if they were trapped in a net attached to the caster by a 30 ft. long trailing rope (q.v. Net, except there are no size restrictions). Every round a target is entangled by the sunfire whip they automatically take damage on the caster's initiative (3d6 or 6d6 plus enhancement bonus, as above). The caster cannot attack other opponents with the sunfire whip while it entangles a target, but the caster can release the entangled target at any time as a free action. The entangled target can also escape by succeeding at an Escape Artist check or Strength check against a DC of 20 plus the caster's level.

The caster can discharge a sunfire whip as a standard action. This inflicts the sunfire whip's damage (3d6 or 6d6 plus enhancement bonus) to all creatures within 30 feet but allows a Reflex save for half damage. Discharging the sunfire whip ends the spell.
 
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freyar

Extradimensional Explorer
That's pretty good, but I'd like to improve the wording of "Its attack bonus is equal to the caster level + their Int bonus or Cha bonus (for wizards or sorcerers, respectively) plus a +1 enhancement bonus." First off, did you really want to give a 20th level caster a +20-something attack bonus? Also, could we replace the Int or Cha bit by "the bonus of the caster's key casting statistic" or something so we don't have to refer specifically to classes in the spell description?
 

Cleon

Legend
That's pretty good, but I'd like to improve the wording of "Its attack bonus is equal to the caster level + their Int bonus or Cha bonus (for wizards or sorcerers, respectively) plus a +1 enhancement bonus." First off, did you really want to give a 20th level caster a +20-something attack bonus? Also, could we replace the Int or Cha bit by "the bonus of the caster's key casting statistic" or something so we don't have to refer specifically to classes in the spell description?

I was just cribbing the attack modifier bit off from Mordenkainen's Mage's Sword, but I don't mind the caster using their normal BAB.

Actually, that'd probably make sense since they're wielding the whip themselves, it's not a self-targeting effect like that sword spell.

So how about:

Its attack bonus is equal to the caster's base attack bonus plus the bonus of the caster's key casting statistic (e.g. Charisma for a sorcerer), plus a +1 enhancement bonus.
 



freyar

Extradimensional Explorer
It looks ok to me. The original spell isn't subject to spell level empowerment or summon coven, just to be perverse, I guess. I'm inclined to ignore at least the "no spell empowerment" bit, though, to keep things a bit more consistent.
 

Cleon

Legend
It looks ok to me. The original spell isn't subject to spell level empowerment or summon coven, just to be perverse, I guess. I'm inclined to ignore at least the "no spell empowerment" bit, though, to keep things a bit more consistent.

I can see summon coven not being useful with it, but I agree we ought to allow standard empowerments.

Shall I add it to the Goatling then?
 



freyar

Extradimensional Explorer
That one seems like it'll be fun. :erm:

Summon Coven
Range: caster
Duration: 4 hours
Effect: combines spellcasting energy

The name of this spell refers to a coven of high-level goatlings coming together in a field just outside Kosovsko. The spell requires at least three goatlings of levels 20 or higher in addition to a congregation of at least four 15 th level goatlings. Any number of guards may surround the coven to protect it while the spell is cast. The goal is to appeal to a community of goatmen, if not all of them within the area of effect, to relinquish an entire day of spellcasting ability for the benefit of the coven's needs. The area of effect is 1 mile radius per spellcasting level. The spell is normally initiated at midnight and concludes as four in the morning, which is when most goatfolk are likely to have regenerated their ability to use Goat Magic. Those asleep have a dream during which they offer magic to the coven. Their spellcasting ability is drained for the rest of the day. Others who happen to be awake at the time have a choice to accept or refuse. Summoned energy is stored in the Tabernacle of the Ram. It is a large black box with handles allowing twelve goatlings to carry it on their shoulders. Gilded goatling torsos adorn the corners, with carved ram heads on the sides of the tabernacle. A vertical disk emitting a silver light stands on its lid. It continually radiates a protection from evil 30' radius. Stored energy remains in the magical container no longer than a lunar cycle, at which point the moon symbol darkens. When the spell is complete, the head of the coven can use the energy to renew the Great Veil of Darkness on the spot. If it was collected for another reason, the energy can be transported to another location, usually to Bielagûl, to renew Greater Bindings. Bielgorna and a number of entropic creatures have been imprisoned there below ground. The coven and their escort must travel to the eerie ruins and access the deeper levels of the dungeons. The energy stored within the tabernacle can be used at different times until all is drained or the moon cycle is complete.


Seems almost like it was designed for an adventure or something.
 

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