Converting Creatures from Other Campaign Settings

Cleon

Legend
It's time to start planting, this thread has lain fallow long enough!

We had a request for the Tso on the Current Conversion Requests, which I'll start off here since our Planescape thread is busy with the Quasi-Elementals.

Here's the original writeup:

Tso
Climate/Terrain: Outlands, any lawful plane
Frequency: Rare
Organization: Brood
Activity Cycle: Any
Diet: Omnivore
Intelligence: High (13–14)
Treasure: E (individuals J,K,M,Q)
Alignment: Lawful evil
No. Appearing: 3–18
Armor Class: 1 (0)
Movement: 9, Cl 3
Hit Dice: 7
THAC0: 13
No. of Attacks: 3 and 1
Damage/Attack: 1d4/1d4/1d8 and by weapon
Special Attacks: Poison, magic use
Special Defenses: None
Magic Resistance: None
Size: M (5½’ tall)
Morale: Unsteady (5–7)
XP Value: 3,000

The tso are a race of slavers, smugglers, and cross-traders who roam the lawful planes – at least until they reach Arcadia or Mount Celestia, where they’re not at all welcome. Tso are arrangers and procurers, eagerly pursuing the accumulation of wealth no matter what it takes. Despite their absolute lack of scruples and uncontrollable avarice, they’re trustworthy in one regard: They never do anything unless they’ve got an ironclad contract for it.

Tso are related to neogi, a race of similar appearance and tastes found on the Prime Material Plane. They’re larger and stronger than their clueless cousins, standing about as tall as an adult human. The tso’s body is spiderlike, with eight insectile limbs and a bulging abdomen. A long, serpentine neck rises from the creature’s thorax, and its head is eellike with a mouth full of needle-sharp teeth. Unlike neogi, tso generally use only the rearmost pairs of legs for walking; the forward limbs are smaller, manipulative members. Tso are completely hairless, and their bodies are covered with gleaming chitin and leathery black skin at the joints or along their neck and head.

There aren’t many tso, and as a race they’re highly social. It’s unheard of to meet a lone tso without others of its kind nearby. Tso’re capable of magically enslaving other creatures to be their guards and agents, and a tso brood’s normally accompanied by 2 to 3 times their number of slaves and bodyguards. All tso’re at least marginally competent as mages, and it’s rumored that an entire brood acting together can weave spells of dreadful power and sinister purpose.

A brood of tso travels in a bizarre vessel shaped like monstrous spider; the individual design and characteristics of the vessel are different for each brood, but all tso vessels are capable of flight by means of a secret enchantment. A tso ship’s commonly known as an aracheon, aracheas, or arachantine.

COMBAT: Tso’re capable fighters, but they’re also a cowardly race and go to great lengths to stay out of harm’s way, letting their slaves fight for them. As noted above, a brood of tso can have anywhere from 2 to 3 times their own number of charmed slaves and guards. About 75% of these’ll be planar or prime humans, githzerai, and tieflings or aasimar. The remainder’re rarer creatures such as lesser fiends or modrons, khaasta, or reaves. These sods’ll fight to the death if so ordered by the tso, but it’s more common for a typical tso to be careful of its property and try not to get its slaves killed needlessly. That’s just good business sense.

When a tso’s desperate or backed into a corner, it can fight surprisingly well. It strikes with its two uppermost claws for ld4 points of damage each, a vicious bite for Id8 points of damage, and uses its second pair of limbs to wield either a two-handed weapon (a polearm or staff) or a one-handed weapon and shield, improving its AC to 0. The tso’s bite is poisonous; anyone bitten by the creature must make a successful save versus poison or suffer ld10 points of extra damage and be paralyzed for ld4 turns.

Tso’ve got a powerful magical ability to enslave other creatures. This functions like an extremely powerful charm. The tso must be able to touch its victim and can make no other attack that round. The victim must make a successful saving throw versus spell at -2 or fall under the tso’s thrall, serving willingly and without reservation. The victim’s Intelligence score is considered to be halved for purposes of determining the time period between saving throws to escape the charm.

In addition to their enslavement ability, all tso are mages of levels 2 to 5 (d4+ 11, with appropriate spell capabilities. They favor nondestructive spells that provide information, deception, or the ability to capture an opponent. Tso perceive phantasmal force or detect invisibility to be far more useful than burning hands or Melj’s acid arrow.

A group of tso can cast cooperative magic at the base level of the most skillful tso present, plus one for each additional tso – a 5th-level tso mage with 6 lesser tso aiding it casts spells as an 11th-level wizard. The leading tso can choose any spell available to its new level, regardless of whether or not it had memorized the spell to be cast, but the casting time increases tenfold; a spell with a casting time of 7 requires 7 rounds of cooperative spellcasting. Cooperative magic is a property of the tso approach to magic, which is alien and undecipherable to nontso wizards. The spell that empowers the aracheons with the ability to navigate the skies is jealously guarded and must be cast by a brood of at least 13 tso.

HABITAT/SOCIETY: Tso are social creatures that don’t like to be separated from others of their kind. Their social lives revolve around the rest of their brood and the conduct of business from the brood ship. From time to time, business arrangements might require a smaller group of tso to remain behind, but it’s almost inconceivable that fewer than three tso would be sent on such a mission. When a tso does have to leave the ship, it brings its personal servants along with it.

The second driving force behind the tso is pure avarice. A tso’s greed is legendary. The tso constantly seek out ways to make money, either through service rendered or the acquisition of highly-desired goods. For example, a tso brood might learn that a Lord of the Nine in Baator’s taken a fancy to gems of a certain type. They’ll draw up a contract with the baatezu lord to seek out and bring back the objects in question, and then travel to where they can get what’s called for. On the other end of the deal, the tso’ll use any means necessary to get what they’ve promised to provide. (It’s more profitable when a body doesn’t pay to get the inventory he means to sell, after all.)

Tso brood’ll take contracts on almost anything. They’ll carry slaves, contraband, or even legitimate trade from time to time. They’ll accept contracts for kidnaping, assassinations, or arson. If there’s a profit in it somewhere, the tso’re interested. A brood of tso’s extremely devious and clever in the wording of its contracts and bury all kinds of clauses and subcontracts in the body of the main draft. Tso figure if a sod don’t read what he signs, he deserves to get peeled. Negotiations between tso and baatezu are something to see.

The brood ship’s led by the oldest and most powerful tso. Usually, this’s the most accomplished sorcerer of the brood, but it can also be the tso with the most powerful slave. Tso measure their station in the brood very carefully, factoring in personal wealth, power, and the number and quality of slaves each tso controls. Tso organization’s simple: If a blood with a higher standing says jump, the lower ranks jump.

ECOLOGY: Tso reproduce by selecting one of their older brood-members to become the parent of a new brood. This doesn’t happen at any fixed interval – it just depends on when a tso reaches a suitable age. When this happens, the other members of the brood paralyze the parent-to-be, beginning a series of radical body changes. The brooding tso is immobilized, but eats constantly for 8 to 10 weeks before 3 to 6 young emerge from its body, killing the parent.

Unlike a neogi brood, the young tso emerge as sentient but smaller versions of their parent. There’s a strong tie between siblings, and they’re likely to spend their entire lives together. The older tso around the young raise them, and in less than a year the young’re incorporated into the tso hierarchy as the low sods on the totem pole.

From time to time, a group of tso becomes too large for its aracheon. Trading parties’ll be permanently dispatched from the ship to alleviate the problem for a while, but eventually the brood must split and a new ship’ll have to be built. This is a dangerous and unpredictable time for the tso, and months of scheming, plots, and deals revolve around deciding which tso will remain with the original group and which’ll strike off on their own.

Originally appeared in Planescape Monstrous Compendium II (1995)
 

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Cleon

Legend
Here's the original writeup:

Tso
Climate/Terrain: Outlands, any lawful plane
Frequency: Rare
Organization: Brood
Activity Cycle: Any
Diet: Omnivore
Intelligence: High (13–14)
Treasure: E (individuals J,K,M,Q)
Alignment: Lawful evil
No. Appearing: 3–18
Armor Class: 1 (0)
Movement: 9, Cl 3
Hit Dice: 7
THAC0: 13
No. of Attacks: 3 and 1
Damage/Attack: 1d4/1d4/1d8 and by weapon
Special Attacks: Poison, magic use
Special Defenses: None
Magic Resistance: None
Size: M (5½’ tall)
Morale: Unsteady (5–7)
XP Value: 3,000

The Tso's basically a stronger version of the Spelljammer Neogi. Compare the above stat array to the Spelljammer boxed set's Neogi:

Neogi
Climate/Terrain: Any space
Frequency: Rare
Organization: Tribal/ship
Activity Cycle: Any
Diet: Carnivore
Intelligence: Highly (13-14)
Treasure: Q each
Alignment: Lawful evil
No. Appearing: 1-8
Armor Class: 3
Movement: 6
Hit Dice: 5
THAC0: 15
No. of Attacks: 3
Damage/Attack: 1-3/1-3/1-6
Special Attacks: Slowing poison
Special Defenses: See below
Magic Resistance: Nil
Size: S (3’ high)
Morale: Steady (12)
XP Value: 270

As you see, mechanically the Tso are a step larger in size and natural weapon damage (S vs M, 1d3 vs 1d4, 1d6 vs 1d8) and have a 2-point higher AC, but are otherwise very similar.

An AD&D Tso's poison causes paralysis while the AD&D Neogi slows.

All Tso are innate mages, and their spellcasting allows a special "cooperative" form of spellcasting.

Incidentally, I suspect the Tso are the source of the 3E Neogi's enslave ability. AD&D Neogi did not possess this power, instead they had a charm monster power that only worked on Umber Hulks.

* * *

The basics of a 3E conversion seem pretty simple - just take the 3rd edition Neogi (I'll use the one from Lords of Madness) and increase by a size category and +2 HD, then tweak the AC and weapons.

I'll improve the poison so the Tso's is more potent than the 3E Neogi's 1d4 Dex/1d4 Wis. Since it's a paralytic it ought to do Dex damage, and it should also do a bit of Con damage.

The main special ability we have to sort out is the "Cooperative Spellcasting". I've got an idea for that, but will leave it for late.

The original monster was a 1d4+1 level mage, but 3E prefers set levels. I'll go for a 4th level spellcaster as a default. Most 3E monsters with innate spellcasting are sorcerers, but I think wizard might make more sense in this case.

Anyhoos, I'll start a Working Draft.
 

Cleon

Legend
Tso Working Draft

Tso
Medium Aberration
Hit Dice: 7d8 (31 hp)
Initiative: +3
Speed: 30 ft. (6 squares), climb 20 ft.
Armor Class: 20 (+3 Dex, +6 natural, +1 light darkwood shield), touch 13, flat-footed 20
Base Attack/Grapple: +5/+5
Attack: Bite +8 melee (1d8 plus poison) or masterwork rapier +9 melee (1d6/18-20) or light crossbow +8 ranged (1d8/19–20)
Full Attack: Masterwork rapier +9 melee (1d6/18-20) and bite +6 melee (1d8 plus poison) and 2 claws +6 melee (1d4); or bite +8 melee (1d8 plus poison) and 2 claws +6 melee (1d4); or light crossbow +8 ranged (1d8/19–20)
Space/Reach: 5 ft./5 ft.
Special Attacks: Cooperative spellcasting, enslave, spells, poison
Special Qualities: Darkvision 60 ft., tso traits
Saves: Fort +0, Ref +4, Will +6
Abilities: Str 10, Dex 17, Con 11, Int 16, Wis 14, Cha 17
Skills: Appraise +8, Balance +7, Climb +11, Concentration +9, Diplomacy +10, Disable Device +4, Intimidate +7, Jump +9, Knowledge (the planes) +8, Move Silently +7, Search +4, Sense Motive +7, Spot +7
Feats: Dodge, Mobility, Multiattack (B), Spell Penetration, Weapon Finesse (B)
Environment: Any lawful non-good outer plane
Organization: Gang (3–8 plus 8–40 slaves), trading party (8–18 and 20–80 slaves) or brood (10–20 plus 3–6 young and 20–120 slaves)
Challenge Rating: 5
Treasure: Double standard
Alignment: Usually lawful evil
Advancement: By character class
Level Adjustment:

A horrible little creature with a spiderlike body and a long neck and head resembling a predatory eel, save for the head's pointed ears. The creature appears intelligent, for it bears equipment. It walks on four hind legs and has four arms with long-fingered hands that would look delicate if it weren't for their formidable claws. Entirely hairless, its body is covered in shiny chitin, with leathery black hide on the joints and eel-like portions.

Tso are relatives of the neogi who journey the planes in search of wealth. They possess the same enslaving power as their kin and are seldom encountered without a retinue of slaves. Groups of tso can use a time-consuming form of cooperative magic to weave spells of formidable power, this cooperative magic is incomprehensible to non-tso.

Highly sociable, a tso rarely strays far from others of its kind. Family bands of tso, known as broods, travel in flying vessels, most commonly a spider-shaped ship called an aracheon, aracheas, or arachantine. Broods are led by the most powerful tso, typically a sorcerer of at least 6th level, although some base their power on another class or the possession of a mighty slave. Spellcasting tso leaders usually select metamagic feats as their level increases.

Tso are insatiably avaricious. No act is too contemptible or treacherous for a tso if there's profit in it, save for one - they always keep a contract. Tso will only act on a deal once they have an ironclad contract, but they'll take a contract for kidnapping, sabotage, murder and soul-trapping as readily as one for smuggling, slave-trading or even honest trade. It matters not to them whether they're shipping medicine for a deva to save a city or selling an iron cage of larvae to a devil. Tso are extremely devious, and use cunning wording or complex sub-clauses in a contract to trick clients into paying more for less. They reckon anyone who signs a contract that may lead to penury or slavery deserves what they get. Tso will make liberal use of spells to make a profitable business deal and aren't above using their enslave ability on an unwary customer. Their contract negotiations with devils are infamous for their deceitfulness and complexity.

Tso reproduction resembles that of neogi. A brood selects one of their older members and paralyzes it with venomous bites that trigger the parent-to-be's transformation into a breeding stage. The elder tso is immobilizes and possessed by ravenous hunger, it eats constantly for 8 to 10 weeks and then 3 to 6 infant tso burst out its swollen body, killing their parent. Unlike neogi spawn, newborn tso are intelligent creatures that look (and act) like tiny versions of the adults. They become active members of their brood's hierarchy within a year. If a brood's population becomes too large for its flying vessel, it'll try to alleviate the pressure by dispatching permanent trading parties, but eventually the over-large brood must split up and build a new ship. This is a time of great danger, uncertainty and intrigue among tso.

A tyical tso stands 5 1/2 feet tall and weighs about 120 pounds.

Tso speak Common, even among themselves, and most also know Celestial, Draconic and Infernal.

COMBAT
Tso avoid melee, preferring to cast spells or use their enslaving ability from a safe distance. They go to great lengths to let their slaves and summoned monsters do their fighting for them but are surprisingly capable combatants if given no other option. While tso try to avoid throwing away the lives of their slaves, as it's poor business to lose valuable property, they always put their own lives ahead of any slave's.

A portion of tso in an encounter will often be armed with a simple darkwood polearm (quarterstaff, spear or longspear) instead of the sample tso's rapier and darkwood shield. A typical tso has a +6 melee attack with a darkwood polearm and is AC 19 instead of 20, since it has no shield bonus.

Cooperative Spellcasting (Sp): A group of two or more tso can form a spellcasting collaboration which can increase the number and power of their spells.

Forming The Collaboration: To form a spellcasting collaboration, the entire group must agree which tso will lead their collaborative spellcasting and then ready their sorcerer spells together in a special ceremony which takes 1 hour to complete. This hour includes the 15 minutes the tso participants need to ready their personal sorcerer spells. The leader of the collaboration gains the spells per day of a sorcerer with a level equal to their own level plus +1 level for every other tso in the collaboration (max +12 levels). These bonus levels only increase the number of spells the leader can ready, they do not increase the leader's own casting level. The leader casts the spells per day of their personal caster level normally, but the additional spells they gain are "Collaborative Spells" that follow special rules detailed below.

Spells per Day Example: A standard tso has 4th-level sorcerer spellcasting and Charisma 17, giving it 6/7/4 spells per day. It becomes the leader of a collaboration with five other tso, giving it the spells per day equal to a 9th level sorcerer (6/7/7/7/4). Of these spells, 6/7/4 are normal spells and the remaining three 2nd level, seven 3rd level and four 4th level spell slots are collaborative spells (0/0/3/7/4). The leader's caster level is 4th.

Assisted Spellcasting: The collaboration's leader can have their spellcasting assisted by any other member of the group. This gives the leader a +1 bonus to caster level for each assistant (maximum +12 CL). To provide this CL boost, an assistant must be within 30 feet of the leader, have line of effect, and take a standard action every round for the spell's entire casting time. If any of these conditions are broken or the assistant loses focus (by failing a Concentration check, for example) the leader's spellcasting does not receive a CL bonus from that assistant, although they can still receive CL bonuses from other assistants.

Casting Collaborative Spells: The leader of the collaboration (and only the leader) can cast collaborative spells. The leader is not limited to their Sorcerer Spells Known list, but can cast any Sorcerer/Wizard spell as a collaborative spell. The tso also have access to secret collaborative-only spells, such as the enchant aracheon spell used to create their plane-traveling flying ships.

Collaborative spells can only be cast using Assisted Spellcasting (see above). The leader's caster levels, plus the bonus CLs from Assisted Spellcasting, must be equal to or more than the sorcerer level required to cast the spell, or the collaborative spell will fail. The leader must meet all of the collaborative spell's costs (XP, material components, et cetera) themselves and can modify the spell with Metamagic Feats. A collaborative spell takes longer to cast than the normal version of the spell, although this can be shortened by applying the Quicken Spell feat, as detailed in the Collaborative Spell Casting Time table (see below). In all other respects, a collaborative spell uses the rules for a normal sorcerer spell.

Breaking The Collaboration: A spellcasting collaboration breaks down when a participating tso readies a new set of sorcerer spells. If the leader readies their spells, the entire collaboration is broken. If an "assistant" readies their spells, they exit the collaboration and the leader must recalculate their spells-per-day without the level bonus they get from that assistant (if any). The leader is immediately aware of this loss and knows which tso exited the collaboration, but has no knowledge of the circumstances. Normally, a group of tso will ready their spells together to form a new collaboration while breaking the old one.

Table: Collaborative Spell Casting Time
Original Spell's Casting TimeCollaborative Spell's Casting TimeCollaborative Casting Time with Quicken Spell
ImmediateStandard actionSwift action
SwiftFull roundStandard action
Standard1 round per spell levelFull round
Full Round1 minute1 round per spell level
More than 1 roundMultiply casting time by 102 rounds per spell level

Enslave (Su): A tso can try to enslave any one living creature within 30 feet as an at-will standard action. This ability functions similarly to a dominate monster spell (caster level 16th; Will DC 18). An enslaved creature obeys the tso's telepathic commands to the letter. The subject can attempt a new DC 18 Will save every 24 hours to break free. Otherwise, the tso's control is broken only by the death of the tso or the enslaved creature, by a remove curse or dispel magic effect, or if the tso travels more than 1 mile from the enslaved creature. At any given time, a tso can have a number of creatures enslaved by means of this ability equal to 1 + its Cha modifier (but tso also keep additional slaves in the normal, nonmagical manner). The save DC is Charisma-based and includes a +2 racial bonus.

Poison (Ex): Injury, Fortitude DC 15, initial damage 1d6 Dex and 1d4 Con, secondary damage 1d6 Dex and 1d4 Wis. A tso can coat a weapon with poison from its fangs as a standard action. The poison remains active for 1 minute after application and functions as it does when delivered by means of a bite. The save DC is Constitution-based and includes a +2 racial bonus.

Spells: A tso casts spells as a 4th-level sorcerer.

Typical Sorcerer Spells Known (6/7/4; save DC 13 + spell level)
0detect magic, detect poison, mage hand, mending, read magic, resistance;
1stcomprehend languages, mage armor, summon monster I;
2ndeagle's splendor.

Skills: Tso can use their Dexterity score instead of their Strength score for Climb and Jump checks. Tso have a +8 bonus on Climb checks and can always choose to take 10 on Climb checks even if rushed or threatened.

Enchant Aracheon
Transmutation
Level: Sor/Wiz 9
Components: V, S
Casting Time: 10 minutes (see below)
Range: Touch
Target: One vehicle with a volume of up to one 10 ft. cube per caster level
Duration: 1 day/level
Saving Throw: None
Spell Resistance: No

This powerful spell creates a flying vessel called an aracheon. The target of this spell can be any movable object — usually a ship, but it could be a wagon, juggernaut, sledge, or any other form of transport.

Only tso can use this spell, since casting it requires a group of at least thirteen tso using their cooperative spellcasting ability (see the tso entry for details). It takes 10 minutes to cast enchant aracheon as a standard collaborative spell, or 2 minutes if the tso brood uses the Quicken Spell metamagic feat.

An aracheon can fly at a speed of 40 feet with poor maneuverability, or 30 feet with clumsy maneuverability if the vehicle is heavily armored or carrying a heavy load. The aracheon can also hover, as per the Hover feat, and will hover in midair if left unattended. An aracheon's normal carrying capacity is 500 lbs. per 5 ft. square it occupies; its "heavily loaded" carrying capacity is 1000 lbs. per square.

Any tso who participates in casting enchant aracheon has the potential to pilot the resulting vehicle. The leader of the spellcasting collaboration decides which of the tso in the group can pilot the aracheon. The leader can freely change the list of approved pilots as a standard action. An aracheon's "helm" is a rune that appears identical to an arcane mark. Approved pilots can touch this steering rune and direct the aracheon's movement as a move action. The rune is so small it can only be touched by a single tso. The pilot must use a move action every round to steer the aracheon, if they stop directing the vehicle it will continue on its present course for 1d6 rounds before slowing to a hover.

When the duration of enchant aracheon expires the magic fades slowly. Should the aracheon be aloft, the vehicle floats downward 60 feet per round for 1d6 minutes. If it reaches the ground in that amount of time, it lands safely. If not, it falls the rest of the distance, taking 1d6 points of damage per 10 feet of fall. The aracheon also descends in this way if the enchant aracheon is cancelled by another effect, but not if it is negated by an antimagic field. An enchant aracheon spell cannot be dispelled, but it can be undone by break enchantment, mage's disjunction and similar powers.

The secrets of enchant aracheon are jealously guarded by the tso, who will never reveal it to outsiders.

Permanency: A permanency spell can make enchant aracheon permanent at the cost of 5,000 XP.

Originally appeared in Planescape Monstrous Compendium II (1995)
 
Last edited:

freyar

Extradimensional Explorer
As discussed in email, we agreed to bump mental stats to Int 16, Wis 14, Cha 17.

I also believe we've agreed on standard innate sorcerer casting. What we have so far on collaborative spellcasting is

Cooperative Spellcasting (Sp): A group of two or more tso can form a spellcasting collaboration which can increase the number and power of their spells.

Forming The Collaboration: To form a spellcasting collaboration, the entire group must agree which tso will lead their collaborative spellcasting and then ready their sorcerer spells together in a special ceremony which takes 1 hour to complete. This hour includes the 15 minutes the tso participants need to ready their personal sorcerer spells. The leader of the collaboration gains the spells per day of a sorcerer with a level equal to their own level plus +1 level for every other tso in the collaboration (max +12 levels). These bonus levels only increase the number of spells the leader can ready, they do not increase the leader's own casting level. The leader casts the spells per day of their personal caster level normally, but the additional spells they gain are "Collaborative Spells" that follow special rules detailed below.

Spells per Day Example: A standard tso has 4th-level sorcerer spellcasting and Charisma 17, giving it 6/7/4 spells per day. It becomes the leader of a collaboration with five other tso, giving it the spells per day equal to a 9th level sorcerer (6/7/7/7/4). Of these spells, 6/7/4 are normal spells and the remaining three 2nd level, seven 3rd level and four 4th level spell slots are collaborative spells (0/0/3/7/4). The leader's caster level is 4th.

Assisted Spellcasting: The collaboration's leader can have their spellcasting assisted by any other member of the group. This gives the leader a +1 bonus to caster level for each assistant (maximum +12 CL). To provide this CL boost, an assistant must be within 30 feet of the leader, have line of effect, and take a standard action every round for the spell's entire casting time. If any of these conditions are broken or the assistant loses focus (by failing a Concentration check, for example) the leader's spellcasting does not receive a CL bonus from that assistant, although they can still receive CL bonuses from other assistants.

Casting Collaborative Spells: The leader of the collaboration (and only the leader) can cast collaborative spells. The leader is not limited to their Sorcerer Spells Known list, but can cast any Sorcerer/Wizard spell as a collaborative spell. The tso also have access to secret collaborative-only spells, such as the enchant aracheon spell used to create their plane-traveling flying ships.

Collaborative spells can only be cast using Assisted Spellcasting (see above). If a collaborative spell's spell level is too high to be cast by the leader's personal caster level, the bonus caster levels from Assisted Spellcasting's must allow the leader to meet the spell's minimum CL or the spellcasting will fail. The leader must meet all of the collaborative spell's costs (XP, material components, et cetera) themselves and can modify the spell with Metamagic Feats. A collaborative spell takes longer to cast than the normal version of the spell, although this can be shortened by applying the Quicken Spell feat, as detailed in the Collaborative Spell Casting Time table (see below). In all other respects, a collaborative spell uses the rules for a normal sorcerer spell.

Breaking The Collaboration: A spellcasting collaboration breaks down when a participating tso readies a new set of sorcerer spells. If the leader readies their spells, the entire collaboration is broken. If an "assistant" readies their spells, they exit the collaboration and the leader must recalculate their spells-per-day without the level bonus they get from that assistant (if any). The leader is immediately aware of this loss and knows which tso exited the collaboration, but has no knowledge of the circumstances. Normally, a group of tso will ready their spells together to form a new collaboration while breaking the old one.

And a table on casting times that will take longer to format for posting. I think we still have a bit of wrangling to do on this.
 

Cleon

Legend
As discussed in email, we agreed to bump mental stats to Int 16, Wis 14, Cha 17.

We'd also sort-of-decided on how to spend the additional skill ranks, resulting in:

Skills: Appraise +8, Balance +7, Climb +11, Concentration +9, Diplomacy +10, Disable Device +4, Intimidate +7, Jump +9, Knowledge (the planes) +8, Move Silently +7, Search +4, Sense Motive +7, Spot +7

Updating Tso Working Draft.

Hey, the new forums support proper table tags!

I also believe we've agreed on standard innate sorcerer casting. What we have so far on collaborative spellcasting is

*SNIP*

And a table on casting times that will take longer to format for posting. I think we still have a bit of wrangling to do on this.

Let the wrangling begin!
 

freyar

Extradimensional Explorer
Pretty nice about the table tags!

The first big of wrangling is about assisted spellcasting. I think we can simplify "and take a standard action every round for the spell's entire casting time. If any of these conditions are broken or the assistant loses focus (by failing a Concentration check, for example)" to "and maintain concentration on the assisted spellcasting. If the assistant cannot maintain concentration," because maintaining concentration, by RAW, requires a standard action.
 

Cleon

Legend
Pretty nice about the table tags!

The first big of wrangling is about assisted spellcasting. I think we can simplify "and take a standard action every round for the spell's entire casting time. If any of these conditions are broken or the assistant loses focus (by failing a Concentration check, for example)" to "and maintain concentration on the assisted spellcasting. If the assistant cannot maintain concentration," because maintaining concentration, by RAW, requires a standard action.

Well it's not quite the same thing, "Concentrating to Maintain a Spell" is to keep a spell going that's already been cast. Casting a spell that takes longer than a standard action normally requires a full-round action every round, of course. In the case of collaborative spellcasting it's only the leader who's full-rounding, with the assistants standard-acting to boost them.

I think it's important to make clear they don't need to do full-round casting to assist the spell as if they were casting it themselves.

Besides, if you want to take that route, it'd be better to quote the relevant section of the rules, something like:

Assisted Spellcasting: The collaboration's leader can have their spellcasting assisted by any other member of the group. This gives the leader a +1 bonus to caster level for each assistant (maximum +12 CL). To provide this CL boost, an assistant must be within 30 feet of the leader, have line of effect, and make "concentrate to maintain an active spell" actions for the duration of the leader's spellcasting. If an assistant's concentration is broken, the collaborative spell does not receive a CL bonus from that assistant, but it can still receive CL bonuses from other assistants.
 

freyar

Extradimensional Explorer
Hmmm, well, fair enough. In that case, I think I prefer the wording as we have it.

I think the only other quibble would be over the wording of "the bonus caster levels from Assisted Spellcasting's must allow the leader to meet the spell's minimum CL or the spellcasting will fail" in the collaborative spells section. Do we need to clarify "spell's minimum CL"? Change it to something like "the minimum CL required for a sorcerer to cast the spell" or something similar?
 

Cleon

Legend
Hmmm, well, fair enough. In that case, I think I prefer the wording as we have it.

I think the only other quibble would be over the wording of "the bonus caster levels from Assisted Spellcasting's must allow the leader to meet the spell's minimum CL or the spellcasting will fail" in the collaborative spells section. Do we need to clarify "spell's minimum CL"? Change it to something like "the minimum CL required for a sorcerer to cast the spell" or something similar?

I have no objection to rewording it. How about this:

Collaborative spells can only be cast using Assisted Spellcasting (see above). The leader's caster levels, plus the bonus CLs from Assisted Spellcasting, must be equal to or more than the sorcerer level required to cast the spell, or the collaborative spell will fail. The leader must meet all of the collaborative spell's costs (XP, material components, et cetera) themselves and can modify the spell with Metamagic Feats. A collaborative spell takes longer to cast than the normal version of the spell, although this can be shortened by applying the Quicken Spell feat, as detailed in the Collaborative Spell Casting Time table (see below). In all other respects, a collaborative spell uses the rules for a normal sorcerer spell.
 

freyar

Extradimensional Explorer
OK, I'll go along with that.

Now, about the casting time. I don't think Quicken Spell should be able to allow casting of any spell faster than a full-round action due to usual spontaneous metamagic rules. So I'd either drop the whole column about using Quicken Spell or else modify the first few lines.
 

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