Converting monsters from Dragon magazine

Cleon

Legend
I suspect there may be other cases of that error in the CC. I guess I'd better run a search to check sometime…

I did a search using "cleric spells known" as a search term and all the cleric casters had "Typical Cleric Spells Prepared" so hopefully the CC entries are clear of that particular typo.
 

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freyar

Extradimensional Explorer
You're right about the spontaneous inflict spells. I don't particularly care that they have it, so let's not add it.

In that case, should we switch one of the cure minor wounds spells to inflict minor wounds?

At first level, how about bane, cause fear, divine favor, entropic shield, inflict light wounds, and obscuring mist?
 

Cleon

Legend
You're right about the spontaneous inflict spells. I don't particularly care that they have it, so let's not add it.

In that case, should we switch one of the cure minor wounds spells to inflict minor wounds?

Frankly, inflict minor wounds is of such limited utility I wouldn't bother. If I swapped one of the cure minors with anything it'd be another detect magic or resistance orison.

At first level, how about bane, cause fear, divine favor, entropic shield, inflict light wounds, and obscuring mist?

Those look fine to me.
 

freyar

Extradimensional Explorer
Let's just leave those in that case.

2nd level: augury, death knell, enthrall, hold person, owl's wisdom, sound burst ?
 

Cleon

Legend
Let's just leave those in that case.

Updating the Priest of Ythog-Nthlei Working Draft.

2nd level: augury, death knell, enthrall, hold person, owl's wisdom, sound burst ?

Hmm… I'd think they'd just use chant magic to cast augury rather than a spell slot since they can do that without needing the material components just for the "cost" of it taking 5 minutes to cast instead of 1 minute.

Maybe substitute spiritual weapon for that spell?

I don't care much for death knell since it's so situation-dependent but could see them using it, so let's leave that.

There are three spells designed to stun/immobilize/incapacitate targets - enthrall, hold person and and sound blast. That seems a bit redundant. Maybe swap the hold person for something else? Either silence or resist energy are reliably useful.
 

freyar

Extradimensional Explorer
I did think of death knell mainly as a thematic, rather than particularly useful, choice. How about this?
2nd level: death knell, enthrall, owl's wisdom, silence, spiritual weapon, sound burst
3rd level: deeper darkness, dispel magic, magic circle against good, protection from energy, summon monster III
 

Cleon

Legend
I did think of death knell mainly as a thematic, rather than particularly useful, choice. How about this?
2nd level: death knell, enthrall, owl's wisdom, silence, spiritual weapon, sound burst
3rd level: deeper darkness, dispel magic, magic circle against good, protection from energy, summon monster III

Those are fine by me.

How about death ward, divine power, freedom of movement, poison for the fourth level spells?
 

freyar

Extradimensional Explorer
Those sound good!

At 5th level, how about greater command, flame strike, insect plague? I don't mind swapping any of those for true seeing or wall of stone either.
 

Cleon

Legend

Quartz

Hero
I'm late to the party but the requirements for chant magic seem very generous both in time and difficulty, particularly for Epic spells, especially as this is essentially a non-combat ability.

With regard to time, how about changing non-Epic spells to hours rather than rounds, and Epic spells to days? You can then have PCs racing to stop the ritual in time. Sneaky priests might start the ritual in one place and split up... This can also be used to help the PCs: perhaps they can buy time by killing priests on their way to the temple to join the ritual chant (adding priests reducing the time, of course). With extended chanting times, you'd need to figure out the average number of chanters - perhaps a case for using the guidelines for magic item creation? The spell is cast as long as the chant is maintained.

With regards to casting Epic spells, at the very least drop the bonus of half the DC. Take an Epic spell with DC of 100. If I've read the section correctly, the 10th level priest is rolling d20 + 7 (Madness) + 50 (half DC) + 17 (max skill for a 14 HD critter) + 2 (skill synergy) + 3 (let's give it Skill Focus) or d20 + 79 straight off. It only needs +1 from somewhere (perhaps working in a Desecrated area) to have a chance, and +11 to Take 10. At a mere DC 76 the priest rolls d20 + 67, so just Takes 10 for Summon Behemoth (ELH p.86) after 3800 rounds. That's several per day, all on its own. (Though they'd likely have a version which swapped the +20 DC for the 1 action casting time with 10 lots of double duration or x1024 / +1000% duration depending upon how you rule the doubling works). Are your 10th level PCs ready for that? Just think what a low-Epic level Priest (the King?) with Epic Skill Focus and Epic Synergy bonuses could achieve. Dropping the bonus of half the spell DC seems sensible. Requiring a priest to have Epic Spellcasting to either start or complete (or both) the spell also seems appropriate. Even then a +30 Spellcraft / Religion item is a game-changer. As is, your base priest can cast Epic spells without any help anyway.
 

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