Converting monsters from Tales From The Infinite Staircase

Cleon

Legend
Wormtongue
Transmutation
Level: Sor/Wiz 5, Worm 4 [I make it a level 4 worm spell since domains can't have two spells of the same level]
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One living creature
Duration: 1 round per level
Saving Throw: Fortitude negates
Spell Resistance: Yes

[It rather reminds me of the spell grim revenge from the 3E Book of Vile Darkness, so we might be able to crib something from that:

Grim Revenge
Necromancy [Evil]
Level: Sor/Wiz 4
Components: V, S, Undead
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Target: One living humanoid
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes

The hand of the subject tears itself away from one of his arms, leaving a bloody stump. This trauma deals 6d6 points of damage. Then the hand, animated and floating in the air, begins to attack the subject. The hand attacks as if it were a wight (see the Monster Manual) in terms of its statistics, special attacks, and special qualities, except that it is considered Tiny and gains a +4 bonus to AC and a +4 bonus on attack rolls. The hand can be turned or rebuked as a wight. If the hand is defeated, only a regenerate spell can restore the victim to normal.
]
 
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Cleon

Legend
Curse of the Worms
Conjuration (Summoning)[Death]
Level: Worm 5
Components: V, S, M, DF
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One living creature
Duration: Special (see below)
Saving Throw: Fortitude partial
Spell Resistance: Yes

[This is basically a ranged and slower-acting slay living spell.]

Material Component: A pinch of powdered dried worm.
 
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Cleon

Legend
And we'll also need:

Worm Domain
Granted Power:
Rebuke or command worms as an evil cleric rebukes or commands undead (only affects vermin and magical beasts with Intelligence 0 or 1, what counts as a "worm" is at the DM's discretion).

Use this ability a total number of times per day equal to 3 + Charisma modifier.

Worm Domain Spells:
1. Burrow: You can burrow at a speed of 15 ft. through soil.
2. Wormslickᴹᴰ: Conjures a swarm of worms.
3. Wormwork: Softens or moves earth and can create quicksand-like ground.
4. Wormtongue: Target's own tongue turns into a worm that attacks them.
5. Curse of the Wormsᴹᴰ: #Living target dies over #d# rounds from being filled with worms#
6. Worm Tell: Worms tell you the ground's secrets.¹
7. Squirming Doom: A venomous mass of flesh-eating worms attacks at your command.²
8. Earthquake: Intense tremor shakes 80-ft.-radius.
9. Summon Monster IX: calls a purple earthworm to fight.³

ᴰ requires divine focus component.
ᴹ requires material component.
¹ Spell functions like stone tell, but affects earth or stone inhabited by living worms.
² Spell functions like creeping doom, the worms fight as centipede swarms with speed 20 ft., burrow 20 ft., swim 10 ft. instead of the centipede swarm's 20 ft., climb 20 ft. speed.
³ A purple earthworm is a purple worm with the Earth and Extraplanar subtypes, damage reduction 10/magic and the Earth Mastery extraordinary ability of an earth elemental. If you have access to the Manual of the Planes, an earth element creature purple worm may be used instead.
 
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Cleon

Legend
Do we want to add Divine Focus to the some more of the Worm spells with a Material component? I gave summon worms M/DF since summon swarm has that component.
 

freyar

Extradimensional Explorer
How about we add the DF just to the ones that are only Worm spells and not also Sorc/Wiz spells?

Just filling out the domain with some suggested spells before we get down to business:
6 --- Summon Monster VI (Gargantuan fiendish monstrous centipede only)
7 --- Creeping Doom
8 --- Polymorph Any Object ???
9 --- Shapechange (to worm-like form only) ????
Those last two have a lot of overlap, but I'm not sure where else to go with these. Maybe we could swap the 9th level to something that summons a purple worm or something. I'd like that!
 

Cleon

Legend
How about we add the DF just to the ones that are only Worm spells and not also Sorc/Wiz spells?

That's just curse of the worms. I'd be OK with doing that or just putting DF on summon worms. It doesn't make any difference to me either way.

Do you have a preference or shall we determine it via random virtual polyhedron?

Just filling out the domain with some suggested spells before we get down to business:
6 --- Summon Monster VI (Gargantuan fiendish monstrous centipede only)
7 --- Creeping Doom
8 --- Polymorph Any Object ???
9 --- Shapechange (to worm-like form only) ????
Those last two have a lot of overlap, but I'm not sure where else to go with these. Maybe we could swap the 9th level to something that summons a purple worm or something. I'd like that!

Don't much care for the polymorph/shapechange since they don't seem very "wormy". How about earthquake for the 8th-level spell and summon monster XI (fiendish purple worm only) for the 9th-level spell?

I approve of creeping doom for the 7th-level spell.

Not so sure about the centipede-summoning for the 6th though, may have to mull it over. Maybe move earth instead as we've already got the precedent of wormwork?

Come to think of it, isn't wormwork just a higher level and less effective version of soften earth and stone?
 

freyar

Extradimensional Explorer
Oh, let's put it on curse of the worms too, why not?

I think you're right about wormwork. Do you want to drop that one and substitute soften earth and stone somehow?

I do not see a summon monster spell that let's you get purple worms. Which one is that?
 

Cleon

Legend
Oh, let's put it on curse of the worms too, why not?

Done!

Updating Curse of the Worms working draft.

I think you're right about wormwork. Do you want to drop that one and substitute soften earth and stone somehow?

I would like to keep the spell, but we'll need to modify it somehow to make it more level-appropriate compared to soften earth and stone.

Hmm… well it's called wormwork which refers to the soil earthworms sometimes pile up on the surface, so maybe have the spell be able to create shallow trenches, pits and banks of earth as well as just soften the ground? Kind of a poor man's move earth plus soften earth and stone without soften stone?

It's got a duration too, so we could give it a respectable total volume of earth that can be softened/moved but it can only do a few "cubes" of work each round, and only creatures standing on an "active" cube need to make the Reflex save to avoid being caught in mud.

Something like:

Every round the wormwork spell can work on one 10-foot square of earth or soil for every three caster levels, producing one of the following effects.
  • break up hard ground (i.e. heavy clay, dense rocky earth) into normal earth.
  • soften normal earth into loose soil (see below). If the normal earth is already loose soil the worms will soften it regardless.
  • move soil to create a bank or mound of earth no more than 5 feet high, with a ditch or hole of the same depth appearing in an adjacent 10-foot square where the soil came from.
  • move soil so an existing bank, mound, ditch or hole no more than 5 feet high or deep is shifted up to 10 feet. The feature can be changed in shape while being shifted (i.e. a 10 ft. by 10 ft. pit could be lengthened into a 5 ft. by 20 ft. pit).
During casting, the spellcaster can instruct the worms to work to a particular plan (i.e. "dig a ditch along this path", "soften this area") and the worms will follow this directive until the spell's duration runs out, they are ordered to stop (a free action) or ordered to follow a new plan (a standard action).

If a creature is standing on a square which is being softened by wormwork, they risk being sucked into the churning ground as if it were thick mud. The creature must succeed on a Reflex save or be caught for 1d2 rounds and unable to move, attack, or cast spells. A creature that succeeds on its save can move through the softening ground at half speed, and it can’t run or charge.

Loose soil is not as troublesome if it is not being actively softened by wormwork, but all creatures in the area can move at only half their normal speed and can’t run or charge over the surface.

Special Duration: The effects of a wormwork spell (i.e. loosened soil, excavated earth) are Instantaneous and will remain after the spell duration concludes. The duration ends when the spell performs 1 round of "wormworking" per caster level or the caster's concentration ends.​

The spell stat-block will also need a tweak to include:

Duration: Special (Concentration, plus see below)

I do not see a summon monster spell that let's you get purple worms. Which one is that?

Sorry, I did not make myself clear. I was proposing a custom "summon monster IX" that summons a single fiendish purple worm instead of the usual creature options.

Come to think of it, that would be an Evil spell though, wouldn't it. I'd rather it be a neutral / unaligned creature since I don't think the Worm Domain should be evil-aligned. Maybe an Earth Element Purple Worm? Except that would require the use of material not in the SRD or our CC.

The sample creatures for summon monster IX range from Challenge Rating 9 (Night Hag) to Challenge Rating 13 (Fiendish Colossal Monstrous Spider) so if we can come up with a substitute CR 11 or 12 wormlike monster for it to summon I'd be game to consider it.

Could just make it an Elder Earth Elemental I suppose, but that doesn't feel quite "wormy" enough.
 
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Cleon

Legend
Special Duration: The effects of a wormwork spell (i.e. loosened soil, excavated earth) are Instantaneous and will remain after the spell duration concludes. The spell itself has a duration of 1 round of "wormwork" per caster level or concentration plus 10 minutes, whichever happens first.

Upon reflection, I'd cut the "plus 10 minutes", make the duration "Special (Concentration, plus see below)" and have the explanatory text say "The duration ends when the spell performs 1 round of "wormworking" per caster level or the caster's concentration ends."

That seems cleaner.

Edit: Actually, I think I'll modify the rough proposal above with this revision.
 

freyar

Extradimensional Explorer
I like your proposal for wormwork. Let's go with that.

A regular purple worm is CR 12. So we just need something to make it extraplanar to be summoned without changing its CR (much), I guess. If we don't have a suitable template in the CC, we could probably specify it summons one from the ethereal plane or something. Or we could look for an appropriate monster in the CC. We must have something wormy and extraplanar in there.
 

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