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Converting Epic Level Beings

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I’m working on his spellcasting powers now (slow work day). For his cleric domains, how about Air, Chaos, Evil, and Water? I’d use Air and Water, or perhaps Chaos and Water as his favorite domains for the spell-list.
 

for instance, i've listed the spells for the domains (air, chaos, evil, water):

1 – obscuring mist, protection from law, protection from good, obscuring mist,
2 – wind wall, shatter, desecrate, fog cloud,
3 – gaseous form, magic circle against law, magic circle against good, water breathing,
4 – air walk, chaos hammer, unholy blight, control water,
5 – control winds, dispel law, dispel good, ice storm,
 

In that case, I would go with:

Obscuring mist, desecrate, gaseous form, control water]/i], and ice storm.

For his domain spells.
 


Here’s what I came up with so far, suggestions are appreciated as always.

Spell-Like Abilities: At will – bestow curse (DC X), chain lightning (DC X), charm monster (DC X), cure critical wounds (DC X), deeper darkness, fire storm (DC X), greater dispel magic, hold monster (DC X), invisibility, invisibility purge, levitate, persistent image (DC X), polymorph (humanoid forms only, duration 1 hour), protection from energy, read magic, unholy blight (DC X); 3/day – etherealness, freedom of movement, greater teleport, summon nature’s ally IX, word of chaos (DC X); 1/day – Bigby’s crushing hand (DC X), gate, maze, meteor swarm (DC X), plane shift, wind walk. Caster level 25th. The save DCs are Charisma-based.

I’m considering adding the following spell-like powers – any other suggestions?:
bull's strength, control weather, fox's cunning, horrid wilting, mind fog, mirage arcana, whispering wind


Spells: Oceanus can cast divine spells as a 10th-level cleric. Oceanus has access to the following domains: (Air, Chaos, Evil, and Water?). He also casts spells as a 10th-level druid. The save DCs are Wisdom-based.

Typical Cleric Spells Prepared (6/8/7/6/6/5; save DC 19 + spell level);
0 – create water, detect poison, inflict minor wounds, mending, read magic, resistance;
1st – cause fear, curse water, doom, endure elements, obscuring mist*, protection from good, protection from law;
2nd – desecrate, eagle’s splendor, enthrall, fog cloud*, owl’s wisdom, shatter, silence;
3rd – gaseous form*, inflict serious wounds, magic circle against good, magic circle against law, water breathing, water walk;
4th – air walk, chaos hammer*, control water, dismissal, divine power, sending;
5th – control winds*, dispel good, dispel law, greater command, summon monster V.
*Domain spell. Domains: Air and Water?.

Typical Druid Spells Prepared (6/7/6/5/5/4; save DC 19 + spell level);
0 – create water, detect magic, flare, guidance, know direction, purify food and drink;
1st – charm animal, detect animals or plants, entangle, longstrider, magic fang, speak with animals, summon nature's ally I;
2nd – bear's endurance, bull's strength, cat's grace, chill metal, fog cloud, gust of wind;
3rd – call lightning, plant growth, quench, sleet storm, wind wall;
4th – control water, dispel magic, freedom of movement, ice storm, scrying, summon nature’s ally IV;
5th – baleful polymorph, call lightning storm, commune with nature, summon nature's ally V.
 

BOZ said:
Here’s what I came up with so far, suggestions are appreciated as always.

Spell-Like Abilities: At will – bestow curse (DC X), chain lightning (DC X), charm monster (DC X), cure critical wounds (DC X), deeper darkness, fire storm (DC X), greater dispel magic, hold monster (DC X), invisibility, invisibility purge, levitate, persistent image (DC X), polymorph (humanoid forms only, duration 1 hour), protection from energy, read magic, unholy blight (DC X); 3/day – etherealness, freedom of movement, greater teleport, summon nature’s ally IX, word of chaos (DC X); 1/day – Bigby’s crushing hand (DC X), gate, maze, meteor swarm (DC X), plane shift, wind walk. Caster level 25th. The save DCs are Charisma-based.

Fire storm and meteor swarm don't really seem to fit. Otherwise, I like 'em.

BOZ said:
I’m considering adding the following spell-like powers – any other suggestions?:
bull's strength, control weather, fox's cunning, horrid wilting, mind fog, mirage arcana, whispering wind

I like all of them except horrid wilting for Occy.

BOZ said:
Spells: Oceanus can cast divine spells as a 10th-level cleric. Oceanus has access to the following domains: (Air, Chaos, Evil, and Water?). He also casts spells as a 10th-level druid. The save DCs are Wisdom-based.

I like Air and Water over the other two domains.

BOZ said:
Typical Cleric Spells Prepared (6/8/7/6/6/5; save DC 19 + spell level);
0 – create water, detect poison, inflict minor wounds, mending, read magic, resistance;
1st – cause fear, curse water, doom, endure elements, obscuring mist*, protection from good, protection from law;
2nd – desecrate, eagle’s splendor, enthrall, fog cloud*, owl’s wisdom, shatter, silence;
3rd – gaseous form*, inflict serious wounds, magic circle against good, magic circle against law, water breathing, water walk;
4th – air walk, chaos hammer*, control water, dismissal, divine power, sending;
5th – control winds*, dispel good, dispel law, greater command, summon monster V.
*Domain spell. Domains: Air and Water?.

Should his spells prepared be 6/8+1/7+1/6+1/6+1/5+1 or 6/7+1/6+1/5+1/5+1/4+1. If it is the former, you are short one spell at each level over 0. If not, I'd recommend listing it out as the latter, since that seems to be the way to denote domain spells.

BOZ said:
Typical Druid Spells Prepared (6/7/6/5/5/4; save DC 19 + spell level);
0 – create water, detect magic, flare, guidance, know direction, purify food and drink;
1st – charm animal, detect animals or plants, entangle, longstrider, magic fang, speak with animals, summon nature's ally I;
2nd – bear's endurance, bull's strength, cat's grace, chill metal, fog cloud, gust of wind;
3rd – call lightning, plant growth, quench, sleet storm, wind wall;
4th – control water, dispel magic, freedom of movement, ice storm, scrying, summon nature’s ally IV;
5th – baleful polymorph, call lightning storm, commune with nature, summon nature's ally V.

You have one too many 4th-level spells. I'd recommend ditching summon nature’s ally IV.
 
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actually, domain spells in the MM are listed with the +1 added to the other number, and in the spell list all spells are listed including the domain spells which are denoted with an asterisk. go and take a look, you'll see what i mean. :)
 


so then the spells are otherwise ok as i posted above? any more suggestions for spell-like abilities or do you think we have a good list?
 

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