Priest Spells (X/X/X/X/X): 1st—faerie fire [not cleric], light [missing, he'll make do with continual flame]; 2nd—barkskin [not cleric], dust devil [not 3E SRD]; 3rd—pyrotechnics [maybe searing light?].
Alternatively, we can give the Worm Lord some of those "Priest Spells" or reasonable substitutes thereof as Wizard spells, i.e.
light as a cantrip,
mage armor instead of
barkskin,
glitterdust for
faerie fire.
However,
pyrotechnics is also a 2nd-level wizard spell and we don't have a spare 2nd-level wizard slot if we keep the
blindness,
blur,
summon swarm of the original Wizard selection.
Hmm, a decent solution would be to swapping
summon swarm for
pyrotechnics and just have
summon worms for a swarm-summoning spell:
Wizard Spells Prepared #2 (4/5/5/4/2/1), save DC 13 + spell level.
0—light, two, three, four;
1st—burrowᴺ, cause fear (DC 14), charm person (DC 14), sleep, mage armor;
2nd—blindness (DC 15), blur, glitterdust (DC 15), pyrotechnics, summon wormsᴺ;
3rd—flame arrow, fly, wormworkᴺ, four;
4th—ice storm (DC 17), stoneskin;
5th—one;
However, there was the idea of substituting the cleric spell
searing light for
pyrotechnics as the spell level matches (the original's pyrotechnics was a 3rd-level priest spell, but it's a 2nd-level Sor/Wiz spell in 3E):
Cleric Spells Prepared #2 (6/5+1/5+1/4+1/2+1/1+1), save DC 13 + spell level.
0—create water, detect magic, detect poison, guidance, purify food and drink, resistance;
1st—bane (DC 14), blessᴰ, cure light wounds, divine favor, entropic shield, sanctuary;
2nd—augury, hold person (DC 15), wormslickᴰᴺ, four, five, six;
3rd—continual flame, cure serious wounds, dispel magic, prayerᴰ, searing light;
4th—neutralize poison, wormtongueᴰᴺ, three;
5th—curse of the wormsᴰᴺ, two;
Wizard Spells Prepared #3 (4/5/5/4/2/1), save DC 13 + spell level.
0—light, two, three, four;
1st—burrowᴺ, cause fear (DC 14), charm person (DC 14), sleep, mage armor;
2nd—blindness (DC 15), blur, glitterdust (DC 15), summon swarm, summon wormsᴺ;
3rd—flame arrow, fly, wormworkᴺ, four;
4th—ice storm (DC 17), stoneskin;
5th—one;
Hmm, I think I prefer Wizard #2.
As for
dust devil, as we've discussed ages ago, that doesn't appear to exist in 3E at least in official sources. The closest a cursory search turned up was
storm mote, a spell in
Sandstorm that creates a miniature, well, sandstorm.
What's a good substitute for
dust devil? Preferably something on the cleric list that's 2nd or 3rd-level.
Maybe
wind wall? At least it's air-related:
Cleric Spells Prepared #3 (6/5+1/5+1/4+1/2+1/1+1), save DC 13 + spell level.
0—create water, detect magic, detect poison, guidance, purify food and drink, resistance;
1st—bane (DC 14), blessᴰ, cure light wounds, divine favor, entropic shield, sanctuary;
2nd—augury, hold person (DC 15), wormslickᴰᴺ, four, five, six;
3rd—continual flame, cure serious wounds, dispel magic, prayerᴰ, wind wall;
4th—neutralize poison, wormtongueᴰᴺ, three;
5th—curse of the wormsᴰᴺ, two;
Yes, that works.
Come to think of it, how does the 20% miss chance from
entropic shield interact with that from
blur? The former spell says it's "like concealment" (which'd mean the Worm Lord just gets one 20% miss chance as a target can only get one concealment miss chance), but it also says it deflects attack ("This field deflects incoming arrows, rays, and other ranged attacks"), which sounds like
entropic shield produces a physical force that diverts the ranged attacks rather than concealing the target's position like
blur does. If they are independent, the Worm Lord would get two 20% miss rolls (equivalent to a single 36% miss chance).
I suspect the former was the intention, otherwise the spell description wouldn't have "like concealment" in it.