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Converting monsters from Tales From The Infinite Staircase
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<blockquote data-quote="Cleon" data-source="post: 6564144" data-attributes="member: 57383"><p>A <em>lesser globe of invulnerability</em> would likely be too effective. At the levels the adventure's supposed to be the PCs' casters may not have <em>any</em> spells able to penetrate it.</p><p></p><p>Come to think of it, the same problem applies to <em>cloudkill</em> - if it's a large party with an average of 6th level similar to the original adventure, they could easily all die to that spell. DC 20 Fort vs. death is a hard roll at that level.</p><p></p><p>Hmm, we've already giving him <em>detect scrying</em>, but he doesn't have anything to prevent scrying once detected. How about <em>mage's private sanctum</em>. If kamerel are such paranoid xenophobes, he's likely to have a morbid fear of non-kamerel spellcasters scrying him.</p><p></p><p>He'll need to stick his head outside the <em>sanctum</em> to talk to kamerel outside the area of effect, but that's no great problem - he's more likely to talk to allies inside the <em>mage's private sanctum</em> anyway.</p><p></p><p>Hmm... come to think of it, since he's their leader he ought to have a spell or two to send instructions to his minions, like <em>whispering wind</em> or <em>message</em>.</p><p></p><p></p><p></p><p>Very well. How about this for a revision:</p><p></p><p><em>Typical Wizard Spells Prepared</em> (4/5/5/4/4/2), DC 14 plus spell level, or DC 15 plus spell level for Conjuration spells.</p><p>5th—<em>mage's private sanctum</em>, <em>transmute mud to rock/rock to mud</em>¹ (DC 19); </p><p>4th—<em>black tentacles</em> (DC 19), heightened <em>blacklight</em> (DC 18), <em>detect scrying</em>, <em>wall of fire/wall of ice¹</em>;</p><p>3rd—<em>dispel magic</em>, <em>greater enlarge/greater reduce¹²</em> (DC 17), <em>scry mirror²</em>, <em>stinking cloud</em> (DC 18);</p><p>2nd—<em>darkness/continual flame¹</em>, <em>fox's cunning</em>, <em>glitterdust</em> (DC 17), <em>mirror image</em>, <em>whispering wind</em>;</p><p>1st—<em>burning hands/freezing hands¹</em> (DC 15), <em>magic missile</em> (×2), <em>shield</em>, <em>unseen servant</em>;</p><p>0—<em>detect magic</em>, <em>mage hand</em>, <em>message</em>, <em>resistance</em>.</p><p>¹ mirror spell.</p><p>² new spell - see <a href="http://www.enworld.org/forum/showthread.php?p=6411871#post6411871" target="_blank">kamerel mages</a>.</p></blockquote><p></p>
[QUOTE="Cleon, post: 6564144, member: 57383"] A [I]lesser globe of invulnerability[/I] would likely be too effective. At the levels the adventure's supposed to be the PCs' casters may not have [I]any[/I] spells able to penetrate it. Come to think of it, the same problem applies to [I]cloudkill[/I] - if it's a large party with an average of 6th level similar to the original adventure, they could easily all die to that spell. DC 20 Fort vs. death is a hard roll at that level. Hmm, we've already giving him [I]detect scrying[/I], but he doesn't have anything to prevent scrying once detected. How about [I]mage's private sanctum[/I]. If kamerel are such paranoid xenophobes, he's likely to have a morbid fear of non-kamerel spellcasters scrying him. He'll need to stick his head outside the [I]sanctum[/I] to talk to kamerel outside the area of effect, but that's no great problem - he's more likely to talk to allies inside the [I]mage's private sanctum[/I] anyway. Hmm... come to think of it, since he's their leader he ought to have a spell or two to send instructions to his minions, like [I]whispering wind[/I] or [I]message[/I]. Very well. How about this for a revision: [I]Typical Wizard Spells Prepared[/I] (4/5/5/4/4/2), DC 14 plus spell level, or DC 15 plus spell level for Conjuration spells. 5th—[I]mage's private sanctum[/I], [I]transmute mud to rock/rock to mud[/I]¹ (DC 19); 4th—[I]black tentacles[/I] (DC 19), heightened [I]blacklight[/I] (DC 18), [I]detect scrying[/I], [I]wall of fire/wall of ice¹[/I]; 3rd—[I]dispel magic[/I], [I]greater enlarge/greater reduce¹²[/I] (DC 17), [I]scry mirror²[/I], [I]stinking cloud[/I] (DC 18); 2nd—[I]darkness/continual flame¹[/I], [I]fox's cunning[/I], [I]glitterdust[/I] (DC 17), [I]mirror image[/I], [I]whispering wind[/I]; 1st—[I]burning hands/freezing hands¹[/I] (DC 15), [I]magic missile[/I] (×2), [I]shield[/I], [I]unseen servant[/I]; 0—[I]detect magic[/I], [I]mage hand[/I], [I]message[/I], [I]resistance[/I]. ¹ mirror spell. ² new spell - see [URL="http://www.enworld.org/forum/showthread.php?p=6411871#post6411871"]kamerel mages[/URL]. [/QUOTE]
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