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Converting monsters from Tales From The Infinite Staircase
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<blockquote data-quote="Cleon" data-source="post: 7867260" data-attributes="member: 57383"><p>Not quite, it has +1 to attack due to being masterwork.</p><p></p><p></p><p></p><p>Yes I can go along with that.</p><p></p><p>Although the original character did not bother with a familiar so I'd have also been OK leaving it out.</p><p></p><p>Updating <strong><a href="https://enworld.org/index.php?posts/7792536" target="_blank">Hanim Worm Lord</a></strong>.</p><p></p><p></p><p></p><p>I think we should decide on Cleric Domains and the "new spells" first.</p><p></p><p>I can't recall whether I mentioned it before, but I fancy giving the worm lord a new "Worm Domain" that includes all the new spells from the original adventure.</p><p></p><p>Here's what the original had in the way of spells:</p><p></p><p style="margin-left: 20px"></p> <p style="margin-left: 20px">Priest Spells (6/5/3/2/1): 1st—<em>bless</em>, <em>cure light wounds</em> (x2), <em>faerie fire</em>, <em>light</em>, <em>sanctuary</em>; 2nd—<em>augury, barkskin</em>, <em>dust devil</em>, <em>hold person</em>, <em>summon worms</em>; 3rd—<em>continual light</em>, <em>dispel magic</em>, <em>pyrotechnics</em>; 4th—<em>cure serious wounds</em>, <em>neutralize poison</em>; 5th—<em>curse of the worms</em></p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Wizard Spells (4/3/3/2/1): 1st—<em>burrow</em>, <em>charm person</em>, <em>sleep</em>, <em>spook</em>; 2nd <em>blindness</em>, <em>blur</em>, <em>summon swarm</em>; 3rd—<em>fly</em>, <em>flame arrow*</em>, <em>wormwork</em>; 4th—<em>ice storm</em>, <em>stoneskin</em>; 5th—<em>wormtongue</em></p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">* Spell always cast at maximum efficiency</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">To further embody his title. Zophiel has created the following spells which he uses himself and has given to other casters among the Hanim. If the PCs spend enough time among these folk, perhaps they, too, can learn these spells and add them to their spellbooks (assuming that they have reached high enough levels for such magic).</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"><strong>BURROW</strong> 1st-Level Wizard Spell (Alteration)</p> <p style="margin-left: 20px"> <table style='width: 100%'><tr><td>Range: 0</td><td>Components: V, S, M</td></tr><tr><td>Duration: 1 rd.</td><td>Casting Time: 1</td></tr><tr><td>Area of Effect: The caster</td><td>Saving Throw: None</td></tr></table></p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">For one round, the caster of this spell is able to burrow through the earth at a movement rate of 1—that is to say, he can move 10 yards through the earth. The caster moves like a worm, squirming through the earth (getting very dirty in the process). The earthen path closes behind him as he moves, so no one can follow him.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">The caster cannot move through solid or worked stone. The material component for this spell is a small spade.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"><strong>WORMWORK</strong> 3rd-Level Wizard Spell (Conjuration/Summoning)</p> <p style="margin-left: 20px"> <table style='width: 100%'><tr><td>Range: 100 yds.</td><td>Components: V, S, M</td></tr><tr><td>Duration: Special</td><td>Casting Time: 3</td></tr><tr><td>Area of Effect: 1 10′ cube/3 lvls</td><td>Saving Throw: None</td></tr></table></p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">By means of this spell the caster can summon a horde of magical, voracious worms underground. These worms weaken earth and stone, causing cave-ins, stone walls to collapse, and so forth.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">In 3d10 rounds, stone in the affected area is permanently reduced to the consistency of packed earth, and packed earth or natural soil is rendered to the state of loose, tilled earth (it takes 6d10 rounds for stone to be rendered to tilled soil). Upon completion of their work, the worms disperse, joining the natural ecology as best as they can. They pose no direct threat to any other life, eating nothing more than earth and rock.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">The area of effect is not vast, but certainly enough to get through a stone wall or to collapse a small cave. The material component of this spell is a living worm.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"><strong>WORMTONGUE</strong> 5th Level Wizard Spell (Alteration)</p> <p style="margin-left: 20px"> <table style='width: 100%'><tr><td>Range: 50 yds.</td><td>Components: V, S</td></tr><tr><td>Duration: 1 rd./level</td><td>Casting Time: 5</td></tr><tr><td>Area of Effect: 1 creature</td><td>Saving Throw: Neg.</td></tr></table></p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">This offensive spell functions much like a curse, transforming the recipient’s tongue into a long worm with a vicious mouth at its end. The affected victim cannot speak while his tongue is so transformed. Immediately upon transformation, the worm pushes itself out of the victim’s mouth and begins attacking him. The worm has a THAC0 of 8, and inflicts 1d4 points damage per bite. The worm has the recipient’s Armor Class and 12 hit points; the recipient of the spell suffers all damage inflicted upon the wormtongue. If the worm is slain by violence, the victim loses the ability to speak for 3d4 days. If the wormtongue is dispelled or the damage inflicted upon it is magical, the long-term loss of speech does not occur.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"><strong>SUMMON WORMS</strong> 2nd-Level Priest Spell (Conjuration/Summoning)</p> <p style="margin-left: 20px">Sphere: Animal, Summoning</p> <p style="margin-left: 20px"> <table style='width: 100%'><tr><td>Range: 30 yds.</td><td>Components: V, S, M</td></tr><tr><td>Duration: Permanent</td><td>Casting Time: 5</td></tr><tr><td>Area of Effect: 10′ square</td><td>Saving Throw: Special</td></tr></table></p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Upon casting this spell, the priest calls forth a number of normal worms that come up from the earth below and cover an area 10 feet square. The worms remain until they die and desiccate in the sun (if outside), starve, or someone burns/washes/sweeps them away.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Aside from just being repulsive, the worm-covered ground becomes very slippery. Anyone entering the area or in the area of effect when the spell is cast must attempt a saving throw vs. spell. Those who make successful saving throws manage to keep to their feet, but any time another move is made in the area, another saving throw is required. Failure results in a fall, and a successful saving throw (which can be attempted but once a round) is required to stand up again.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">The worms do not move appreciably, nor do they obey the caster in any way. The material component for the spell is a small handful of fresh soil.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"><strong>CURSE OF THE WORMS</strong> 5th-Level Priest Spell (Conjuration/Summoning)</p> <p style="margin-left: 20px">Sphere: Animal, Summoning</p> <p style="margin-left: 20px"> <table style='width: 100%'><tr><td>Range: 30 yds. + 1 yd./level</td><td>Components: V, S, M</td></tr><tr><td>Duration: Special</td><td>Casting Time: 1 round</td></tr><tr><td>Area of Effect: 1 creature</td><td>Saving Throw: Special</td></tr></table></p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">A horrid variation of <em>slay living</em> (the reverse of <em>raise dead</em>), this spell summons a number of worms into the body of a victim, which then begin to squirm out of every orifice. The victim must make a successful saving throw vs. death magic or die from multiple hemorrhages and suffocation in 1d4 rounds. The worms continue to issue forth during this time and for 1d6 rounds afterward. The victim cannot use spells, magical items, or mental abilities while the worms erupt, but can move, speak, and attack normally. The worms are real in every sense and remain even after the victim is dead. A <em>remove curse</em> or <em>dispel evil</em> spell or successful <em>dispel magic</em> spell cast before the victim dies ends the effect and saves the victim’s life, but the victim still suffers damage as noted below.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Those who successfully make saving throws still suffer 2d8 points of damage from hemorrhaging and choking, and a small number of worms briefly issue forth from the victim’s body.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">The material component is a pinch of dust taken from a desiccated worm.</p> <p style="margin-left: 20px"></p></blockquote><p></p>
[QUOTE="Cleon, post: 7867260, member: 57383"] Not quite, it has +1 to attack due to being masterwork. Yes I can go along with that. Although the original character did not bother with a familiar so I'd have also been OK leaving it out. Updating [B][URL='https://enworld.org/index.php?posts/7792536']Hanim Worm Lord[/URL][/B]. I think we should decide on Cleric Domains and the "new spells" first. I can't recall whether I mentioned it before, but I fancy giving the worm lord a new "Worm Domain" that includes all the new spells from the original adventure. Here's what the original had in the way of spells: [INDENT] Priest Spells (6/5/3/2/1): 1st—[I]bless[/I], [I]cure light wounds[/I] (x2), [I]faerie fire[/I], [I]light[/I], [I]sanctuary[/I]; 2nd—[I]augury, barkskin[/I], [I]dust devil[/I], [I]hold person[/I], [I]summon worms[/I]; 3rd—[I]continual light[/I], [I]dispel magic[/I], [I]pyrotechnics[/I]; 4th—[I]cure serious wounds[/I], [I]neutralize poison[/I]; 5th—[I]curse of the worms[/I] Wizard Spells (4/3/3/2/1): 1st—[I]burrow[/I], [I]charm person[/I], [I]sleep[/I], [I]spook[/I]; 2nd [I]blindness[/I], [I]blur[/I], [I]summon swarm[/I]; 3rd—[I]fly[/I], [I]flame arrow*[/I], [I]wormwork[/I]; 4th—[I]ice storm[/I], [I]stoneskin[/I]; 5th—[I]wormtongue[/I] * Spell always cast at maximum efficiency To further embody his title. Zophiel has created the following spells which he uses himself and has given to other casters among the Hanim. If the PCs spend enough time among these folk, perhaps they, too, can learn these spells and add them to their spellbooks (assuming that they have reached high enough levels for such magic). [B]BURROW[/B] 1st-Level Wizard Spell (Alteration) [TABLE] [TR] [TD]Range: 0[/TD] [TD]Components: V, S, M[/TD] [/TR] [TR] [TD]Duration: 1 rd.[/TD] [TD]Casting Time: 1[/TD] [/TR] [TR] [TD]Area of Effect: The caster[/TD] [TD]Saving Throw: None[/TD] [/TR] [/TABLE] For one round, the caster of this spell is able to burrow through the earth at a movement rate of 1—that is to say, he can move 10 yards through the earth. The caster moves like a worm, squirming through the earth (getting very dirty in the process). The earthen path closes behind him as he moves, so no one can follow him. The caster cannot move through solid or worked stone. The material component for this spell is a small spade. [B]WORMWORK[/B] 3rd-Level Wizard Spell (Conjuration/Summoning) [TABLE] [TR] [TD]Range: 100 yds.[/TD] [TD]Components: V, S, M[/TD] [/TR] [TR] [TD]Duration: Special[/TD] [TD]Casting Time: 3[/TD] [/TR] [TR] [TD]Area of Effect: 1 10′ cube/3 lvls[/TD] [TD]Saving Throw: None[/TD] [/TR] [/TABLE] By means of this spell the caster can summon a horde of magical, voracious worms underground. These worms weaken earth and stone, causing cave-ins, stone walls to collapse, and so forth. In 3d10 rounds, stone in the affected area is permanently reduced to the consistency of packed earth, and packed earth or natural soil is rendered to the state of loose, tilled earth (it takes 6d10 rounds for stone to be rendered to tilled soil). Upon completion of their work, the worms disperse, joining the natural ecology as best as they can. They pose no direct threat to any other life, eating nothing more than earth and rock. The area of effect is not vast, but certainly enough to get through a stone wall or to collapse a small cave. The material component of this spell is a living worm. [B]WORMTONGUE[/B] 5th Level Wizard Spell (Alteration) [TABLE] [TR] [TD]Range: 50 yds.[/TD] [TD]Components: V, S[/TD] [/TR] [TR] [TD]Duration: 1 rd./level[/TD] [TD]Casting Time: 5[/TD] [/TR] [TR] [TD]Area of Effect: 1 creature[/TD] [TD]Saving Throw: Neg.[/TD] [/TR] [/TABLE] This offensive spell functions much like a curse, transforming the recipient’s tongue into a long worm with a vicious mouth at its end. The affected victim cannot speak while his tongue is so transformed. Immediately upon transformation, the worm pushes itself out of the victim’s mouth and begins attacking him. The worm has a THAC0 of 8, and inflicts 1d4 points damage per bite. The worm has the recipient’s Armor Class and 12 hit points; the recipient of the spell suffers all damage inflicted upon the wormtongue. If the worm is slain by violence, the victim loses the ability to speak for 3d4 days. If the wormtongue is dispelled or the damage inflicted upon it is magical, the long-term loss of speech does not occur. [B]SUMMON WORMS[/B] 2nd-Level Priest Spell (Conjuration/Summoning) Sphere: Animal, Summoning [TABLE] [TR] [TD]Range: 30 yds.[/TD] [TD]Components: V, S, M[/TD] [/TR] [TR] [TD]Duration: Permanent[/TD] [TD]Casting Time: 5[/TD] [/TR] [TR] [TD]Area of Effect: 10′ square[/TD] [TD]Saving Throw: Special[/TD] [/TR] [/TABLE] Upon casting this spell, the priest calls forth a number of normal worms that come up from the earth below and cover an area 10 feet square. The worms remain until they die and desiccate in the sun (if outside), starve, or someone burns/washes/sweeps them away. Aside from just being repulsive, the worm-covered ground becomes very slippery. Anyone entering the area or in the area of effect when the spell is cast must attempt a saving throw vs. spell. Those who make successful saving throws manage to keep to their feet, but any time another move is made in the area, another saving throw is required. Failure results in a fall, and a successful saving throw (which can be attempted but once a round) is required to stand up again. The worms do not move appreciably, nor do they obey the caster in any way. The material component for the spell is a small handful of fresh soil. [B]CURSE OF THE WORMS[/B] 5th-Level Priest Spell (Conjuration/Summoning) Sphere: Animal, Summoning [TABLE] [TR] [TD]Range: 30 yds. + 1 yd./level[/TD] [TD]Components: V, S, M[/TD] [/TR] [TR] [TD]Duration: Special[/TD] [TD]Casting Time: 1 round[/TD] [/TR] [TR] [TD]Area of Effect: 1 creature[/TD] [TD]Saving Throw: Special[/TD] [/TR] [/TABLE] A horrid variation of [I]slay living[/I] (the reverse of [I]raise dead[/I]), this spell summons a number of worms into the body of a victim, which then begin to squirm out of every orifice. The victim must make a successful saving throw vs. death magic or die from multiple hemorrhages and suffocation in 1d4 rounds. The worms continue to issue forth during this time and for 1d6 rounds afterward. The victim cannot use spells, magical items, or mental abilities while the worms erupt, but can move, speak, and attack normally. The worms are real in every sense and remain even after the victim is dead. A [I]remove curse[/I] or [I]dispel evil[/I] spell or successful [I]dispel magic[/I] spell cast before the victim dies ends the effect and saves the victim’s life, but the victim still suffers damage as noted below. Those who successfully make saving throws still suffer 2d8 points of damage from hemorrhaging and choking, and a small number of worms briefly issue forth from the victim’s body. The material component is a pinch of dust taken from a desiccated worm. [/INDENT] [/QUOTE]
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