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Converting monsters from Tales From The Infinite Staircase
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<blockquote data-quote="Cleon" data-source="post: 7884518" data-attributes="member: 57383"><p><strong><em><span style="font-size: 18px">Wormwork</span></em></strong></p><p>Conjuration (Summoning)</p><p><strong>Level:</strong> Sor/Wiz 3, Worm 3</p><p><strong>Components:</strong> V, S, M</p><p><strong>Casting Time:</strong> 1 standard action</p><p><strong>Range:</strong> Medium (100 ft. + 10 ft./level)</p><p><strong>Area:</strong> One 10-ft. cube per three levels</p><p><strong>Duration:</strong> Special (Concentration, plus see below) </p><p><strong>Saving Throw:</strong> None</p><p><strong>Spell Resistance:</strong> No</p><p></p><p>Every round the <em>wormwork</em> spell can work on one 10-foot square of earth or soil for every three caster levels, producing one of the following effects.</p><ul> <li data-xf-list-type="ul">break up hard ground (i.e. heavy clay, dense rocky earth) into normal earth.</li> <li data-xf-list-type="ul">soften normal earth into loose soil (see below). If the normal earth is already loose soil the worms will soften it regardless.</li> <li data-xf-list-type="ul">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.</li> <li data-xf-list-type="ul">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).</li> </ul><p>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).</p><p></p><p>If a creature is standing on a square which is being softened by <em>wormwork</em>, 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.</p><p></p><p>Loose soil is not as troublesome if it is not being actively softened by <em>wormwork</em>, but all creatures in the area can move at only half their normal speed and can’t run or charge over the surface.</p><p></p><p><em>Special Duration:</em> The effects of a <em>wormwork</em> 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.</p><p></p><p><em>Material Component:</em> A living earthworm.</p></blockquote><p></p>
[QUOTE="Cleon, post: 7884518, member: 57383"] [B][I][SIZE=5]Wormwork[/SIZE][/I][/B] Conjuration (Summoning) [B]Level:[/B] Sor/Wiz 3, Worm 3 [B]Components:[/B] V, S, M [B]Casting Time:[/B] 1 standard action [B]Range:[/B] Medium (100 ft. + 10 ft./level) [B]Area:[/B] One 10-ft. cube per three levels [B]Duration:[/B] Special (Concentration, plus see below) [B]Saving Throw:[/B] None [B]Spell Resistance:[/B] No Every round the [I]wormwork[/I] spell can work on one 10-foot square of earth or soil for every three caster levels, producing one of the following effects. [LIST] [*]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). [/LIST] 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 [I]wormwork[/I], 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 [I]wormwork[/I], but all creatures in the area can move at only half their normal speed and can’t run or charge over the surface. [I]Special Duration:[/I] The effects of a [I]wormwork[/I] 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. [I]Material Component:[/I] A living earthworm. [/QUOTE]
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