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Converting monsters from Tales From The Infinite Staircase
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<blockquote data-quote="Cleon" data-source="post: 8481438" data-attributes="member: 57383"><p>Alternatively, we can give the Worm Lord some of those "Priest Spells" or reasonable substitutes thereof as Wizard spells, i.e. <em>light</em> as a cantrip, <em>mage armor</em> instead of <em>barkskin</em>, <em>glitterdust</em> for <em>faerie fire</em>.</p><p></p><p>However, <em>pyrotechnics</em> is also a 2nd-level wizard spell and we don't have a spare 2nd-level wizard slot if we keep the <em>blindness</em>, <em>blur</em>, <em>summon swarm</em> of the original Wizard selection.</p><p></p><p>Hmm, a decent solution would be to swapping <em>summon swarm</em> for <em>pyrotechnics</em> and just have <em>summon worms</em> for a swarm-summoning spell:</p><p></p><p style="margin-left: 20px"><em>Wizard Spells Prepared #2</em> (4/5/5/4/2/1), save DC 13 + spell level.</p> <p style="margin-left: 20px">0—<span style="color: blue"><em>light</em></span>, <em>two</em>, <em>three</em>, <em>four</em>;</p> <p style="margin-left: 20px">1st—<em>burrow</em>ᴺ, <em>cause fear</em> (DC 14), <em>charm person</em> (DC 14), <em>sleep</em>, <span style="color: blue"><em>mage armor</em></span>;</p> <p style="margin-left: 20px">2nd—<em>blindness</em> (DC 15), <em>blur</em>, <span style="color: blue"><em>glitterdust</em> (DC 15)</span>, <span style="color: blue"><em>pyrotechnics</em></span>, <em>summon worms</em>ᴺ;</p> <p style="margin-left: 20px">3rd—<em>flame arrow</em>, <em>fly</em>, <em>wormwork</em>ᴺ, <em>four</em>;</p> <p style="margin-left: 20px">4th—<em>ice storm</em> (DC 17), <em>stoneskin</em>;</p> <p style="margin-left: 20px">5th—<em>one</em>;</p><p></p><p>However, there was the idea of substituting the cleric spell <em>searing light</em> for <em>pyrotechnics</em> 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):</p><p></p><p style="margin-left: 20px"><em>Cleric Spells Prepared #2</em> (6/5+1/5+1/4+1/2+1/1+1), save DC 13 + spell level.</p> <p style="margin-left: 20px">0—<em>create water</em>, <em>detect magic</em>, <em>detect poison</em>, <em>guidance</em>, <em>purify food and drink</em>, <em>resistance</em>;</p> <p style="margin-left: 20px">1st—<em>bane</em> (DC 14), <em>bless</em>ᴰ, <em>cure light wounds</em>, <em>divine favor</em>, <em>entropic shield</em>, <em>sanctuary</em>;</p> <p style="margin-left: 20px">2nd—<em>augury</em>, <em>hold person</em> (DC 15), <em>wormslick</em>ᴰᴺ, <em>four</em>, <em>five</em>, <em>six</em>;</p> <p style="margin-left: 20px">3rd—<em>continual flame</em>, <em>cure serious wounds</em>, <em>dispel magic</em>, <em>prayer</em>ᴰ, <span style="color: blue"><em>searing light</em></span>;</p> <p style="margin-left: 20px">4th—<em>neutralize poison</em>, <em>wormtongue</em>ᴰᴺ, <em>three</em>;</p> <p style="margin-left: 20px">5th—<em>curse of the worms</em>ᴰᴺ, <em>two</em>;</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"><em>Wizard Spells Prepared #3</em> (4/5/5/4/2/1), save DC 13 + spell level.</p> <p style="margin-left: 20px">0—<span style="color: blue"><em>light</em></span>, <em>two</em>, <em>three</em>, <em>four</em>;</p> <p style="margin-left: 20px">1st—<em>burrow</em>ᴺ, <em>cause fear</em> (DC 14), <em>charm person</em> (DC 14), <em>sleep</em>, <span style="color: blue"><em>mage armor</em></span>;</p> <p style="margin-left: 20px">2nd—<em>blindness</em> (DC 15), <em>blur</em>, <span style="color: blue"><em>glitterdust</em> (DC 15)</span>, <em>summon swarm</em>, <em>summon worms</em>ᴺ;</p> <p style="margin-left: 20px">3rd—<em>flame arrow</em>, <em>fly</em>, <em>wormwork</em>ᴺ, <em>four</em>;</p> <p style="margin-left: 20px">4th—<em>ice storm</em> (DC 17), <em>stoneskin</em>;</p> <p style="margin-left: 20px">5th—<em>one</em>;</p><p></p><p>Hmm, I think I prefer Wizard #2.</p><p></p><p>As for <em>dust devil</em>, 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 <em>storm mote</em>, a spell in <em>Sandstorm</em> that creates a miniature, well, sandstorm.</p><p></p><p>What's a good substitute for <em>dust devil</em>? Preferably something on the cleric list that's 2nd or 3rd-level.</p><p></p><p>Maybe <em>wind wall</em>? At least it's air-related:</p><p></p><p style="margin-left: 20px"><em>Cleric Spells Prepared #3</em> (6/5+1/5+1/4+1/2+1/1+1), save DC 13 + spell level.</p> <p style="margin-left: 20px">0—<em>create water</em>, <em>detect magic</em>, <em>detect poison</em>, <em>guidance</em>, <em>purify food and drink</em>, <em>resistance</em>;</p> <p style="margin-left: 20px">1st—<em>bane</em> (DC 14), <em>bless</em>ᴰ, <em>cure light wounds</em>, <em>divine favor</em>, <em>entropic shield</em>, <em>sanctuary</em>;</p> <p style="margin-left: 20px">2nd—<em>augury</em>, <em>hold person</em> (DC 15), <em>wormslick</em>ᴰᴺ, <em>four</em>, <em>five</em>, <em>six</em>;</p> <p style="margin-left: 20px">3rd—<em>continual flame</em>, <em>cure serious wounds</em>, <em>dispel magic</em>, <em>prayer</em>ᴰ, <span style="color: blue"><em>wind wall</em></span>;</p> <p style="margin-left: 20px">4th—<em>neutralize poison</em>, <em>wormtongue</em>ᴰᴺ, <em>three</em>;</p> <p style="margin-left: 20px">5th—<em>curse of the worms</em>ᴰᴺ, <em>two</em>;</p><p></p><p>Yes, that works.</p><p></p><p>Come to think of it, how does the 20% miss chance from <em>entropic shield</em> interact with that from <em>blur</em>? 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 <em>entropic shield</em> produces a physical force that diverts the ranged attacks rather than concealing the target's position like <em>blur</em> does. If they are independent, the Worm Lord would get two 20% miss rolls (equivalent to a single 36% miss chance).</p><p></p><p>I suspect the former was the intention, otherwise the spell description wouldn't have "like concealment" in it.</p></blockquote><p></p>
[QUOTE="Cleon, post: 8481438, member: 57383"] Alternatively, we can give the Worm Lord some of those "Priest Spells" or reasonable substitutes thereof as Wizard spells, i.e. [I]light[/I] as a cantrip, [I]mage armor[/I] instead of [I]barkskin[/I], [I]glitterdust[/I] for [I]faerie fire[/I]. However, [I]pyrotechnics[/I] is also a 2nd-level wizard spell and we don't have a spare 2nd-level wizard slot if we keep the [I]blindness[/I], [I]blur[/I], [I]summon swarm[/I] of the original Wizard selection. Hmm, a decent solution would be to swapping [I]summon swarm[/I] for [I]pyrotechnics[/I] and just have [I]summon worms[/I] for a swarm-summoning spell: [INDENT][I]Wizard Spells Prepared #2[/I] (4/5/5/4/2/1), save DC 13 + spell level.[/INDENT] [INDENT]0—[COLOR=blue][I]light[/I][/COLOR], [I]two[/I], [I]three[/I], [I]four[/I];[/INDENT] [INDENT]1st—[I]burrow[/I]ᴺ, [I]cause fear[/I] (DC 14), [I]charm person[/I] (DC 14), [I]sleep[/I], [COLOR=blue][I]mage armor[/I][/COLOR];[/INDENT] [INDENT]2nd—[I]blindness[/I] (DC 15), [I]blur[/I], [COLOR=blue][I]glitterdust[/I] (DC 15)[/COLOR], [COLOR=blue][I]pyrotechnics[/I][/COLOR], [I]summon worms[/I]ᴺ;[/INDENT] [INDENT]3rd—[I]flame arrow[/I], [I]fly[/I], [I]wormwork[/I]ᴺ, [I]four[/I];[/INDENT] [INDENT]4th—[I]ice storm[/I] (DC 17), [I]stoneskin[/I];[/INDENT] [INDENT]5th—[I]one[/I];[/INDENT] However, there was the idea of substituting the cleric spell [I]searing light[/I] for [I]pyrotechnics[/I] 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): [INDENT][I]Cleric Spells Prepared #2[/I] (6/5+1/5+1/4+1/2+1/1+1), save DC 13 + spell level.[/INDENT] [INDENT]0—[I]create water[/I], [I]detect magic[/I], [I]detect poison[/I], [I]guidance[/I], [I]purify food and drink[/I], [I]resistance[/I];[/INDENT] [INDENT]1st—[I]bane[/I] (DC 14), [I]bless[/I]ᴰ, [I]cure light wounds[/I], [I]divine favor[/I], [I]entropic shield[/I], [I]sanctuary[/I];[/INDENT] [INDENT]2nd—[I]augury[/I], [I]hold person[/I] (DC 15), [I]wormslick[/I]ᴰᴺ, [I]four[/I], [I]five[/I], [I]six[/I];[/INDENT] [INDENT]3rd—[I]continual flame[/I], [I]cure serious wounds[/I], [I]dispel magic[/I], [I]prayer[/I]ᴰ, [COLOR=blue][I]searing light[/I][/COLOR];[/INDENT] [INDENT]4th—[I]neutralize poison[/I], [I]wormtongue[/I]ᴰᴺ, [I]three[/I];[/INDENT] [INDENT]5th—[I]curse of the worms[/I]ᴰᴺ, [I]two[/I];[/INDENT] [INDENT][/INDENT] [INDENT][I]Wizard Spells Prepared #3[/I] (4/5/5/4/2/1), save DC 13 + spell level.[/INDENT] [INDENT]0—[COLOR=blue][I]light[/I][/COLOR], [I]two[/I], [I]three[/I], [I]four[/I];[/INDENT] [INDENT]1st—[I]burrow[/I]ᴺ, [I]cause fear[/I] (DC 14), [I]charm person[/I] (DC 14), [I]sleep[/I], [COLOR=blue][I]mage armor[/I][/COLOR];[/INDENT] [INDENT]2nd—[I]blindness[/I] (DC 15), [I]blur[/I], [COLOR=blue][I]glitterdust[/I] (DC 15)[/COLOR], [I]summon swarm[/I], [I]summon worms[/I]ᴺ;[/INDENT] [INDENT]3rd—[I]flame arrow[/I], [I]fly[/I], [I]wormwork[/I]ᴺ, [I]four[/I];[/INDENT] [INDENT]4th—[I]ice storm[/I] (DC 17), [I]stoneskin[/I];[/INDENT] [INDENT]5th—[I]one[/I];[/INDENT] Hmm, I think I prefer Wizard #2. As for [I]dust devil[/I], 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 [I]storm mote[/I], a spell in [I]Sandstorm[/I] that creates a miniature, well, sandstorm. What's a good substitute for [I]dust devil[/I]? Preferably something on the cleric list that's 2nd or 3rd-level. Maybe [I]wind wall[/I]? At least it's air-related: [INDENT][I]Cleric Spells Prepared #3[/I] (6/5+1/5+1/4+1/2+1/1+1), save DC 13 + spell level.[/INDENT] [INDENT]0—[I]create water[/I], [I]detect magic[/I], [I]detect poison[/I], [I]guidance[/I], [I]purify food and drink[/I], [I]resistance[/I];[/INDENT] [INDENT]1st—[I]bane[/I] (DC 14), [I]bless[/I]ᴰ, [I]cure light wounds[/I], [I]divine favor[/I], [I]entropic shield[/I], [I]sanctuary[/I];[/INDENT] [INDENT]2nd—[I]augury[/I], [I]hold person[/I] (DC 15), [I]wormslick[/I]ᴰᴺ, [I]four[/I], [I]five[/I], [I]six[/I];[/INDENT] [INDENT]3rd—[I]continual flame[/I], [I]cure serious wounds[/I], [I]dispel magic[/I], [I]prayer[/I]ᴰ, [COLOR=blue][I]wind wall[/I][/COLOR];[/INDENT] [INDENT]4th—[I]neutralize poison[/I], [I]wormtongue[/I]ᴰᴺ, [I]three[/I];[/INDENT] [INDENT]5th—[I]curse of the worms[/I]ᴰᴺ, [I]two[/I];[/INDENT] Yes, that works. Come to think of it, how does the 20% miss chance from [I]entropic shield[/I] interact with that from [I]blur[/I]? 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 [I]entropic shield[/I] produces a physical force that diverts the ranged attacks rather than concealing the target's position like [I]blur[/I] 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. [/QUOTE]
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