BOZ said:if we do that, the number should be pretty high. If you think about it, with a maximum of 48 spells, they could all be 9th level, meaning 432 spell levels.now, you might not want to go that high, but assuming a median of 36 4th-level spells, that still gives us an average of 144 spell levels to absorb and that might require quite a bit more calculation that just going straight-up spells.
BOZ said:the only problem with that is that the scrolls list has a lot of spells on it that wouldn’t make sense for being part of the aura. But still, it’s a tought.
I came up with a rather long list while gaming last night, flipping through the PHB for spells that target creatures. I removed a lot of the ones that wouldn’t make sense, and kept a few helpful spells in case someone felt sorry for the critter or tried to use it as a power battery or something. When we construct a “common” list, maybe we should limit the number of high level spells, since it’s unlikely that a faux faerie would survive an encounter with a high level party.see what we can cut this list down to (should be cut to about 1/3, or maybe even less than that):
analyze dweomer, baleful polymorph, barkskin, bear’s endurance (and mass), bestow curse, binding, blindness/deafness, bull’s strength (and mass), cat’s grace (and mass), cause fear, chain lightning, charm monster, chill touch, cloak of chaos, command (and greater), lesser confusion, contagion, cure (all spells), daze monster, demand, destruction, discern lies, dispel magic (and greater), displacement, dominate monster, doom, eagle’s splendor (and mass), endure elements, enthrall, eyebite, feather fall, feeblemind, finger of death, flesh to stone, fox’s cunning (and mass), freedom of movement, gaseous form, geas/quest (and lesser geas), harm, haste, heal, hold monster, horrid wilting, implosion, imprisonment, inflict (all spells), insanity, invisibility (and greater), mage armor, magic jar, magic missile, mark of justice (this spell may be the most appropriate one on the list! LOL), maze, modify memory, Otto’s irresistible dance, owl’s wisdom (and mass), phantasmal killer, plane shift, poison, power word (all spells), protection (all spells), rage, resist energy, sanctuary, scare, shocking grasp, slay living, slow, spider climb, statue, stoneskin, suggestion, Tasha’s hideous laughter, temporal stasis, touch of fatigue, touch of idiocy, trap the soul, vampire touch, virtue, weird
BOZ said:I’d leave that one up to the DM. And if we go with spell levels, that will be even more for the poor soul to figure out later.![]()
Krishnath said:Nice. Only thing I have to add is that I think it should have the Shapechanger subtype...
Shade said:Yeah, that's probably too much work.
BOZ said:I think, unless a DM is out to get his party, a faux faerie would never have a full spate of 9th-level spells or something ridiculous like that. First of all, you'd have to assume that a high level party is going to cast a bunch of powerful spells at some faerie they met in the woods that did nothing really except play tricks on them. Then, you'd have to assume, that when the spells did not appear to affect the fey, and that if a halfway intelligent and observant caster noticed that every time he cast a spell, the faerie cast one right back, then the spellcaster would be ignorant enough to keep on casting spells at it. And then, on top of that, you'd have to assume that this same high level party would either give up on it and leave it alone, or that it would somehow fail to kill it (perhaps falling victim to some of the same spells they cast on it) and all of this is assuming a hell of a lot of stupidity from characters who should know better.![]()
BOZ said:I like your table idea.![]()
BOZ said:However, that list assumes that every spell cast at the faerie would be intended to harm it somehow. There are two reasons why I don't think that should be. One would be the reckless spellcaster who decides to use one of them as a spell battery - it should have a few useful spells fed into it that the caster imprisoning it would want it to cast back on him later (though we can assume that, unless it is part of the encounter, this is not the most likely scenario). The other reason would be that not everything it encounters would be an enemy. Perhaps another fey was a friend of this faerie, and used some spell like abilities to heal or enhance it before realizing that was ineffective. Or perhaps some kindly (or foolish) spellcaster came upon one, and cast some beneficial spells before he realized what he was doing. I'd say the list should be roughly 75% harmful spells, and 25% beneficial spells. That certainly makes it more random, if nothing else.![]()
BOZ said:There are too many inflict wounds on there, for one thing, there shouldn't be more than two versions. Spells that should definitely stay: the first three on the list, dispel magic, and mark of justice. The rest can be shuffled as needed.
LegacyKing said:I have a request (looks like you're done with the previous conversion).
Kercpa (I have an NPC one I made but I have a player joining that wants to try it out. I'd like to nail down the extras before handing it over)