Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
Let’s Read Mordenkainen Presents: Monsters of the Multiverse.
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Leatherhead" data-source="post: 8663996" data-attributes="member: 53176"><p><h3>Nagpa (MToF)</h3><p></p><p>So the Nagpa have this grand backstory about how they messed with the Raven Queen, and as a result she cursed them to be unable to gain magical power except from the ruins of civilizations. Which honestly isn't doing anyone any favors, because the Nagpa now have an explicit incentive to run around setting up destructive plots.</p><p></p><p>But let's not kid ourselves, they are basically just an excuse to use Skesis in D&D.</p><p></p><p>[MEDIA=youtube]SpIoPQHYhrw[/MEDIA]</p><p></p><p>Anyway, Nagpa are immortal wizard creatures with numerous plots and agents. And their ultimate goal is always to topple a civilization and raid the libraries for more power. There are all kinds of plots from the obvious trick a kingdom to go to war via ambushing some VIPs, to some esoterically complex scheme about blighting a rice harvest that unfolds like a butterfly effect to cause economic collapse.</p><p></p><p>Alternatively, they could be a (malicious) patron to your party. They do have all kinds of lore and wizard spells to trade for goods and services. And despite being immortal, they are not unkillable. Dungeons are Dangerous, and old-school wizards love to trigger traps by throwing wave after wave of hirelings at them.</p><p></p><p>Should your party manage to get a Nagpa in combat, you will find they are not quite sniveling pushovers. To start off with, they get the new standard multiattack, where they can swap one of their three attacks out for a spell. <em>Feeblemind </em>and<em> Dominate Person </em>in particular are some spells with serious teeth. As a bonus action, they can either toss out an AoE Paralyze (with recharge) or a single-target non-concentration Charm. So their control options are really stacked. And should it look like they are going to lose the fight, they have <em>Etherealness </em>to get away.</p><p></p><p>In the changeover, the Nagpa lost most of their damaging spells (they kept <em>Fireball</em> for some reason though), and their non-combat spells. They also lost <em>Counterspell</em>, which is a huge blow for them, as they don’t even have<em> Dispel Magic</em> to fall back on. In return they have the new standard multiattack with spellcasting swaps, allowing them significantly more damage for the time they are alive, and a healthy boost to their HP, which will probably let them live one extra round of combat.</p><p></p><p>I have to say, once again, the loss of <em>Disintegrate</em> is a bigger blow than what might be realized. Not in the DPR department of course, their Deathly Ray attack actually deals more average damage. Rather, <em>Disintegrate</em> has some utility attached to it. It is one of the few spells that can break a <em>Wall of Force</em>, or a<em> Forcecage</em>, and it also provides additional utility by allowing the caster to carve up the battle-map to a more advantageous design. By the end of this book, if not sooner, I think I will be able to fully articulate what I think a "New style spellcaster" should be able to do, as opposed to what they can currently do. Because all throughout this reading, I keep thinking of little tweaks that could have been done to make them more palatable.</p></blockquote><p></p>
[QUOTE="Leatherhead, post: 8663996, member: 53176"] [HEADING=2]Nagpa (MToF)[/HEADING] So the Nagpa have this grand backstory about how they messed with the Raven Queen, and as a result she cursed them to be unable to gain magical power except from the ruins of civilizations. Which honestly isn't doing anyone any favors, because the Nagpa now have an explicit incentive to run around setting up destructive plots. But let's not kid ourselves, they are basically just an excuse to use Skesis in D&D. [MEDIA=youtube]SpIoPQHYhrw[/MEDIA] Anyway, Nagpa are immortal wizard creatures with numerous plots and agents. And their ultimate goal is always to topple a civilization and raid the libraries for more power. There are all kinds of plots from the obvious trick a kingdom to go to war via ambushing some VIPs, to some esoterically complex scheme about blighting a rice harvest that unfolds like a butterfly effect to cause economic collapse. Alternatively, they could be a (malicious) patron to your party. They do have all kinds of lore and wizard spells to trade for goods and services. And despite being immortal, they are not unkillable. Dungeons are Dangerous, and old-school wizards love to trigger traps by throwing wave after wave of hirelings at them. Should your party manage to get a Nagpa in combat, you will find they are not quite sniveling pushovers. To start off with, they get the new standard multiattack, where they can swap one of their three attacks out for a spell. [I]Feeblemind [/I]and[I] Dominate Person [/I]in particular are some spells with serious teeth. As a bonus action, they can either toss out an AoE Paralyze (with recharge) or a single-target non-concentration Charm. So their control options are really stacked. And should it look like they are going to lose the fight, they have [I]Etherealness [/I]to get away. In the changeover, the Nagpa lost most of their damaging spells (they kept [I]Fireball[/I] for some reason though), and their non-combat spells. They also lost [I]Counterspell[/I], which is a huge blow for them, as they don’t even have[I] Dispel Magic[/I] to fall back on. In return they have the new standard multiattack with spellcasting swaps, allowing them significantly more damage for the time they are alive, and a healthy boost to their HP, which will probably let them live one extra round of combat. I have to say, once again, the loss of [I]Disintegrate[/I] is a bigger blow than what might be realized. Not in the DPR department of course, their Deathly Ray attack actually deals more average damage. Rather, [I]Disintegrate[/I] has some utility attached to it. It is one of the few spells that can break a [I]Wall of Force[/I], or a[I] Forcecage[/I], and it also provides additional utility by allowing the caster to carve up the battle-map to a more advantageous design. By the end of this book, if not sooner, I think I will be able to fully articulate what I think a "New style spellcaster" should be able to do, as opposed to what they can currently do. Because all throughout this reading, I keep thinking of little tweaks that could have been done to make them more palatable. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Let’s Read Mordenkainen Presents: Monsters of the Multiverse.
Top