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*Dungeons & Dragons
Please Put Spell Blocks in all Modules
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<blockquote data-quote="JiffyPopTart" data-source="post: 6382783" data-attributes="member: 4881"><p>It's 2014. It's time to embrace technology.</p><p></p><p>In the print version of an adventure, print the base NPC. List all of the spells they have access to (wizard NPCs may have more spells in their book than they commit to memory at the beginning of the day). List how many spells they can learn for the day. List how many slots they have for each level.</p><p></p><p>THEN</p><p></p><p>In a web enhancement (that is offered for free download to all) reprint the spellcasting NPCs in the adventure, only this time stat them up as follows...</p><p>1. List a normal selection of spells chosen for the day.</p><p>2. Pre-cast any of those spells that the NPC would usually have precast AND INDICATE THIS IN THE STATBLOCK. This includes things like spells the NPC has in a spellbook but doesn't memorize for the day...but casts as a ritual at the beginning of the day. List all of these ongoing effects in a section called ONGOING SPELLS so they can be dispelled later.</p><p>3. With the remaining spells, include a summary table for ranges, saves, damage as mentioned by posters above. For spells that really need reading for details (like illusions or prismatics) include a See PHB p.237 reference.</p><p>4. Suggest spell tactics for newer GMs. For example "Bob the necromancer usually leads off a battle by casting invisibility. He follows this up by using his actions to enhance the power of his minions or create obstacles for the PCs while trying to stay hidden. If a PC dies Bob will use that opportunity to cast Raise Dead on them. If he cannot stay hidden or his minions or all destroyed Bob will use his damaging spells in an effort to escape and attack again later with a new undead force".</p><p></p><p>AND FINALLY</p><p></p><p>5. If you offer your adventure electronically instead of just print, put the detailed NPC writeup directly in the adventure.</p></blockquote><p></p>
[QUOTE="JiffyPopTart, post: 6382783, member: 4881"] It's 2014. It's time to embrace technology. In the print version of an adventure, print the base NPC. List all of the spells they have access to (wizard NPCs may have more spells in their book than they commit to memory at the beginning of the day). List how many spells they can learn for the day. List how many slots they have for each level. THEN In a web enhancement (that is offered for free download to all) reprint the spellcasting NPCs in the adventure, only this time stat them up as follows... 1. List a normal selection of spells chosen for the day. 2. Pre-cast any of those spells that the NPC would usually have precast AND INDICATE THIS IN THE STATBLOCK. This includes things like spells the NPC has in a spellbook but doesn't memorize for the day...but casts as a ritual at the beginning of the day. List all of these ongoing effects in a section called ONGOING SPELLS so they can be dispelled later. 3. With the remaining spells, include a summary table for ranges, saves, damage as mentioned by posters above. For spells that really need reading for details (like illusions or prismatics) include a See PHB p.237 reference. 4. Suggest spell tactics for newer GMs. For example "Bob the necromancer usually leads off a battle by casting invisibility. He follows this up by using his actions to enhance the power of his minions or create obstacles for the PCs while trying to stay hidden. If a PC dies Bob will use that opportunity to cast Raise Dead on them. If he cannot stay hidden or his minions or all destroyed Bob will use his damaging spells in an effort to escape and attack again later with a new undead force". AND FINALLY 5. If you offer your adventure electronically instead of just print, put the detailed NPC writeup directly in the adventure. [/QUOTE]
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