Substituting Spell-Like Abilities

Garnfellow

Explorer
One of the more interesting things for me in the Fiendish Codex II was a sidebar on swapping out spell-like abilities, so that a devil that normally had fireball could, say, have "orb of flame" or some other similar spell effect instead. The sidebar had a decently long list of spell-like abilities and acceptable substitutions.

What do y'all think of this idea? And should it be restricted to a specific list? Why couldn't the creature just sub in any spell of the same level?

(As a big aside: spell-like abilities are one of the last great black-box mechanics of D&D. Caster level, choice of spells, uses per day -- it's all just arbitrary, and the results are all over the place.

I would love to see a supplement that developed a codified, balanced system for developing, assigning, and tweaking monstrous spell-like abilities. I can envision a point-based system based on HD and maybe creature type: outsiders and fey have more points per HD than, say elementals.)
 

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I like the idea and would like to see them run with it further.

Still, some spells of the same level become more powerful as SLAs, mainly since there are no components. Pricey material components and XP costs are lost as balancing factors when added as SLAs.
 

replacing SLAs should require thought and not just be done willy-nilly, but yeah i'm all for giving freedom to DMs - plus, it will stimey players who memorize that sort of thing out of the books. ;)
 

I could definitely see this as a supplement, or part of a rewrite of a supplement somewhere down the road, perhaps even as an addition to a monster manual in the future? I like the idea.

Garnfellow -- would you like to post an example and see what we can do with it? A solid example or 2 to work with would help us work out some of the kinks and decide how it should look. Would at least be a resource for those who frequent the board, even if it doesn't make it as an official supplement :)
 

The latest issue of Dragon has a sidebar in the Ecology of the Titan to swap out spell-like abilities for different themes, such as storm titans. Good stuff.
 


Cool idea.

Though it can be hard what to say what is equivalent. I have been mulling over what could be switched around on an iron golem to make it lightning themed. Kind of like the Fire themed Iron golem from 3.0.

>Heals by lightning rather than by fire
>Slowed by cold{are there any water based attack spells?]
>10d6 Lightning bolt rather the poisonous gas. Slowly scales with the golem advancement.

http://www.enworld.org/showpost.php?p=3635555&postcount=11
[sblock=TALOSIAN IRON GOLEM] Large Construct
Hit Dice: 18d10+30 (129 hp)
Initiative: –1
Speed: 20 ft. (4 squares)
Armor Class: 30 (–1 size, –1 Dex, +22 natural) touch 8, flat-footed 30
Base Attack/Grapple: +12/+28
Attack: Slam +23 melee (2d10+11)
Full Attack: 2 slams +23 melee (2d10+11)
Space/Reach: 10 ft./10 ft.
Special Attacks: Breath weapon
Special Qualities: Construct traits, damage reduction 15/adamantine, darkvision 60 ft., immunity to magic, low-light vision
Saves: Fort +6, Ref +5, Will +6
Abilities: Str 33, Dex 9, Con —, Int —, Wis 11, Cha 1
Organization: Solitary or gang (2–4)
Challenge Rating: 13
Treasure: None
Alignment: Always neutral
Advancement: 19–24 HD (Large); 25–54 HD (Huge)

A talosian iron golem almost always has a visage of Talos on worlds where he is worshipped. Talosian iron golems sometimes carry a spear in one hand. A talosian iron golem is 12 feet tall and weighs about 5,000 pounds. A talosian iron golem cannot speak or make any vocal noise, though it has a distinguishable odor of a lightning strike.

Combat
Breath Weapon (Su): 120-foot line, line of electricity, free action once every 1d4+1 rounds; 10d6 damage, Reflex DC 19 for half. The save DC is Constitution-based. The golem tries to affect as many creatures as possible, other than its creator, with the line, including itself when attacking. Every 4 HD the golem advances adds 1d6 to the electrical damage it’s breath weapon deals.

Immunity to Magic (Ex): An Talosian iron golem is immune to any spell or spell-like ability that allows spell resistance other than the spells noted below. In addition, certain spells and effects function differently against the creature, as noted below. These events occur even if the effect could not normally affect the golem.

A magical attack that deals cold damage slows an Talosian iron golem (as the slow spell) for 3 rounds, with no saving throw.

A magical effect that provides energy resistance to lightning instead prevents the golem from using it’s breath weapon for a number of rounds equal to the caster’s level.

A magical attack that deals electricity damage breaks any slow effect on the golem and heals 1 point of damage for each 3 points of damage the attack would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points, these temporary HP do not stack.. For example, an Talosian iron golem hit by a lightning bolt gains back 6 hit points if the damage total is 18 points. An Talosian iron golem gets no saving throw against electrical effects.

An Talosian iron golem is affected normally by rust attacks, such as that of a rust monster or a rusting grasp spell.

Construction
An Talosian iron golem’s body is sculpted from 5,000 pounds of pure iron, smelted with rare tinctures and admixtures costing at least 10,000 gp. Assembling the body requires a DC 20 Craft (armorsmithing) check or a DC 20 Craft (weaponsmithing) check.
CL 16th; Craft Construct, lightning bolt or chain lightning, geas/quest, limited wish*, polymorph any object*, caster must be at least 16th level; Price 150,000 gp; Cost 80,000 gp + 5,600 XP.

*Clerics of Talos may substitute a Miracle in place of limited wish and polymorph any object.[/sblock]
 

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