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ideas/After-Crow.md
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I need some help brainstorming ideas for a planescape
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campaign. The situation is convoluted, bear with me:
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Rennick is a man with an unusual ability: he can predict
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random events (quite limited). This ability has made him a
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person of interest for many people with many different
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agendas - including Tymora, goddess of Luck. The PCs are
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working for Tymora, and they have been tasked with finding
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and questioning Rennick.
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Another group that had an interest in Rennick is the Sign of
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One. In my campaign, the Signers believe the universe is
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just a dream. As for *whose* dream, they believe in the
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"grandmaster theory." A master painter will often sketch
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out a painting, and do a little work, then turn it over to
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his journeymen, who will finish the painting. The
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journeymen will sometimes even delegate further, to their
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apprentices. The master takes credit, but the painting is
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actually the work of many people. The grandmaster theory is
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that the universe is just like the painting: the grandmaster
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has sketched out the rough outlines, but we're all
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contributing to varying degrees.
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The Sign of One employ a team of "seekers" whose job is to
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try to find the grandmaster and the masters. The seekers
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are curious about Rennick: they theorize that he isn't
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predicting random events, so much as actually dreaming them
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up. Is he a master?
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Yet another person who has an interest in Rennick was a
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murderous wizard name Crow, who is convinced that Rennick
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is an oracle. Crow has the ability to steal peoples powers,
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and he thinks he can drain Rennick's life to acquire the
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powers of an oracle. Rennick went into hiding to evade
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Crow. Now the PCs have defeated Crow, so it's safe for
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Rennick to come out of hiding. However, there's a catch.
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In order to hide from Crow, Rennick decided the safest place
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was a demiplane. Demiplanes are great hiding places for two
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reasons: first, a divination spell asking "where's Rennick"
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will just tell you, "in a demiplane that doesn't have a
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name." That's super not-helpful. Second: to plane shift to
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a plane, you need a tuning fork. Nobody has a tuning fork
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for a demiplane. So: demiplanes are good hiding places, if
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your opponent is a powerful wizard.
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Rennick lives in the City of Sigil, which has portals to
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many planes and probably many demiplanes. However, when
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Crow attacked, Rennick didn't have time to do a lot of
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research. He had to flee to the one demiplane he knew about
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off the top of his head.
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You see, about two weeks before Crow's attack, the
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Signer-Seekers brough Rennick to the hall of speakers, where
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he was examined by factol Darius. Darius concluded that
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despite Rennick's special ability, he's no master. However,
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Darius confided in Rennick: morale is low among the seekers.
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They've been searching for masters for years, and have found
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nothing. Darius asked Rennick to pretend, to put on a good
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show, in order to boost morale among the seekers. Darius
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explained that this would involve submitting to a testing
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procedure, in which Rennick would be placed into a
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"visualization chamber" designed to test his ability to
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imagine things. The visualization chamber is actually a
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demiplane that causes people's unconscious imaginations to
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manifest. When Darius offered, Rennick was curious, but in
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the end he decided that he simply didn't have time. Darius
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let him go.
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However, when Crow attacked and almost captured Rennick,
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Rennick escaped and fled to the Signers. He took Darius up
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on her offer, on the condition that he be placed into the
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visualization chamber immediately. He knew Crow would not
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be able to find him there. He submitted to testing, but
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when the testing was over, he refused to leave the chamber.
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The signers tried to remove him, but luckily for Rennick,
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the manifestations of his imagination defended him.
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This strategy worked: Rennick managed to barricade himself
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in the chamber for several weeks, aided by the figments of
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his own imagination, and in the meantime, Crow failed to
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locate Rennick, and now Crow has been defeated.
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At some point, Rennick unintentionally imagined an army of
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himself fighting off an army of signers. This was a huge
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mistake. There are now hundreds of Rennick clones in the
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chamber. They know everything that Rennick knows, including
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the fact that they are figments of the real Rennick's
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imagination. They know that if they leave the chamber, they
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cease existing, and they know that if the real Rennick
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leaves, they cease existing. They're protecting Rennick
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from being extricated from the chamber, which is what
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Rennick originally wanted. But now that Crow's dead, the
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clones still aren't going to let him leave.
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The PCs know that Rennick is somewhere in the basement of
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the hall of speakers, and they know that they need to talk
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to factol Darius.
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OK, so here's what's missing from this picture:
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* What are the original figments that helped protect Rennick,
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in the beginning, before the clones manifested?
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* What figments of the PCs imaginations will manifest, now
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that they're in the chamber?
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* What kind of mini-adventure is going to take place inside
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the chamber? I should note that the chamber is as big as
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it needs to be.
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ideas/Chamber.md
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ideas/Chamber.md
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## Prelude
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Darius tells the PCs that Rennick is in the chamber. She
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explains that Rennick and his manifestations are reflexively
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defensive and that they've learned to be hostile to Signers,
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and that she's already lost some faction members trying
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to extricate him. She thinks that if the PCs bring Signers
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along, they'll get a more hostile reaction than if they go
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alone. So Darius refuses to send Signers along with the
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PCs. Instead, she instructs one of her assistants to lead
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the PCs into the basement, but the PCs won't be led the whole
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way: they'll have to go the last few hundred feet themselves.
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Darius also warns the PCs that manifestations can actually
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exit the chamber and continute to exist for a few minutes to
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a few hours, depending on how complicated the manifestations
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are. So, she cautions, there may be some weird phenomena
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before they even get there.
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## Lost in the basement
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Outside the chamber there are no overt manifestations, but
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there is one very subtle one: the portal to the chamber is
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disguised as just more hallway. The PCs enter the chamber,
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but they don't know they have. Beyond the portal, they
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see what appears to be just more hallways in the basement
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of the hall of speakers.
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Along the sides of the hallways they start to see doors
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that lead into rooms. The first room appears to be a
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classroom. The next, an office with a desk and lots of
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papers and books, but the papers and books are all blank.
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Continue to invent random empty rooms as necessary.
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As the PCs wander, the hallways get increasingly twisty
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and weird, and the PCs should have long since figured out
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that they're in the chamber.
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The PCs turn a corner, and the walls around this corner have
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a different appearance: they look like the labyrinth below
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castle Green. They imagine the feeling of a presence in the
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labyrinth, just as they did last time. If they try to
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communicate with the presence, a scroll appears: the scroll
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says, "A conversation will cost you 5gp".
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If the PCs wander further, they come to a steel door. The
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steel door has 5 coin slots in it. Putting a gold piece
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into each one causes the door to open, and an
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imaginary version of Rico Sparks steps forth.
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## Talking to Rico Sparks
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Rico is his usual cheerful self. He knows that he's a
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figment, and it doesn't seem to bother him.
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he says:
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"I manifested just about 10 minutes ago. When I did, I
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wandered around hallways that looked like the basement of
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the hall of speakers, then they changed to look like a
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wooden labyrinth (the labyrinth under Castle Green). Then
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Rennick popped out of a door - I don't know how I recognized
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him, but I did. I introduced myself, and I asked Rennick
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how to get out of this maze, and Rennick said, "I'm just as
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lost as you, this isn't from *my* imagination." Rennick and I
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walked together for a few minutes, but then he was gone.
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Then, I encountered a steel door, and now we're all here."
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He says, "but I guess I haven't really done anything to earn
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my 5gp, hm. Got any questions for me?" He is able to
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answer any reasonable question that a tout can normally
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answer. He doesn't know too much about the chamber, but
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he's willing to investigate. He says, "I won't even charge
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the hourly rate for investigation, given that you're
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probably going to pay me in imaginary money anyway." He
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asks the PCs if there's anything in particular they want
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investigated.
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Rico, despite being a figment, is perfectly capable of being
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a competent tout. He can move around independently inside
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the chamber, and he will ask questions and follow up on
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whatever the PCs want investigated. As a figment, Rico has
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an unfortunate tendency to just "not be there" when you look
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away for a few moments, but he's not gone forever, he's just
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somewhere else in the chamber.
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You, the DM, can use Rico to help keep things moving
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whenever the PCs get stuck. He can appear and offer useful
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information or advice. Use your judgement about when he
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should appear: it should only be when things are bogging
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down and the PCs need a boost.
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## Meeting Some Clones
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After Rico vanishes, four clones of Rennick emerge
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from a doorway. The PCs can talk to the clones.
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They freely admit that they aren't the real Rennick.
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Clones have shared knowledge: anything you tell any clone is
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known by all clones, and by Rennick himself. The clones
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have no *individual* survival instinct. There are an
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infinite number of clones, so losing a single clone means
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nothing. But collectively, they don't want "the clones"
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to stop existing.
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The clones can discuss anything that the real
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Rennick would be able to discuss:
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* They can explain the logic of hiding in the
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demiplane.
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* They will probably express some fears about Crow.
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They don't know that Crow is dead yet.
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* They can explain that no, Rennick didn't deliberately
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conjure a bunch of clones, it kinda just happened
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when a bunch of Signers tried to force him out, and
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he needed numbers to fight back.
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* They can speculate about where the real Rennick
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is - probably in his office in the courthouse?
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* They aren't sure about how to get to the courthouse,
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but they say that the landscape in here is pretty
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mutable, and the courthouse is important, so it will
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probably just show up.
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If the PCs tell Rennick that Crow is dead, Rennick will
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demand some evidence. If the PCs provide anything
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reasonable, the Rennicks will get real quiet for a
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moment, then one of them will say, "so... there's no
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reason to stay in here any more, is there."
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They are suddenly realizing that this means that Rennick
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can leave, which means the clones would cease to exist.
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A moment after this realization, all four clones just
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pop out of existence.
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## The Courthouse Square
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The PCs emerge from the labyrinth into the courthouse
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square. The square is filled with "people" moving around,
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doing things, just like it would be if the PCs were really
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in Sigil. But looking too closely at any one person, or
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trying to talk to one of them, causes that person to fade
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into vapor and drift away.
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The reason for this is that these people are part of
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Rennick's imagination, but he hasn't bothered to imagine
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them individually, he has only imagined "a square full of
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people." These individuals simply don't *have* any
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details, because they weren't imagined in full.
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If the PCs look carefully, there are a few Rennick clones
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in the square. Any effort to contact them will cause them
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to rush into doorways and vanish.
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On one side of the courthouse square is the courthouse.
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It looks the same as it does in Sigil. Surrounding the
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other sides of the square are a variety of administrative
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buildings and some restaurants.
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Entering any building other than the courthouse will cause
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the building to be revealed as a facade. It's just a flat
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cutout with a doorway. On the other side are some logs
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propping up the facade, and beyond that, an endless sea of
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giant gears, as you would find if you were in mechanus. If
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the PCs want, they can go back through the facade to reenter
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the square, or they can explore the sea of gears.
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If the PCs are in the square and they try to approach the
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courthouse, the courthouse quickly recedes. The square gets
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much, much bigger. The people dissipate. The courthouse
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rises up on top of a huge, steep hill, and a 100-foot wide
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moat forms around it. Two more hills with two more moats
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appear: there is nothing on top of the other two hills.
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The square is much larger now, but it's still feasible
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to cross it on foot. It just takes a good 15 minutes.
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It's possible to walk up to the moat. The building-facades
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that surround the square are still there, and it is still
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possible to go through to the sea of gears.
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There are basically two directions the PCs can go now:
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toward the courthouse, or into the Sea of Gears.
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## Approaching the Courthouse: Attempt 1
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The PCs can cross the moat, if they can figure out some way
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to do it. Swimming is problematic: the moat contains biting
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fish. Flying works. Walking on water works. Building a
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boat could work, although there's not much to build a boat
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from.
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Assuming the PCs figure out some way to cross, they end up
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at the base of the very steep hill, which gets steeper as
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soon as they touch it. They have to climb cliffs. Ask
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the PCs to make a variety of DEX and STR rolls as they climb.
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All of this difficulty is defenses that Rennick imagined,
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unconsciously. It is all here to protect him from Crow, and
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from the various people trying to eject him from the
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visualization chamber.
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When the PCs finally get 80% of the way up the hill, the
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entire courthouse gets up baba-yaga-style and walks over to
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one of the other three hills.
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Underneath where the courthouse was sitting are stairs
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leading down into the basement of the hall of speakers.
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Yes, under the courthouse is the basement of the hall
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of speakers. If the PCs go down, they find themselves
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back in the labyrinth where they entered the chamber.
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Sitting on the stairs is a signer: his name is Carruth.
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## Meeting Carruth
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Carruth is not a figment of anyone's imagination: it's a
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real person. He and his squad were sent in by factol Darius
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to try to extricate Rennick. He got separated from his
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group and now he's stuck in here. He's exhausted, he's been
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in here a week trying to unravel the knots, and he's getting
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nowhere. Fortunately for him, the Rennick clones have been
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bringing him food and water.
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Carruth explains that Rennick has a pretty vivid
|
||||
imagination: definitely in the top 10%. He says that
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||||
Rennick is good at weaponizing his imagination: most people
|
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imagine things that may or may not be helpful, but Rennick
|
||||
seems to be mainly imagining things that are effective for
|
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protecting him. He points out the moat, the steep hill,
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the courthouse that walks away - he says all of that is
|
||||
designed to keep Rennick from being nabbed.
|
||||
|
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He says, "one thing I'm grateful for is that there have
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||||
been a few attacks, but they've all been pretty half-hearted.
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Rennick just doesn't have the mindset of a killer. Thank
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goodness."
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However, Carruth points out that no matter how disciplined
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we are, we don't have total control over our imaginations.
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He says: "I have no doubt that Rennick's greatest fears are
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all in here too."
|
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As soon as he says "Rennick's greatest fears," there's a
|
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rumble, and Carruth says: "oh, I shouldn't have mentioned
|
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his Greatest Fears." Then he points to the skyline: it's
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Crow, and he's approaching.
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As soon as Crow appears on the horizon, a few Rennick clones
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emerge from the labyrinth and say, "come down here, he
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||||
won't come down here." If the PCs reenter the labyrinth,
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||||
they don't have to fight Crow. If they refuse, they do.
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## The Sea of Gears
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## The Desk
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The PCs enter a room with grey walls. In the center of the
|
||||
room is a grey desk, with an inbox and an outbox. There is
|
||||
a big stack of grey papers in the inbox, there's an inkwell
|
||||
full of grey ink, and a quill. There's a grey chair.
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||||
You would think that Crow would be Rennick's greatest fear.
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No. Crow is Rennick's immediate-short-term fear. The Desk
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||||
is Rennick's greatest fear.
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As soon as Lada sees the Desk, she stiffens up, and says:
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"Don't touch that desk. Don't touch anything. We should
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get out of here." This is one of her greatest fears too.
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If anyone touches the desk, their hand immediately fuses to
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the desk. If anyone sits in the chair, their body immediately
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fuses to the chair. If anyone picks up the quill, their
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hand fuses. If somebody sits in the chair, and touches the
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||||
desk, their eyes glaze over. They pick up a paper from the
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inbox, write on it with grey ink on grey paper (leaving no
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mark), and then they put it in the outbox. They continue,
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automaton-like, forever.
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This is Rennick's greatest fear: that he will work a desk
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job, filling out paper after paper, but never accomplishing
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||||
anything meaningful, and leaving no mark on the universe.
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||||
If you touch a small object like the quill or a piece
|
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of paper, then separating your hand from the object is
|
||||
possible with a sharp knife: 2D6 damage. Separating your
|
||||
hand from the desk is also possible with a sharp knife: 3D6
|
||||
damage. But if somebody sits in the chair, and their whole
|
||||
body fuses to the chair, it's too much: a knife isn't going
|
||||
to do it.
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||||
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||||
Once somebody is in this state, there's only one cure. One
|
||||
of Rennick's clones enters via the door and says, "move
|
||||
aside." Then he speaks to the Desk: "you're not here for
|
||||
him, you're here for me." Rennick puts his hand on the desk,
|
||||
and fuses with it. As soon as Rennick's hand fuses with the
|
||||
desk, the PCs' hand is freed. Rennick scoots his butt onto
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||||
the chair, and fuses with the chair: as soon as he does, the
|
||||
PCs' butt is freed from the chair. When Rennick's eyes
|
||||
glaze over, and he starts writing, the PC is free to go.
|
||||
|
||||
If the PCs try to dissuade Rennick from doing this, Rennick
|
||||
says, "I'm not the real Rennick. I'm just a figment of his
|
||||
imagination. He imagines this desk, and he imagines himself
|
||||
stuck at the desk (pointing to himself). But if it's me,
|
||||
a figment, stuck at the desk, then it's all just imaginary.
|
||||
An ugly nightmare, but still just a nightmare."
|
||||
|
||||
When the PCs leave the room, Lada says: "Fuck."
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
@@ -1,108 +0,0 @@
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||||
# Crow's Encounter — Stat Blocks
|
||||
|
||||
---
|
||||
|
||||
## Crow (The Wizard)
|
||||
|
||||
*9th Level Conjurer*
|
||||
|
||||
**Subclass Features:**
|
||||
- Conjuration Savant (2nd) — half time/gold to copy conjuration spells
|
||||
- Minor Conjuration (2nd) — conjure inanimate object up to 10lbs as an action, lasts 1hr
|
||||
- Benign Transposition (6th) — action: teleport 30ft OR swap with willing creature within 30ft; recharges after casting any 1st+ level conjuration spell (primary escape mechanic)
|
||||
|
||||
**Spell Slots:** 4 / 3 / 3 / 3 / 1
|
||||
|
||||
**Spells:**
|
||||
- L1: Puppet - instant, 120ft, move humanoid 5ft + drop item, CON save (self-movement when physically frail)
|
||||
- L1: Ice Knife - instant, 120ft, 1d10 piercing (hit) + 2d6 cold in 5ft radius (miss), DEX save for half cold [Conjuration]
|
||||
- L2: Cloud of Daggers* - concentration 1min, 120ft, 5ft cube, 4d4 slashing on enter/start turn [Conjuration]
|
||||
- L3: Fly* - concentration 10min, touch, fly speed 60ft (emergency self-movement if Movement Construct is down)
|
||||
- L3: Stinking Cloud* - concentration 10min, 60ft, 20ft radius, poisoned while inside, CON save each turn to end [Conjuration]
|
||||
- L4: Stoneskin* - concentration 1hr, touch, resistance to nonmagical physical damage (fallback defense when sphere is down)
|
||||
- L4: Dimension Door - instant, 500ft, teleport self + 1 willing creature (nuclear option — constructs enter homing mode, stop fighting, move toward new position) [Conjuration]
|
||||
- L4: Polymorph* - concentration 1hr, 120ft, single-target control
|
||||
- L4: Evard's Black Tentacles* - concentration 1min, 120ft, 20ft square, 3d6 bludgeoning + restrained on entry/start, difficult terrain, DEX save, STR/DEX check to escape [Conjuration]
|
||||
- L5: TBD
|
||||
|
||||
*Note: Benign Transposition replaces Misty Step as Crow's primary escape. Strategy layers: (1) Normal — inside Otiluke's sphere, constructs fight. (2) Sphere down — constructs recast OR Movement Construct casts Fly on Crow. (3) Grappled while exposed — Benign Transposition (action, no movement required). (4) Extreme emergency — Dimension Door.*
|
||||
|
||||
---
|
||||
|
||||
## Construct 1 — Fire
|
||||
|
||||
*Specialization: Fire*
|
||||
|
||||
**Spells:**
|
||||
- C: Fire Bolt - 120ft, 1d10 fire, ranged spell attack
|
||||
- C: Create Bonfire* - concentration 1min, 60ft, 5ft cube, 1d8 fire on entry/start turn, DEX save
|
||||
- L1: Burning Hands - instant, 15ft cone, 3d6 fire, DEX save
|
||||
- L1: Hellish Rebuke - reaction (when damaged), 60ft, 2d10 fire, DEX save
|
||||
- L2: Heat Metal* - concentration 1min, 60ft, 2d8 fire initially then bonus action 2d8/round, disadvantage on attacks/checks
|
||||
- L2: Aganazzar's Scorcher - instant, 30ft line (5ft wide), 3d8 fire, DEX save
|
||||
- L3: Fireball - instant, 150ft, 20ft radius, 8d6 fire, DEX save
|
||||
- L3: Melf's Minute Meteors* - concentration 10min, self, create 6 meteors, bonus action launch 1-2 per round, 5ft radius each, 2d6 fire, DEX save
|
||||
- L4: Wall of Fire* - concentration 1min, 120ft, 20ft high × 60ft long × 1ft thick wall OR 10ft radius × 20ft high cylinder, 5d8 fire on one side, 2d8 when passing through, DEX save
|
||||
|
||||
---
|
||||
|
||||
## Construct 2 — Movement / Teleport
|
||||
|
||||
*Specialization: Movement & Teleportation*
|
||||
|
||||
**Spells:**
|
||||
- C: Mage Hand* - concentration 1min, 30ft, spectral hand, 10lb capacity
|
||||
- C: Gust - instant, 30ft, push 5ft OR disperse gas/move light object
|
||||
- L1: Puppet (UA) - instant, 120ft, humanoid target, move 5ft + drop item, CON save
|
||||
- L1: Catapult - instant, 60ft, 1-5lb object becomes projectile, 3d8 bludgeon, DEX save
|
||||
- L2: Misty Step - bonus action, instant, self, teleport 30ft
|
||||
- L2: Vortex Warp - instant, 90ft, teleport creature 90ft, CHA save if unwilling
|
||||
- L2: Immovable Object - instant, touch, fix object (10lbs) in place 1hr, designated creatures can still move it, STR check vs spell save DC to move (upcasts to 4th: DC+5, 24hrs)
|
||||
- L3: Fly* - concentration 10min, touch, fly speed 60ft
|
||||
- L3: Slow* - concentration 1min, 120ft, 40ft cube up to 6 targets, half speed/AC/attacks, WIS save
|
||||
- L4: Dimension Door - instant, 500ft, teleport self + 1 willing creature
|
||||
|
||||
---
|
||||
|
||||
## Construct 3 — Force / Barrier
|
||||
|
||||
*Specialization: Force & Barrier*
|
||||
|
||||
**Spells:**
|
||||
- C: TBD
|
||||
- C: TBD
|
||||
- L1: Magic Missile - instant, 120ft, 1d4+1 force per missile, 3 missiles base, auto-hit (upcasts to +1 missile per slot)
|
||||
- L1: Shield - reaction (when hit), instant, self, +5 AC until start of next turn
|
||||
- L1: Magnify Gravity - instant, 60ft, 10ft radius, 2d8 force + half speed until end of next turn, CON save (upcasts +1d8 per slot)
|
||||
- L2: Spiritual Weapon - bonus action to cast/move/attack, 60ft, spectral weapon, 2d8+spellcasting mod force damage, NOT concentration
|
||||
- L3: Pulse Wave - instant, self, 30ft cone, 6d6 force, push or pull 15ft, CON save
|
||||
- L4: Otiluke's Resilient Sphere* - concentration 1min, 30ft, 10ft diameter sphere, nothing passes through, DEX save to avoid (has 2 slots for this spell)
|
||||
|
||||
*Note: No 2nd-level spells. Magic Missile and Magnify Gravity can be upcast into open higher slots. Primary role: cast Otiluke's on Crow round 1 and maintain concentration. All other spells are non-concentration backups for if the sphere goes down.*
|
||||
|
||||
---
|
||||
|
||||
## Construct 4 — Divination / Mental
|
||||
|
||||
*Specialization: Divination & Psychic*
|
||||
|
||||
**Spells:**
|
||||
- C: Vicious Mockery - instant, 60ft, 1d4 psychic + disadvantage on next attack, WIS save
|
||||
- L1: Dissonant Whispers - instant, 60ft, 3d6 psychic, target uses reaction to flee away, WIS save
|
||||
- L1: Detect Magic* - concentration 10min, self, sense magic within 30ft
|
||||
- L1: Command - instant, 60ft, one-word command, target obeys on next turn, WIS save
|
||||
- L2: Mind Spike* - concentration 1hr, 60ft, 3d8 psychic, always know target's location on fail, can't hide/benefit from invisibility, WIS save
|
||||
- L2: Detect Thoughts* - concentration 1min, self, read surface thoughts within 30ft, probe deeper with WIS save
|
||||
- L2: See Invisibility* - 1hr, self, see invisible creatures/objects
|
||||
- L2: Locate Object* - concentration 10min, self, sense direction to object within 1000ft
|
||||
- L3: Antagonize - instant, 60ft, 4d4 psychic + target uses reaction to melee attack ally of your choice, WIS save
|
||||
- L3: Hypnotic Pattern* - concentration 1min, 120ft, 30ft cube, charmed + incapacitated (can't move/act), breaks on damage, WIS save
|
||||
- L3: Dispel Magic - instant, 120ft, end one spell (auto if 3rd level or lower, ability check if higher)
|
||||
- L3: Counterspell - reaction (when a creature casts a spell), 60ft, auto-cancel if 3rd level or lower, ability check if higher
|
||||
- L4: Greater Invisibility* - concentration 1min, touch, target (or self) is invisible for duration
|
||||
- L4: Arcane Eye* - concentration 1hr, 30ft, invisible magical eye, fly 30ft, see through it
|
||||
- L4: Crow's Lingering Clairvoyance* - concentration 4hrs, 1 mile, invisible sensor sees/hears (custom spell, homebrew extension of Clairvoyance)
|
||||
|
||||
*Note: Detect Magic, Detect Thoughts, Locate Object, and Crow's Lingering Clairvoyance are out-of-combat spying tools. In combat, Mind Spike is the primary concentration spell.*
|
||||
|
||||
---
|
||||
Reference in New Issue
Block a user