On Reader Mail, 3e to 5e Conversion

Happy post-Gencon Monday morning everyone. Congratulations to the strength of the independent press, with Contessa and A Red and Pleasant land winning multiple times! Also, congratulations to Jolly Blackburn and our community, for pulling together to turn the Knights of the Dinner Table Live Action Series Kickstarter into a success at Gencon! My heart soars.

However, gaming season is upon us, and it is time to get back to work (and play). We'll start light with some reader mail.

John writes:

I was referred to your blog today as possibly having a reference that would help convert 3.5 characters to 5e.  I perused your blog indices for the better part of 30 minutes, but I could not find what I was looking for.  I have a mothballed campaign that I would like to start up again, using 5e instead of 3.5, and I would like to keep the players' old characters but create 5e versions of them to move on.  Is there anything on your site that would provide a little guidance in this vein?
Barring that, then just one piece of advice:  the 3.5 characters are levels 5 and 6.  I am still absorbing the 5e PHB info, but my general impression at this point is that 1st level 5e characters are about as powerful as 3rd level v3.5 characters, and quick and dirty I was thinking I could basically just back everyone up about 2 levels and go from there, if there are not any more substantive conversion charts or discussions available.  What is your opinion on this idea? 

Excellent question! This is both very simple and very complicated.

My last 3rd edition character was a lazer warlock. They way he worked is, he took six levels in warlock, then switched over to hellfire warlock for the bonus damage, then would find/craft a lesser chasuble of fell power to boost his damage further, finally taking a splash into the Binder class for 2 levels so I could pick up a bond with Dahlver-Nar to make me immune to the Constitution drain from the hellfire blast.

I might have played some 3rd edition at some point. I can't say I miss it.

If your character's are like those above, full of dips into classes and prestige classes to create crazy builds, well then, I think your best bet is to allow your players to recreate their 5e classes using the new rules. If they were going for some kind of special effect or build, creating a subclass power (like the many classes available here on this blog) would be how I would implement that.

If, instead, however, they just made some characters to have fun and then go adventuring, then conversion should be pretty easy. I'd say that your comment about power levels isn't 100% correct. 1st level 5th edition characters start off about as weak as any other edition, but they rapidly rise in power and competence. I'd say 3rd level in 5th edition dungeons and dragons is about equivalent to 5th level 3rd edition players, or 1st level 4th edition characters.  There's another large leap in power around 5th level for characters in 5th edition, making them equivalent to much more difficult challenges.

So in your situation, I'd let players pick a class and then be third level!

Thanks for the question. Comments are always welcome, and you can feel free to ask your own questions, about anything—REALLY ANYTHING AT ALL— at my email, campbell atsymbol oook dot cz

Thanks!


Hack & Slash 

On Principled Profit, The Con Man and the Fraud

I normally stay pretty positive over here. Today, we're putting that aside for a bit of social responsibility.

I think it would be fair to say I idolize several members of the gaming industry: Russ Nicholson, Larry Elmore, Gary Gygax; that's part of the fun of being a fan.

So I think Jolly Blackburn is pretty damn great. Not only is he the first publisher of a retroclone (authorized no less), it also happens to be one of the best tabletop games I've ever played. He's also an artist and has been publishing Knights of the Dinner Table, which has been making many, many, thousands of gamers laugh for years.

Jolly Blackburn aligned himself with d20 entertainment run by Ken Whitman to produce live action versions of his Knights of the Dinner Table strip. I was thrilled by this, but did not back it.

Why?

Let's talk about Ken Whitman for a minute.

Ken Whitman has a history of starting a new company (Historically Print on Demand, but lately film production), over promising results, and then either delivering sub-par product late, or not at all. During the period where the product is overdue, he does not respond to investors or backers, writes long posts on social media about how everyone else is sabotaging him, and exhibits other strange behavior.

He's been doing this same thing for over 20 years.

Proof (the rabbit hole)
Books for traveller not materializing - 1996
Books paid for don't materialize at Gencon, and those that do fall apart - 2005
Testimonials from that thread linked below:
Unfulfilled Knights Quest Family Card Game (Comments)
Rapid POD sales pitch (Ken offers big purple publishing opportunities in broken english) 2006
Ken looking to borrow 22+k for ink on Prosper which listed him as "High Risk" with an 84% debt to income ratio -2006
Ken steals from Postmortem Studios - 2007
ENWorld thread about RapidPOD problems at Gencon - 2007
Ken's appearance on the Biggest RPG Villains Thread on the RPGsite
Ken Witman spams backers of projects with new projects 2014
Ken Whitman deletes Jolly Blackburn (Ken removes Jolly from the Live Action Series Kickstarter Groups on Facebook and posts elsewhere calling him a "Concern Troll" to sabotage his work) -2015 
Tales of woe from the Semi-fulfilled Knights of the Dinner Table Live Action Series -2015
Ken Whitman's blog that just says "Ken Whitman"
A blog devoted to memes discussing Ken Whitman
There's more. But how much over how long do you need?

So why today?

Because Gen-Con is this weekend and there is a supposed premier of more episodes of the Knights of the Dinner Table Live Action Series along with an after party. Will this happen? I don't know. What I do know is this (Via Jolly Blackburn):

  • Ken will not talk about the premiere
  • No invitations have been sent out
  • None of the actors were invited or had arrangements made
  • The Episodes haven't been seen in finished form
  • He's deleted people from the facebook group who are making inquiries into the status of their rewards.


Does Ken always fail to meet his obligations? No. Sometimes he refunds money. Sometimes he delivers product. People who have worked with him, such as Jolly, were aware of his reputation. They were giving him a second chance. So why is this an issue?

Because this is about the principle of profit. We are a small section of a small hobby. Ken among others have been running cons now for years, burning both customers, creators, and publishers again and again.

Sadly, there's only one way to combat this inequity, and that's to be informed. So, not in the purpose of being negative, but instead in the hopes of being productive, this page contains an extensive collection of information about the personal experiences of people who've worked with Ken. The best of which is, "He gave me back my money, so I can't call him a thief any more." We have to be active and be informed. The next time you back a project or pick someone to work with, see who's involved. Post links to pages like this. Spread the word and keep people informed.

This isn't principled. Someone produces content that's dull and charges for it? Eh. Someone throws together interesting random 100 item lists and throws them up on rpgnow? Eh. Someone with a blog or youtube channel starts a patreon so they can devote more time to their hobby? Eh. They did some work; if people want to pay them for it, great!

Ken Whitman just steals from people. He does whatever the minimum is that he must to keep the hottest fires from burning him and ignores the rest. And having worked with thousands of degenerate gamblers, drug addicts, and other people driven by poor judgement, I've never seen any change in the behavior as long as it continues to be enabled. Kickstarter, Go Fund Me, Indiegogo and others have given scammers and get rich quick schemers a new lease on scams. If we want to continue to use them to produce beautiful on-time products like The Book of Giants, Bones, and Divinity:Original Sin we have to be vigilant against con-men.

What's my motivation in all this? Who's got the balls to call one of the funniest, best spirited, most creative people in our industry a troll? If there's ever an award for best gamer, Jolly is up for it. I've got a voice, I'm going to use it.

I eagerly await rave reviews of episodes 2 & 3 from the Gencon premier. Only time will tell.



Back to the normal programming soon.

Hack & Slash 

On a 5th Edition Bard College, The Motley Fool

Jester


Bard College

At 3rd level, you delve into the advanced techniques of a bard college of your choice: the College of Lore, College of the Motley Fool, or the College of Valor, all are detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th and 14th level.

Bard colleges
The way of the bard is gregarious. Bards seek each other out to swap songs and stories, boast of their accomplishments, and share their knowledge. Bards form loose associations, which they call colleges, to facilitate their gatherings and preserve their traditions.

College of the Motley Fool
Bards of the College of the Motley Fool choose a difficult path. They are seen as divinely inspired servants, free from legal recourse, allowed to say that which others will not. They seek a pure ideal of wit, neither male nor female, and cloaked in mystery. They tempt fate, their lives walking a line between glory of the masses or brutal punishment by those fearful of their mien.

Defensive Caper
When you join the College of the Motley Fool at 3rd level, as long as you wear no armor, and wield no melee or ranged weapon, your armor class is equal to 10 + your Dexterity Bonus + your Charisma Bonus

Knife's Edge
At 3rd level you are considered proficient with all weapons that have the Thrown property. When throwing weapons, your attack rolls are not made at disadvantage if you throw while adjacent to a threatening opponent, nor while throwing up to the maximum range of the item. These do not count as ranged weapons for the purpose of defensive caper.

Insult
  
Jesters also gain the ability to physically harm opponents with insults. As an attack, you may expend a bardic inspiration die, and make a verbal attack, using your Proficiency Bonus + your Charisma Modifier against a creature that you can see within 60 feet of you that can understand your language, against an armor class of 10 + their Intelligence modifier. The damage done is your bardic inspiration die plus your Charisma and Intelligence modifiers. 

Pie in the Face
At 6th level, you gain the ability to throw a harmless object at an opponent, such as a cream pie, a sticky ball of gunk, or other weird or disgusting item. If you hit your target, they make ability checks and attack rolls at disadvantage till they spend a move action removing or cleaning the item up. This attack only affects humanoids.

Harlequin's Protection
At 6th level, as long as you are garbed in motley, you are immune to charms, enchantments, and compulsions.

Twist of Fate
Starting at 14th level, whenever you are dealt lethal damage you may make a DC 15 Dexterity saving throw. On a success, you avoid that damage. This ability can be used once per long rest.

Enigma
Starting at 14th level, whenever you are garbed in motley, you are permanently under the effect of a Mind Blank spell.



Hack & Slash 

On 5e Classes, Thief-Acrobat

The Acrobat, by Axlsalles

Roguish Archetype


At 3rd level, you choose an archetype that you emulate in the exercise of your rogue abilities: Thief, Assassin, Acrobat, or Arcane Trickster, all detailed at the end of the class description. Your archetype choice grants you features at 3rd level and then again at 9th, 13th, and 17th level.

Roguish Archetypes

Rogues have many features in common, including their emphasis on perfecting their skills, their precise and deadly approach to combat, and their increasingly quick reflexes. But different rogues steer those talents in varying directions, embodied by the rogue archetypes.

Your choice of archetype is a reflection of your focusnot necessarily an indication of your chosen profession, but a description of your preferred techniques.

Acrobat
Your grace and poise have granted you preternatural abilities, both in combat and without. your regimen of physical exercise builds coordination, muscle tone, and balance. This allows you to literally dance around opponents and reach areas other people might find unreachable.

Vertical Grace
Starting at 3rd level, the Thief-Acrobat can fall up to 10 feet times 1/2 their level safely. You also can climb faster than normal, climbing no longer costs you extra movement. When making a jump of any type, standing or running, the distance you jump increases by a number of feet equal to your Dexterity modifier.

Acrobat
When you select this archetype at 3rd level, you have advantage on Dexterity (Acrobatics) Checks

Battle Grace
Starting at 9th level, You gain the ability to Dodge as a bonus action. Standing up from prone no longer costs any movement.

Pole Work
At 13th level, you gain mastery over placement and movement. Opponents no longer block your movement. You may move through the squares of hostile creatures at no penalty, it is assumed that you are moving over or by them. You still have to disengage to avoid an attack if you leave the threatened area of a creature.

Wall Walker
When you reach 17th level, you gain a climb speed equal to your normal speed.

Deadly Defender

At 17th level, anyone who uses a melee attack action against you when you have taken the Dodge action grants you advantage on your next attack against them. This allows you to do sneak attack damage. This effect only lasts until the end of your next turn. 


Hack & Slash 

On Reader Mail, The Mystery of % in lair

Brian writes:

"I'm having trouble (maybe) wrapping my mind around AD&D (1e) Wandering Monsters and the percentage chance of finding a monster in it's 'Lair'. Are the Wandering Monsters only supposed to be monsters that have lairs within the dungeon? Is the '% in Lair' the chance that when a monster is encountered it is encountered in its lair, or is it the chance that after finding a monster's lair that the monster will be present (as opposed to wandering the dungeon or doing whatever else monsters do)?

It seems like there should be some correlation between the two, but I have so far been unable to find this correlation either explicitly stated or refuted."

Yeah, it's confusing.

Original procedures of play are what dictated the usefulness of this statistic. Simply put: when you have a random encounter in the wilderness, is the creature wandering or did you discover the creature at its lair. It probably doesn't take much valuable with it out and about; at home you'll find greater riches with a consummate increase in danger!

It's important to note that it is never a chance that a lair is found empty. Although it is possible to find an empty lair, it is never found using % in lair, because of the procedure used. First you roll to discover that you have an encounter, and since you always encounter a monster, you won't encounter an monster-less lair, randomly, per the procedure.

That's the short version. The work is shown below:

The text of the 1st edition Monster Manual states:

"% IN LAIR indicates the chance of encountering the monster in question where it domiciles and stores its treasure (if any). If a monster encountered is not in its lair it will not have any treasure unless it carries 'individual' treasure or some form of magic. Whether or not an encounter is occurring in the monster's lair might be totally unknown to the person or persons involved until after the outcome of the encounter is resolved."

This indicates that the encounter happens before the lair determination. This leaves us with a lot of questions. Does this affect the number of monsters? Is this related to just wilderness travel or also dungeon exploration?

Arneson goes into more detail in the Judge's Guild product, the First Fantasy Campaign.

The text indicates he might have been a little compulsive. He determined the contents of all the hexes ahead of time. Each hex had an average of two encounters, achieved by rolling a d6 and ignoring results of six. This indicates the number of encounters in the hex. Then the types of encounters those are were indicated by random rolls on the wilderness tables.  If a monster came up more than once, it was a larger group. This indicated the type of encounters in the hex.

The % in lair was used as above. When an encounter is indicated, you roll to determine if you encounter the monsters wandering or in their lair. However, only part of the total group of monsters would be inside the lair at any given time, indicated by rolling 1d6x10%, and subtracting from 100. There's another system in place to determine where those other monsters are in relation to the lair.

The interesting thing about this is that the % in lair roll determines the players location within the hex, which seems somewhat strange, given the tendency of Arneson to over-prepare. Of course this resolves itself nicely, when the whole thing is taken as a procedure to describe an activity abstractly for the purposes of a game.

The relevant text from the FFC is quoted below:

"Outdoors in Blackmoor Travel from one perilous adventure to another in a neighboring Castle can result in a great deal of frustration of the players, or al least confusion, as the road is always populated by evil creatures. After all it is supposed to be some sort of civilization and it must have some form of communications, if for no other reason than to move all the treasure around from Castle to Castle. With a little work, the Outdoor adventures can be enjoyable, and the format of an overall campaign, can lead to the pacification of area over time.
To reflect the above. the Judge should grid off the map into Sectors, also called Hexes or Squares. Each of these hexes will contain some adventures which may range from a Monster holed up in a small cave to an abandoned Castle full of Orcs. A chart is provided for laying out the basics of the area and can be modified to suit the individual taste of the Judge and his eagerness to lay out all the needed work. Each square should contain in average of say, two encounters (assuming 10 miles by 10 miles), determined by rolling 1 six-sided dice (upon a roll of six would mean that there are no adventures in the square). This will determine how many encounters live in the area.
For each encounter, consult the Encounter Matrix for the type of creature that lives at each spot. Whenever there is an encounter in the area, in the future, il will be restricted to one of those already present (see advanced method for other results). If there are four encounters you roll a four-sided die to determine which of the four has been found, all other details having already been worked out. The normal chances of the creature being in it's lair are worked out as they normally are. So if Encounter six has a 30% chance of being found in it's lair, then that percentage is used and the number of Creatures encountered will then be any number up to the total number present in the hex. Again to avoid confusion, you may wish to take the maximum number of creatures that is(sic) listed on the Monster Matrix to representative of the population in the hex for each encounter, given a plus or minus 10% to keep the players on their toes.
For each time that the creatures are found in their lairs, there will be a chance that a portion of them are out in the countryside. To determine this number, assume that 40% of the population is always in the camp and that up to 60% (10 - 60%) are always outside of the camp. Roll a die again and see how many miles (1 - 6 miles) they are away from the camp. On a roll of six. the creatures outside of camp are in two equal sized groups and you would roll again to determine how many miles away they are.
Note: Whenever sixes appear again, divide that proportion of the creatures in half again and roll for their positions. In this way, In original group of creatures starting at, say, 50 strong could first divide into two groups of 25, then 12, then 6, etc.. . .
" -First Fantasy Campaign

Note that this means a lot of important things. First, if you encounter a monster not in the lair, the ability of a character to track allows you to locate the lair, which in many cases would be unfindable. This is particularly true of single powerful creatures like medusa and other large predators that are small in number discovered entirely outside of their lair. After all, 10% of 3 manticores is 0 manticores. I've also commented before about the difficulty ofwilderness encounters. The method listed above allows one over time to clear out the dangers in a hex, though unsurprisingly he immediately begins describing a process to simulate population growth and monster migration to the hex after the above section.

But wait, there's more!

"TREASURE TYPE refers to the table which shows the parameters for various types of valuables which the monster in question might possess. If individual treasure is indicated, each individual monster of that type will carry, or possibly carry, the treasure shown. Otherwise, treasures are only found in the lairs of monsters, as explained above." - Monster Manual 1st edition

So in addition to only possibly finding the monster in the lair, there's only a possibility of treasure actually being in the lair. This is of course in conflict with Moldvay who redefines the procedure, removing the % in lair entirely and suggesting that treasure be given out proportionally to the monsters encountered, though this might be expected based on the basic rules focus on dungeon crawling.

Expert Dungeons & Dragons also has wilderness encounters, though no mention is made of how to randomly find lairs. There are several references to lairs and suggestions that the Dungeon Master should design several generic lairs ahead of time if one is encountered, but no random generation of lair encounters. It does note that as many as five times of the normal number of monsters show up in lairs, along with the advice that the Dungeon Master should tailor the encounter to their players. Of course this is in theme with the advice given to Dungeon Masters:

"'But I rolled it!' A common mistake most DMs make is to rely too much on random die rolls. An entire evening can be spoiled if an unplanned wilderness encounter on the way to the dungeon goes badly for the party. The DM must use good judgment in addition to random tables. Encounters should be scaled to the strength of the party and should be in harmony with the theme of the adventure." - Expert Rulebook, Page X59

The advice given in B/X (Basic/Expert) concisely communicates the volume of material written in the OSR about how to play, making it a larger part about why it's such a superior version of Dungeons & Dragons.

As to the difference between wandering and random monsters, I've written at it at length before. Essentially, random monsters are just that, random encounters with monsters, whereas wandering monsters are encounters with monsters that live nearby.

The relevant text is located here:

"Encounters: A 'monster' can be a kindly wizard or a crazed dwarf, a friendly brass dragon or a malicious manticore. Such are the possibilities of encounters in dungeon, wilderness, or town. Chance meetings are known as encounters with wandering monsters. Finding a creature where it has been placed by the referee is usually referred to as a set encounter.
 Wandering monsters can be totally random or pre-planned. A party wandering in the woods outdoors or on a deserted maze in the dungeon might run into nearly any sort of monster. If the woods were the home of a tribe of centaurs, or the dungeon level one constructed by a band of orcs, certain prescribed encounters would randomly occur, however. At prescribed intervals, your DM will generate a random number to find if any meeting with a wandering monster occurs. . . .
 Set encounters are meetings with monsters placed by your DM. All such encounters will be in, or near, the monster's (or monsters') lair; so, unlike encounters with wandering monsters, these incidents promise a fair chance for gain if the monster or monsters are successfully dealt with. A successful expedition usually is aimed at o particular monster or group of lairs discovered during previous excursions Note: a lair is wherever the monster dwells - even such places as a castle, guard house, temple or other construction.
" - Player's Handbook, 1st Edition, page 103

In conclusion, come up with a system that works for you, that puts the needs of the game and gameplay first, using the available resources as tools. In my personal experience, limiting the different types of encounters in an area to a bell curve from 2-6 to 2-8 will do the most to provide a strong character to an area. 

Brian, I apologize for the long delay in the reply, and hope this answers your question definitively, or lacking that, provides you enough information that you understand it better. I hope everyone found at least something new or of interest above. Thanks for writing in. Questions can be sent to campbell at oook dot cz.



Hack & Slash 

On Gormand's Larder, a Free Adventure via Illustration

If I may direct your attention to this free illustrated adventure.

So, what gets me, is when people characterize the old school renaissance for being a bunch of old fogies, or talk about Dungeons & Dragons like it's not innovative enough to drive new play, nothing being produced is as avant garde as this project.

This is true for a huge percentage of stuff in the old school Dungeons & Dragons scene. Vornheim redefines the city book. On the Non-Player Character codifies the hidden social actions in Dungeons and Dragons. A Fire on the Velvet Horizon is a monster book unlike any published. This list goes on and on, of new, innovative works that can completely change the way you run games.

This is a six page adventure, without any text, with only gorgeous illustrations and it's completely free. If you use it, make sure to let the author know! It's brilliant!

Enjoy!

Hack & Slash 

On a 5th Edition Sorcerer Origin, Incantrix

Incantrix


Sorcerous Origin

Choose a sorcerous origin, which describes the source of your innate magical power: Draconic Bloodline, The Weave (Incantrix), Psionic Power, Deathmaster or Wild Magic, detailed at the end of the class description. Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level.

Sorcerous Origins

Different sorcerers claim different origins for their innate magic. Although many variations exist, most of these origins fall into two categories: a draconic bloodline and wild magic. Others, such as Incantrix, Psions, and Deathmasters are detailed below.

Incantrix

Your innate magic comes from the weave. The very nature of magic is intertwined within your soul. Often your birth might have been auspicious, or you might have been born or conceived during a magical event. There are few Incantrix's in the world, often fewer than a thousand, and nearly all of them are women. Male Incantars do exist, but are extremely rare.

Binding of the Weave

At 1st level, even though magic comes easy to you, certain spells are beyond your ability. You are unable to learn any non-ritual Conjuration, Evocation, Illusion or Necromancy spell. Spells of this type that are rituals are possible to learn.

Power of the Weave

When you do get sorcery points at 2nd level, you gain access to an additional amount of sorcery points equal to your Charisma modifier.

Magical Adept

Starting at 6th level, if you do not know the spells Counterspell and Dispel Magic, you gain them as additional spells known. If you do know either of these spells, you may select another spell to add to your selection of spells.

You also gain an additional metamagic ability.

Sight of the Weave

At 14th level, the weave becomes visible to you. You can now see invisible and ethereal creatures within 30 feet. You gain an additional metamagic ability.

You can also see the energies that connect casters to their spells. You may harness this energy and control it yourself. As an action you can Seize Concentration by expending a third level spell slot. If you do, you gain control of any spell another wizard has cast using their concentration. This is automatic if the spell is third level or lower. If it is of a higher level spell, you must succeed at an ability check with a DC of 10 + the level of the spell. If you use a spell slot of 4th level or higher, you automatically acquire control of a spell  if the spell's level is equal to or less than the level of the spell slot you used.

The spell continues to function normally, with the only change being that the spell is now under control of the incantrix.

Scion of the Weave

You are now a living representative of the power of the weave.

At 17th level, as an action you are now able to Drain Charges from magic items within 60 feet of your person. Every charge gained, restores either one sorcery point or a spell level, e.g. if you drain three charges from a wand, you can restore a third level spell slot, OR three sorcery points, Or a first level spell slot and two sorcery points, or any combination of the above.

Second, the difficulty of Counterspelling, Dispel magic, and Seizing Concentration is now DC 5 + the spell level.

Third, you make all saving throws versus magic and spells at advantage.

Fourth, as a reaction, you are able to apply a metamagic effect to another casters spell. They must be a willing target, otherwise you have to succeed at an ability check of a DC equal to 10 + the spell's level.

Finally, fifth, you gain an additional final metamagic ability.

Spells
 

Because the Incantrix's spell list is substantially different from the standard sorcerer, it is included below. In addition, Incatnrix have access to some unique spells. These spells are described below.

Chime of Release
1st Level transmutation
Casting Time: 1 action
Range: 180 feet
Components: V, S, M
Duration: Instantaneous
You ring a small brass tubular chime, which disappears when struck. The vibrations ring out over the area of effect, and release non-magical bonds holding any single creature or person. This unlocks locks, unties ropes, opens cages, unbindes straps, removes gags, et. al. whichever creature is the target is no longer bound and is now free to go.

Maladwomer
3rd Level transmutation
Casting Time: 1 action
Range: 30 feet
Components: V, S, M
Duration: Concentration, up to 1 minute
You restrict a spellcasters access to the weave. For the duration of this spell, any spell or magical effect the target produces causes the minimum possible numeric effect. In addition, anyone making a saving throw against the targets spells makes such saving throws at advantage.

Lower Resistance
5th Level transmutation
Casting Time: 1 action
Range: 180 feet
Components: V, S, M
Duration: Concentration, up to 1 minute
This nullifies and lowers a creatures resistance to magic. If they have legendary resistance, it soaks up one use of the resistance. The creature targeted also has disadvantage on saving throws versus spells. On a creature with magic resistance, this will force them to save normally. The material component is a broken iron rod.

Steal Spell
7th level enchantment
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
Any spellcaster targeted by this spell, must make a Intelligence saving throw at disadvantage, or lose a random spell. This spell is stolen from his mind, and at the beginning of the spellcasters next turn, may be used by the Incantrix at no cost, anytime during the next 24 hours. If it is not used, it is lost.
If used on a non-spellcaster or no spells are available, then this spell is wasted. It does not affect magical devices, items, or spell-like abilities.
The level, class, or type of spell does not affect the Incantrix's ability to cast the spell, even if it is of a level of spell she is normally unable to cast. Material components are not necessary, because they are consumed from the original spellholder, when this spell is cast.

Spell Turning
7th level abjuration
Casting Time: 1 reaction
Range: Self
Components: V, S, M
Duration: Instantaneous
This powerful spell protects the caster, causing any spell that specifically targets the caster to rebound upon the person who cast it. It only affects spells that target the caster, simply being in the area of effect of a spell does not protect the caster.  
At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can choose a new target for the spell instead of deflecting it against the caster.
The material component for the spell is a small silver mirror.

Cantrips
Blade Ward
True Strike
Friends
Mending
Message
Prestidigitation

Level 1
Alarm (r)
Chime of Release
Mage Armor
Protection from Evil and Good
Shield
Find Familiar (r)
Tenser's Floating Disk (r)
Unseen Servant (r)
Comprehend Languages (r)
Detect Magic (r)
Identify (r)
Charm Person
Sleep
Tasha's Hideous Laughter
Illusory Script (r)
Expeditions Retreat
Feather Fall
Jump
Longstrider

Level 2
Arcane Lock
Detect Thoughts
Locate Object
See Invisibility
Crown of Madness
Hold Person
Suggestion
Magic Mouth (r)
Gentle Repose (r)
Alter Self
Darkvision
Enlarge/Reduce
Knock
Levitate
Magic Weapon
Rope Trick
Spider Climb

Level 3
Counterspell
Dispel Magic
Glyph of Warding
Magic Circle
Nondetection
Protection from Energy
Remove Curse
Clairvoyance
Tongues
Leomund's Tiny Hut (r)
Phantom Steed (r)
Feign Death (r)
Blink
Fly
Gaseous Form
Haste
Maladwomer
Slow
Water Breathing (r)

Level 4
Banishment
Mordenkainen's Private Sanctum
Stoneskin
Arcane Eye
Locate Creature
Confusion
Control Water
Fabricate
Polymorph
Stone Shape

Level 5
Planar Binding
Contact Other Plane (r)
Legend Lore
Rary's Telepathic Bond (r)
Scrying
Dominate Person
Geas
Hold Monster
Modify Memory
Animate Objects
Passwall
Telekinesis

Level 6
Globe of Invulnerability
Guards and Wards
Drawmij's Instant Summons (r)
True Seeing
Mass Suggestion
Otto's Irresistible Dance
Disintegrate
Flesh to Stone
Move Earth

Level 7
Symbol
Etherealness
Reverse Gravity
Sequester
Steal Spell
Spell Turning

Level 8
Antimagic Field
Mind Blank
Antipathy/Sympathy
Dominate Monster
Feeblemind
Power Word Stun
Control Weather

Level 9
Imprisonment
Prismatic Wall
Foresight
Power Word Kill
Shapechange
Time Stop
True Polymorph


Hack & Slash 
Related Posts Plugin for WordPress, Blogger...