Difference between revisions of "Giant Insect (spell)"

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'''Giant insect''' enables the caster to transform ordinary-sized insects and arachnids into their giant forms.  The caster must be able to see the insect being transformed; if caught and contained in a glass jar, the spell will cause the enlarged insects to shatter the container upon growth, at no harm to themselves.
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'''Giant insect''' is a spell that transforms ordinary-sized [[Bugs & Spiders (sage study)|insects and arachnids]] morphing them into giant forms.  Monsters such as those detailed in the [[Bestiary|bestiary]] are possible, as well as others that aren't cataloged.  The DM must judiciously determine the abilities and strength of enlarged creatures for which no specifications are provided.
  
 
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The maximum hit die (HD) for each type of enlarged insect depends on its [[Monster|monstrous]] form.  '''For example''', [[Giant Wasp|giant wasps]] normally have 4 HD; therefore, a 10th level caster could create twenty wasps of 1 HD each, or ten wasps of 2 HD each, or some other combination, so long as no created giant wasp had more than 4 HD.
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The caster must have a clear view of the insect to be transformedIf the insect is trapped inside a glass jar or similar containment, the spell's effect causes the insect to grow and break the container from within.  The emerging gigantic insect takes no [[Damage (hit points)|damage]] if this is the case.
  
In each case, the amount of [[Attacking in Combat|attack]] [[Damage (hit points)|damage]] the insect causes is calculated thusly: for each HD less than the original, the "die" is reduced by one degree, or -1 maximum damage (max.dam).
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== Hit Dice ==
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The number of hit dice (HD) varies based on its [[Monster|monstrous]] counterpart. As an illustration, a standard [[Wasp (giant)|giant wasp]] possesses 4 HD.  This number should be taken as an upward limit on the size of a transformed wasp; conversely, the smallest would have 1 HD. A caster could, therefore, create a select group of multiple wasps with varying hit dice, so long as the limit of 2 HD per level is maintained.
  
: '''For example''', the 4 HD wasp normally causes 2-8 damage with its [[Pincers (attack)|pincers]], with a 5 [[Hit Points|point]] av.dam.  A 3 HD wasp would hit with 4½ av.dam (1d8), a 2 HD wasp with 4 av.dam (2d4-1) and a 1 HD wasp with 3½ av.dam (1d6).  Many smaller wasps would therefore have a potential for causing far more damage, but they would be more easily [[Stun Lock|stunned]] or [[Death|killed]], and would suffer from a lower THAC0.
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In determining [[Attacking in Combat|attack]] damage, for each hit die below the creature's maximum size, reduce it's maximum potential damage by one point.  For instance, a conventional 4 HD giant wasp inflicts a damage range of 2-8.  A like wasp with 3 HD could deal a maximum of "7" damage, which can be translated to a damage range of 2-7.  A 2 HD wasp would therefore cause 1-6 damage, with a 1 HD variant dealing out 2-5.
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On average, a swarm of smaller wasps would cumulatively have a potential for causing greater harm, but they would also be more susceptible to destruction by a minor spell such as [[Burning Hands (spell)|burning hands]].  Additionally, their [[THAC0|chance to hit]] a target would also be reduced.
  
 
== Hostility ==
 
== Hostility ==
Because insects lack any sort of [[Intelligence (ability stat)|intelligence]], the caster has no control over them whatsoever.  Once enlarged, they'll be furious, ravenous and bound to attack whatever target comes immediately to hand including the caster and associated alliesTherefore steps should be taken to seek immediate cover, letting the giant insects wreak havoc and perhaps cause a distraction.
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Having an absence of [[Intelligence (ability stat)|intelligence]], these insects cannot be controlled by the caster in any manner.  Once enlarged, these creatures become aggressive and ravenous, attacking the nearest entity available which might well include the caster and their comradesIt's therefore advisable for the caster and allies to promptly find shelter or take defensive measures, allowing the enlarged insects to create chaos, potentially serving as a diversion.
  
Once their usefulness is gone, the caster can dispel the effects at will, reducing any remaining insects to their normal sizeIf some insect become a danger, the dweomer can be removed from each insect individually.
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When the enlarged insects have served their purpose, the caster can negate the spell at will, restoring any surviving insects to their original dimensionsThis dispelling can be applied to any single insect in a swarm, without affecting the others, should one particular monster become especially threatening.
  
 
== Enhancing Giant Forms ==
 
== Enhancing Giant Forms ==
The spell can be cast upon existing giant insects, in which case the original will be increased to 50% it's normal sizeThis effect cannot be adjusted up or down; a giant wasp will always be increased to 6 HD, with 50% more hit pointsMoreover, once the spell is used in this fashion, the effect on the giant insect '''cannot be dispelled''' — if it becomes dangerous, it must be killed
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If the spell is cast upon an existing giant insect, the caster is able to increase the original up to 150% of its original hit diceA normal giant wasp of 4 HD could thus be transformed into one of either 5 or 6 HD.  Damage done would then be adjusted as described above.
  
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Importantly, when the spell is employed in this manner on a giant insect, the effect becomes "irreversible" for the spell's duration — the caster CANNOT dispel it at will.  If such an enhanced creature turns on the caster perilously, the only recourse is to destroy it or flee until the spell naturally expires.
  
If cast against giant insects, the spell can add up to 50% of the insect’s size, so long as this does not increase total hit die count by more than the caster’s area of effect.'
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[[Category: Clerical Spells]][[Category: Reviewed]]

Latest revision as of 16:48, 19 October 2023

Giant Insect (spell) c.jpg

Giant insect is a spell that transforms ordinary-sized insects and arachnids morphing them into giant forms. Monsters such as those detailed in the bestiary are possible, as well as others that aren't cataloged. The DM must judiciously determine the abilities and strength of enlarged creatures for which no specifications are provided.

Giant Insect
Range 20 ft.
Duration 2 rounds per level
Area of Effect 2 hit dice per level
Casting Time 2 rounds
Saving Throw none
Level cleric (4th)

The caster must have a clear view of the insect to be transformed. If the insect is trapped inside a glass jar or similar containment, the spell's effect causes the insect to grow and break the container from within. The emerging gigantic insect takes no damage if this is the case.

Hit Dice

The number of hit dice (HD) varies based on its monstrous counterpart. As an illustration, a standard giant wasp possesses 4 HD. This number should be taken as an upward limit on the size of a transformed wasp; conversely, the smallest would have 1 HD. A caster could, therefore, create a select group of multiple wasps with varying hit dice, so long as the limit of 2 HD per level is maintained.

In determining attack damage, for each hit die below the creature's maximum size, reduce it's maximum potential damage by one point. For instance, a conventional 4 HD giant wasp inflicts a damage range of 2-8. A like wasp with 3 HD could deal a maximum of "7" damage, which can be translated to a damage range of 2-7. A 2 HD wasp would therefore cause 1-6 damage, with a 1 HD variant dealing out 2-5.

On average, a swarm of smaller wasps would cumulatively have a potential for causing greater harm, but they would also be more susceptible to destruction by a minor spell such as burning hands. Additionally, their chance to hit a target would also be reduced.

Hostility

Having an absence of intelligence, these insects cannot be controlled by the caster in any manner. Once enlarged, these creatures become aggressive and ravenous, attacking the nearest entity available — which might well include the caster and their comrades. It's therefore advisable for the caster and allies to promptly find shelter or take defensive measures, allowing the enlarged insects to create chaos, potentially serving as a diversion.

When the enlarged insects have served their purpose, the caster can negate the spell at will, restoring any surviving insects to their original dimensions. This dispelling can be applied to any single insect in a swarm, without affecting the others, should one particular monster become especially threatening.

Enhancing Giant Forms

If the spell is cast upon an existing giant insect, the caster is able to increase the original up to 150% of its original hit dice. A normal giant wasp of 4 HD could thus be transformed into one of either 5 or 6 HD. Damage done would then be adjusted as described above.

Importantly, when the spell is employed in this manner on a giant insect, the effect becomes "irreversible" for the spell's duration — the caster CANNOT dispel it at will. If such an enhanced creature turns on the caster perilously, the only recourse is to destroy it or flee until the spell naturally expires.