Difference between revisions of "Giant Insect (spell)"

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[[File:Giant Insect (spell) c.jpg|right|560px|thumb]]
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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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{{Spelltable
 
{{Spelltable
 
| name = Giant Insect
 
| name = Giant Insect
 
| range = 20 ft.
 
| range = 20 ft.
| duration = 2 rounds per level
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| duration = 2 [[Combat Rounds|rounds]] per [[Experience Level|level]]
| area of effect = 2 hit dice per level
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| area of effect = 2 [[Hit Dice|hit dice]] per level
 
| casting time = 2 rounds
 
| casting time = 2 rounds
 
| save = none
 
| save = none
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}}
 
}}
  
By means of this spell, the cleric is able to transform ordinary, natural insects into giant ones, commensurate with size and attacks to those described in the Biology table. Arachnids are included in the spell’s power.
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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 (hit points)|damage]] if this is the case.
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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.
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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.
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== Hostility ==
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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 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.
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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 dimensions. This dispelling can be applied to any single insect in a swarm, without affecting the others, should one particular monster become especially threatening.
  
The caster has no control over these insects once they are enlarged; they will be free to attack whomever they might, in accordance with their nature.
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== Enhancing Giant Forms ==
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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 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.
  
The spell can affect multiple types of insects, but must have the original insects to have any effect. The total hit die count cannot be more than the caster’s area of effect.
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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]]
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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.