Things are a bit disorganized at the moment because I suffered a catastrophic hard-drive crash… Next (and final) step is to see how much a professional data recovery service will cost. Yeah, it’s a business expense, but I don’t actually make that much money compared to the mountain of student debt, plus things like the mortgage, etc.
And yes, I know, I know I should have been backing things up better – that is also a story in and off itself. Several stories actually, most of which involve HIPPA requirements. That’s actually not nearly so hard to deal with these days…
But, the insult to the injury here is that I’ve been making a concerted effort to get rid of paper – as in get rid of all the extra printouts of things that generally just occupy space. So, many of the things that I used to have an extra hardcopy of?
Eaten by the shredder and gone, or otherwise simply tossed out.
C’est la vie!
If things can’t be recovered then I’ll be forced to reconstruct things. Some of this is a huge pain in the ass – and some things simply won’t be. I can’t remember everything, let alone what I might or might not have tucked in away on my hard drive. Some of what I end up reconstructing I may have to simply decide what format in – some were Publisher files, many were in Word, some in Excel. I’m certain that not all of them were organized as well as they could have been.
So, while I’m hopeful for recovery, I’m also looking at this as an opportunity – no matter that it will come with a fair amount of work.
So, I’ve been in the midst of trying to figure how a Ilda, the Dwarven Bard, successfully made a “God-call” to get her out of a seriously nasty jam. In the process I was taking a serious look at the Bardic spell list in the Player’s Handbook as was struck at how odd some of the spells were for dwarves in my game world. The nice thing about 5E is that there is a unified set of levels for spells – spellcasters get nine, lesser spellcasters get five, and the quasi-casters (archtypes) get four. Also unlike 1E, spells don’t change level depending upon what class they are.
So, looking at the list, and thinking about Dwarves, here is their modified spell list:
- Remove Dancing Lights, Minor Illusion
- Add Produce Flame, Magic Stone
- First Level
- Remove Longstrider, Silent Image, Unseen Servant
- Add Absorb Elements, Bless, Earth Tremor
- Second Level
- Remove Phantasmal Force
- Add Arcane Lock
- Third Level
- Remove Leomund’s Tiny Hut, Major Image
- Add Glyph of Warding, Meld Into Stone
- Fourth Level
- Remove Dimension Door, Hallucinatory Terrain, Polymorph
- Add Conjure Minor Elementals, Stone Shape, Stoneskin
- Fifth Level
- Remove Dominate Person, Teleportation Circle
- Add Passwall, Wall of Stone
- Sixth Level
- Remove Programmed Illusion
- Add Move Earth
- Seventh Level
- Remove Etherealness, Mirage Arcane, Mordenkainen’s Magnificent Mansion, Project Image, Teleport
- Add Antimagic Field, Antipathy/Sympathy, Reverse Gravity, Sequester, Symbol
- Eighth Level
- Remove Dominate Monster
- Add Earthquake
- Ninth Level
- Remove True Polymorph
- Add Imprisonment
So, as you can see, less illusion and transport spells, more spells with a rune or earth focus. I also pulled out the Dominate spells because they didn’t fit either.
So, just to throw some content out there – here are my conversions for the Legacy Magic items from Barrow of a Forgotten King and The Sinister Spire. It is interesting because of the lack of Feat progression in 5E, so I basically dumped that entire mechanic. I was also not much of a fan of the special ritual “unlocking” mechanic because I think it creates more work for the DM rather than opportunities for the player.
Yeah, there are at least a couple more coming along here once the players aquire them, and I’ll be sure to post those stats as well.
Merthúvial – The Kingmaker
A masterwork longsword made of shining adamant, with the runes of Aleph in spelling out Merthivial (or “Kingmaker”) along the blade. It has a plain hilt set with a single large pearl in the pommel.
- Good or Neutral Alignment
- Persuasion Skill
- Proficiency in Longsword
- +2 Adamant Longsword
- Considered Enchanted
- Has Advantage against all non-Adamant Armor
- Does double damage dice (2d8, or Versatile for 2d10)
- Has the Finesse Quality (weighs half normal)
- When drawn and held, it glows with white light equal to a torch in strength. In combat this light becomes distinctly reddish in hue, though the brightness and intensity stay the same.
- 5th: Detect Thoughts – 1/Day
- 7th: Strength of Kings – (+2 Strength while worn)
- 8th: Loyal Servitor – (Continual Unseen Servant)
- 10th: Merciful Redress – 3/Day – “Your Strength Shall Return” (Lesser Restoration)
- 11th: +3 Bonus, Plus Keen (Doubles Chance of Critical)
- 13th: Lordly Orator – Advantage on Charisma Skill Checks while Targets have Disadvantage to Resist
- 14th: Expel From The Realm – 1/Day – “Begone!” (Banishment)
- 16th: Loyal Minions – 1/Day – “To Me!” – (Monster Summoning V)
- 17th: +4 Bonus, Adds Shocking (+1d10 Electrical Damage, doubled on Critical)
- 20th: Kings Command – 1/Day – “Hear and Obey!” (Dominate Monster)
Spell Save DC’s are equal to 8 + Proficiency Bonus + Charisma Modifier + Weapon Bonus
Banrhialorg – The Queen’s Brooch
A Masterwork Brooch of unblemished gold, it features a draconic head with sapphire eyes and ruby tongue. Close examination reveals that faint lines and joins in the brooch and it’s chain form a sequence of arcane runes.
- Arcane spellcaster
- Arcana skill
- When an arcane spellcaster uses the brooch, the sapphire eyes flash with lightning and the ruby tongue burns with fire, shedding light like a candle. The wielder can suppress this effect with a reaction, but must do so each time the brooch is used.
- The wielder may also double the duration of up to three spells each day as a Reaction.
- 5th Level: Arcane Cipher – Can use Detect Magic, Read Magic, and Arcane Mark as a normal Action.
- 6th Level: Arcane Alacrity – The wearer can memorize and prepare spells in a third of the normal amount of time.
- 10th Level: Arcane Resistance – The wearer has Advantage on saves vs. Spells.
- 13th Level: Arcane Persistence – The wielder can double the duration on up to an additional three spells that they cast as a Reaction daily.
- 14th Level: Arcane Repulsion – The wielder has Resistance to magical damage.
- 16th Level: Arcane Reserve – The wielder can store up to three levels of spells in the brooch.
- 17th Level: Arcane Acumen – Grants a +6 to Spell Save DC and Spell Attack Modifiers. In the event that the wielder has multiple arcane classes they must pick one class that the bonus applies to.
- 20th Level: Arcane Empowerment – The wielder can increase the power of up to three spells that they cast per day. This increases the range, damage, area-of-effect, and duration by 50%.