Converting monsters from Tales From The Infinite Staircase

Cleon

Legend
Kamerel Mage Working Draft

Kamerel Mage
Kamerel, 6th level wizard
Small Outsider
Hit Dice: 6d4+6 (21 hp)
Initiative: +3
Speed: 30 ft. (6 squares)
Armor Class: 14 (+1 size, +3 Dex), touch 14, flat-footed 11
Base Attack/Grapple: +3/-3
Attack: masterwork dagger +3 melee (1d3-2/19-20) or masterwork dagger +8 ranged (1d3-2/19-20)
Full Attack: masterwork dagger +3 melee (1d3-2/19-20) or masterwork dagger +8 ranged (1d3-2/19-20)
Space/Reach: 5 ft./5 ft.
Special Attacks: Enlargement, mirror magic, spells
Special Qualities: Hardened senses, immunity to electricity, immunity to petrification, madness, mirror safety, pass into reflection, summon familiar
Saves: Fort +5, Ref +5, Will +8
Abilities: Str 6, Dex 16, Con 12, Int 16, Wis 6, Cha 17
Skills: Concentration +10, Craft (alchemy) +12, Craft (glassware) +12, Knowledge (arcana) +12, Spellcraft +14
Feats: Combat Casting, Craft Wand, Great Fortitude, Spell Penetration, Scribe Scroll
Environment: Concordant Domain of the Outlands
Organization: Solitary, team (3-10 3rd-level warriors plus 1-3 6th-level kamerel drivers or mages) or troop (10-20 3rd-level warriors and 3-6 6th-level kamerel drivers or mages, plus 1 leader of 8th-10th level)
Challenge Rating: 6
Treasure: Standard
Alignment: Always neutral
Advancement: By character class
Level Adjustment:

A short, white-skinned manlike creature with pointed teeth and foliage braided in its hair.

Kamerel are an ancient race native to the Outlands. They are fantastically xenophobic, so much so that they hate even being looked at by a non-kamerel. Eons ago, the entire kamerel race retreated into the Plane of Reflection to avoid the rilmani. This occurred so long ago that even most rilmani and planar scholars have forgotten them. Now the kamerel have begun to reappear, emerging from mirrors to try reclaiming their long-lost empire.

A kamerel stands about 4 feet tall and weighs 50 pounds on average. Kamerel able to use the Enlargement power (see below) are usually 5 feet tall when enlarged to Medium Sized, with a weight around 100 pounds.

The kamerel mage presented here is based on a 6th-level kamerel wizard, using the following base ability scores: Str 8, Dex 14, Con 12, Int 16, Wis 10, Cha 13.

Combat
Kamerel attack from ambush, often using mirrors to surprise their foes. They work in concert, flanking and mobbing their enemies, with the support of summoned creatures. Due to their xenophobic paranoia, kamerel ask for and give no quarter to non-kamerel opponents.

Enlargement (Ex): A kamerel with 6 or more Hit Dice can enlarge its size to Medium as a full-round action. This size change gives the kamerel a +4 size bonus to Strength but does not alter the kamerel's other ability scores. The enlarged kamerel gains all the other benefits and penalties of being Medium size. All equipment worn or carried by the kamerel is similarly enlarged by this ability, but instantly return to their normal size if they leave the enlarged kamerel's possession. This means that projectile weapons deal their normal (Small) damage. Size enlargement lasts as long as the kamerel remains conscious or until it reverses it (a free action).

Enlarged Kamerel Mage
Armor Class: 13 (+3 Dex), touch 13, flat-footed 10
Base Attack/Grapple: +3/+3
Attack: masterwork dagger +4 melee (1d4/19-20) or masterwork dagger +7 ranged (1d3/19-20)
Full Attack: masterwork dagger +4 melee (1d4/19-20) or masterwork dagger +7 ranged (1d3/19-20)
Abilities: Str 10, Dex 16, Con 12, Int 16, Wis 6, Cha 17

Hardened Senses (Ex): A kamerel cannot be blinded, dazzled, or deafened.

Madness (Ex): Kamerel use their Charisma modifier on Will saves instead of their Wisdom modifier, and have immunity to confusion and insanity effects. A kamerel cannot be restored to sanity by any means short of a miracle or wish spell.

*The racial madness of the kamerel provides a +4 bonus to their Charisma scores and a -4 penalty to their Wisdom scores. A kamerel restored to sanity gains 4 points of Wisdom and loses 4 points of Charisma.

Mirror Magic: Kamerel use a form of arcane magic that functions more easily in the Outlands than normal magic. Rather than needing to succeed at a DC 35 Spellcraft check to cast an impeded spell in the Outlands, a kamerel need succeed only at a DC equal to 20 plus the level of the spell (as if the Outlands had the standard Impeded Magic trait). Mirror magic, like normal magic, does not function at all within 100 miles of the Spire.

A mirror magic spell that normally only affects humanoids (i.e. spells with "person" in its name, such as hold person), will also affect kamerel.

Kamerel cannot use divine magic, because their solipsistic xenophobia prevents them from calling upon the power of a god or other supernatural entity.

Kamerel are unable to use spell-completion or spell-trigger items created by other creatures, and cannot learn or decipher arcane spells written by other creatures. Contrariwise, non-kamerel cannot learn or decipher mirror magic spells or use spell-completion or spell-trigger items created by kamerel.

Apart from the above, items enchanted with kamerel mirror magic function identically to standard magic items. Kamerel magic items generally resemble mirrorwork or glassware instead of their standard appearance, but the difference is purely cosmetic. For example, the kamerel version of a scroll, or "shard", is a small sheet of colored glass that shatters to powder when used; and a kamerel wand is a "sending-glass" that looks like a tiny hand mirror or spyglass.

Kamerel spellcasters can gain levels in any arcane spellcasting classes, but they may have different class abilities from standard as detailed hereafter.

A kamerel wizard or sorcerer loses the ability to summon a familiar and gains the ability to cast mirror spells (see below).

A kamerel bard also gains the ability to cast mirror spells, but their bardic music abilities of suggestion and mass suggestion only work on kamerel. In addition, a kamerel bard can only use their bardic knowledge ability to gain information on kamerel and their works.

Mirror Spells: Kamerel mirror magic includes a special class of spells called mirror spells. A mirror spell is a spell that can be cast as one of two spells whose effects are the opposite of each other. For example, enlarge person/reduce person is a mirror spell that acts as either enlarge person or reduce person when cast.

A kamerel spellcaster can use one mirror spell at each spell level they can cast, but they can use each spell level's mirror spell multiple times if they have more than one spell slot at that level. Each "half" of a mirror spell is usually a spell of the same level, but if the halves have different levels the mirror spell has the same spell level as the highest level half. For example, a light/darkness mirror spell would be a second level spell, since it combines the 2nd level darkness spell and the 0 level light spell. If a mirror spell has material or focus components, it requires the components of both of its halves to cast.

A mirror spell can be used to counterspell either of its halves.

There are two main categories of mirror spell.

A reversible mirror spells are mirror spells that combine two existing spells whose effects cancel each other out. For example, a cure wounds spell cancels the effect of a inflict wounds spell, cause blindness/deafness cancels remove blindness/deafness, freedom cancels imprisonment, stone to flesh cancels flesh to stone and so on. A kamerel spellcaster can combine any such pair of spells into a single mirror spell.

An invertible mirror spell is an existing spell with the Light, Darkness, Fire or Cold descriptor that can be cast as a spell with the opposite descriptor. For example, a fireball/coldball mirror spell can be cast as a Fire spell doing fire damage or a Cold spell doing cold damage. A sunbeam/darkbeam mirror spell can be a Light spell that does double damage to creatures sensitive to sunlight or a Darkness spell that does double damage to creatures sensitive to total darkness.

Mirror Safety (Ex): A kamerel never breaks mirrors by accident, although it can deliberately attack a mirror if it wishes to. If another creature forces a kamerel to strike a mirror (with a Bull Rush attack, for example), the mirror will suffer no damage or breakage unless the kamerel wants to harm it.

Pass Into Reflection (Su): Kamerel have a unique ability to enter the Plane of Reflection, a “pseudo-dimension” made up of reflected images, once per day. To Pass Into Reflection, a kamerel must spend a standard action contemplating itself in a mirror that is large enough to reflect the kamerel’s entire body. The kamerel then simply steps into the mirror and vanishes (this requires a move action, so the kamerel must be within its move distance of the mirror).

A kamerel can bring along objects as long as their weight doesn’t exceed your maximum load. A kamerel with at least 6 Hit Dice may also carry one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) into Reflection for every 6 HD it possesses.

A kamerel can exit the Plane of Reflection by using the same procedure to step out of a mirror from the "other side". It need not be the same mirror as the kamerel used to enter Reflection.

Unlike a normal supernatural power, Pass Into Reflection is only annulled by the limited magic trait around the central spire of the Outlands if the kamerel is within 100 miles of the spire.

Spells: A typical kamerel mage is a 6th level wizard.

Typical Wizard Spells Prepared (4/4/4/3), DC 13 plus spell level.
3rd—blacklight/daylight¹ (DC 16 for blacklight), displacement, greater reduce² (DC 16);
2nd—glitterdust (DC 15), hideous laughter (DC 15), mirror image, scorching ray/freezing ray¹;
1st—burning hands (DC 14), magic missile, shield, protection from chaos/law¹;
0—detect magic, mage hand, open/close, resistance.
¹ mirror spell.
² new spell - see below.

Equipment: masterwork dagger (301 gp), scroll of mass enlarge person, scroll of scry mirror, scroll of transport mirror, wand of color spray, wand of magic missile (3rd-level), wand of magic weapon.

NEW KAMEREL SPELLS
The following new spells are commonly used by Kamerel spellcasters.

Greater Enlarge
Transmutation
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 min./level (D)
Saving Throw: Fortitude negates
Spell Resistance: Yes

This spell functions like enlarge person, except that the effect is not restricted by creature type.

If your caster level is 7th or higher, you can choose to enlarge a creature by two size categories instead of one: quadrupling its height and multiplying its weight by 64. The target gains a +4 size bonus to Strength and a –2 size penalty to Dexterity (minimum of 1). The target's new size will also change its size modifiers to attack rolls, AC, and other combat actions such as grapple and bull rush.

If a reduce person is cast on a creature greater enlarged by two size categories it partially counters the effect so the creature is only enlarged by one size category (as per enlarge person).

Material Components: A pinch of powdered iron.

Greater Reduce
Transmutation
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 min./level (D)
Saving Throw: Fortitude negates
Spell Resistance: Yes

This spell functions like reduce person, except that the effect is not restricted by creature type.

If your caster level is 7th or higher, you can choose to shrink a creature by two size categories instead of one: reducing its height, length, and width to one-fourth; dividing its weight by 64; and giving it a +2 size bonus to Dexterity and a –4 size penalty to Strength (minimum of 1). The target's new size will also change its size modifiers to attack rolls, AC, and other combat actions such as grapple and bull rush.

If an enlarge person is cast on a creature greater reduced by two size categories it partially counters the effect so the creature is only diminished by one size category (as per reduce person).

Material Components: A pinch of powdered iron.

Scry Mirror
Divination (Scrying)
Level: Sor/Wiz 3
Components: S, M
Casting Time: 10 minutes
Range: 10 miles/level
Effect: Magic sensor
Duration: 1 min./level (D)
Saving Throw: None
Spell Resistance: No

This spell turns a specially crafted "viewing mirror" into a device that can show you the view from any other mirror within range, provided the target mirror is on the same plane of existence. You must either be aware of a target mirror's position or precisely state a target location. Furthermore, the target mirror must provide a clear and stable image - the spell cannot scry using the reflection of rippling water or burnished metal, for example, although a still pool of mercury would qualify. If there is no suitable mirror at the target position the scry mirror only shows a grey fog. You can change the scry mirror's target position as a standard action, allowing you to switch the viewpoint at will.

This spell creates an invisible magic sensor that appears in the target mirror. Creatures under observation may notice this sensor (requires a Spot check with DC 30, or DC 10 if the creature can see invisible objects), which resembles peering eyes that match your own. As with all divination (scrying) spells, the sensor has your full visual acuity, including any magical effects.

You must concentrate to use a scry mirror. If you do not concentrate, the scry mirror is inert until you again concentrate. Breaking either the target mirror or viewing mirror immediately ends the spell. The viewing mirror shatters to powder when the spell ends.

Material Component: A mirror crafted by a spellcaster that costs 5 gp.

Transport Mirror
Conjuration (Teleportation)
Level: Brd 3, Sor/Wiz 3
Components: S, M
Casting Time: 1 standard action
Range: Touch
Target: You or one touched creature or object
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

This spell requires a specially crafted pair of mirrors that cost 40 gp. You touch an object or creature with one mirror and instantly transfer it to the location of the other mirror, which may be as distant as 1 mile per caster level. Interplanar travel is not possible. If the target is unwilling, you must succeed at a melee touch attack to touch them with the mirror and transport them. Transported creatures can bring along gear or objects as long as their weight doesn't exceed their maximum load.

This spell cannot transport a creature or object larger than Small size. The spell fails harmlessly if the target is larger than Small, the destination mirror is too far away, or if there is no clear space adjacent to the destination mirror large enough for the target to arrive in. The spell fails if the destination mirror is in a container or enclosure too small to hold the transferred target, no matter how fragile the container is.

Both mirrors shatter into powder immediately after a successful casting of transport mirror. If the spell fails for any of the above reasons, the mirrors remain intact and can be used in another casting of the spell.

Note that the "departure" and "destination" mirrors are interchangeable. Another spellcaster could pick up a mirror at a distant location and cast transport mirror to transfer a target to a mirror you're holding.

Spell Components: Two identical mirrors crafted by the same spellcaster.

Originally from Tales From the Infinite Staircase (1998)

Skill Points

Equipment
Budget:
5,600 gp [6th level NPC]
masterwork dagger (301 gp)
scroll of mass enlarge person (700 gp)
scroll of scry mirror (380 gp)
scroll of transport mirror (415 gp)
wand of color spray (750 gp)
wand of magic missile (3rd-level)(2,250 gp)
wand of magic weapon (750 gp)
Total: 5,546 gp
Remainder: 54 gp
 
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Cleon

Legend
Organization: ???
Treasure: ???

You know, we don't have a Treasure or Organization line for any of our Kamerel conversions yet.

Treasure ought to be standard, I guess, and we can leave the Org until after we finish all the conversions.
 

Cleon

Legend
Kamerel Mage
Special Qualities: Hardened senses, immunity to electricity, immunity to petrification, madness, mirror safety, pass into reflection, summon familiar


Giving them the standard wizard summon familiar doesn't feel right.

Perhaps we should give them a variant power instead of that?
 

freyar

Extradimensional Explorer
We could crib arcane bond from the Pathfinder wizard (or some variant). That might be appropriate. Or else we could work in some extra mirror ability.
 

Cleon

Legend
We could crib arcane bond from the Pathfinder wizard (or some variant). That might be appropriate. Or else we could work in some extra mirror ability.

So give them a bonded object instead of a familiar? That'd be adding something that isn't hinted at in the original creature, so I'm not that keen on it.

We could figure out some kind of "Planar Terrain Mastery" power for their native plane, à la the Horizon Walker.

The original entry has them able to cast "reversible" spells - e.g. something like "light/darkness", which they can choose to be either a light spell or a darkness spell at the moment of casting.

I think we ought to aim for something like that. We might even treat it as a specialist wizard with a new school of "mirror magic" who is able to prepare an additional such "mirror spell", but is unable to summon a familiar.

We'd either need a list of a few spells and their mirror spells - at least one per level - or a fairly simple rule as to what counts as a "mirror spell".
 

freyar

Extradimensional Explorer
I wouldn't mind a variant specialist wizard. But I think I would prefer a rule for "mirror spells" as opposed to a necessarily short list.
 

Cleon

Legend
I wouldn't mind a variant specialist wizard. But I think I would prefer a rule for "mirror spells" as opposed to a necessarily short list.

Yes, a rule would be nicer but setting it out in clear terms might be difficult.

Many of the obvious mirror spells are divine caster only, like the various remove/neutralize and cure/inflict spells.

Apart from that, we have enlarge/reduce and various light/dark pairings, multiple "transform X to Y" spells (e.g. transmute mud to rock and transmute rock to mud) and freedom/imprisonment.

We could allow some "elemental mirroring" I suppose, like wall of ice/wall of fire, or allow them to "invert" the elemental effect (e.g. mirror a fireball so it becomes a freezeball that does cold damage.
 

freyar

Extradimensional Explorer
I kind of like the "elemental mirror" idea, something along the lines of the Energy Substitution feat. Maybe they can only reverse fire/cold, electricity/sonic, and acid/force (or perhaps there are more sensible pairings) damage. We might be able to do something to spells with certain descriptors, maybe.
 

Cleon

Legend
I kind of like the "elemental mirror" idea, something along the lines of the Energy Substitution feat. Maybe they can only reverse fire/cold, electricity/sonic, and acid/force (or perhaps there are more sensible pairings) damage. We might be able to do something to spells with certain descriptors, maybe.

That's the problem isn't it. Fire and Cold are the only two energy damage types that are obvious pairs. It doesn't help that all of the elemental/energy types come in odd numbers so we can't neatly pair them up - there are five standard energy types (acid, cold, fire, electricity, sonic), eleven elemental spell descriptor (air, acid, cold, darkness, earth, electricity, fire, force, light, sonic, water), and five elemental monster subtypes (air, cold, earth, fire, water).

We could have Air and Water effects do typeless damage - after all a whirlwind spell or an air elemental's Whirlwind special attack does typeless damage, as does the Vortex of a water elemental. That'd seem a bit unbalancing if it converted an energy attack into a typeless attack, since it'd make it immune to resist energy and the like.

Maybe we should just keep it simple and have it affect only a half-dozen spell descriptors like, say, fire/cold, light/darkness, electricity/acid.
 

freyar

Extradimensional Explorer
Yeah, that's definitely the problem. I agree with keeping it simple. How about we have it reverse the certain spell descriptors as you indicate, changing energy type for damage as appropriate, as well as "description" (ie, mirrored sunburst looks like a blast of inky blackness) and positive-negative energy effects (in the sunburst example, perhaps it partly heals undead and fungi).
 

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