Converting Planescape monsters

Cleon

Legend
I could go for the DC = 15+ half damage.

Shall we make it 15 + half damage then?

You do make a good point that the EL for two mineral quasis is going to be a bit strange --- we should probably adjust the CR of individuals up a little to account for that. Or else put in a special note as you say.

I think we'd better add a special note, since the Merge SQ means a single Mineral quasi and multiple quasis represent different threats from regular creatures.

For fast healing, let's say 1/10 of the quasi-elemental's weight. For the value, do you want to go with 1/"age category"?

One tenth the weight? But they weigh the same as an Earth Elemental don't they, or 6,000 pounds for a Large specimen version - surely Fast Healing 600 is a trifle too high!

Or are you talking about something else being 1/10 the weight?

Your second suggestion for the Fast Healing values of 1/age category seems a bit more workable.

That figures out as 1/2/3/4/5 for sizes Small/Medium/Large/Huge/Monolith.

Hmm… maybe tweak it up a point to 2/3/4/5/6 points?
 

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Cleon

Legend
Radiance Quasi-Elemental Working Draft

NOTE: This Working Draft is a restoration of one that was lost when the Enworld Database went down in Sept 2016.

Quasi-Elemental, Positive, Radiance

Radiance Quasi-Elemental, Small
Small Elemental (Extraplanar)
Hit Dice: 1d8 (4 hp)
Initiative: +6
Speed: Fly 120 ft. (poor)(24 squares)
Armor Class: 14 (+1 size, +2 Dex, +1 deflection), touch 14, flat-footed 12
Base Attack/Grapple: +0/–4
Attack: Slam +3 melee (1d3 plus 1 untyped) or beam +3 ranged touch (1d8 energy)
Full Attack: Slam +3 melee (1d3 plus 1 untyped) or beam +3 ranged touch (1d8 energy)
Space/Reach: 5 ft./5 ft.
Special Attacks: Beams, flash, incandescence
Special Qualities: Darkvision 60 ft., elemental traits, energy resistances (cold 5, electricity 5, fire 5), positive adaptation, radiance, susceptibility to darkness
Saves: Fort +0, Ref +4, Will +0
Abilities: Str 10, Dex 15, Con 10, Int 4, Wis 11, Cha 11
Skills: Listen +2, Spot +2
Feats: Flyby Attack, Improved Initiativeᴮ, Weapon Finesseᴮ
Environment: Quasi-Elemental Plane of Radiance (see text)
Organization: Solitary
Challenge Rating: 1
Treasure: None
Alignment: Usually neutral
Advancement: 2 HD (Small)
Level Adjustment:

Radiance Quasi-Elemental, Medium
Medium Elemental (Extraplanar)
Hit Dice: 3d8+6 (19 hp)
Initiative: +8
Speed: Fly 120 ft. (poor)(24 squares)
Armor Class: 16 (+4 Dex, +2 deflection), touch 16, flat-footed 12
Base Attack/Grapple: +2/+3
Attack: Slam +6 melee (1d4+1 plus 1d3 untyped) or beam +6 ranged touch (2d6 energy)
Full Attack: Slam +6 melee (1d4+1 plus 1d3 untyped) or beam +6 ranged touch (2d6 energy)
Space/Reach: 5 ft./5 ft.
Special Attacks: Beams, flash, incandescence
Special Qualities: Darkvision 60 ft., elemental traits, energy resistances (cold 5, electricity 5, fire 5), positive adaptation, radiance, susceptibility to darkness
Saves: Fort +2, Ref +7, Will +1
Abilities: Str 12, Dex 19, Con 14, Int 4, Wis 11, Cha 11
Skills: Listen +3, Spot +3
Feats: Dodge, Flyby Attack, Improved Initiativeᴮ, Weapon Finesseᴮ
Environment: Quasi-Elemental Plane of Radiance (see text)
Organization: Solitary
Challenge Rating: 3
Treasure: None
Alignment: Usually neutral
Advancement: 4–5 HD (Medium)
Level Adjustment:

Radiance Quasi-Elemental, Large
Large Elemental (Extraplanar)
Hit Dice: 6d8+18 (45 hp)
Initiative: +10
Speed: Fly 120 ft. (poor)(24 squares)
Armor Class: 18 (–1 size, +6 Dex, +3 deflection), touch 18, flat-footed 12
Base Attack/Grapple: +4/+10
Attack: Slam +9 melee (1d8+2 plus 1d6 untyped) or beam +9 ranged touch (3d6 energy)
Full Attack: 2 slams +9 melee (1d8+2 plus 1d6 untyped) or 2 beams +9 ranged touch (3d6 energy)
Space/Reach: 10 ft./10 ft.
Special Attacks: Beams, flash, incandescence
Special Qualities: Damage reduction 5/–, darkvision 60 ft., elemental traits, energy resistances (cold 10, electricity 10, fire 10), positive adaptation, radiance, susceptibility to darkness
Saves: Fort +5, Ref +11, Will +2
Abilities: Str 14, Dex 23, Con 16, Int 6, Wis 11, Cha 11
Skills: Listen +4, Spot +5
Feats: Combat Reflexes, Dodge, Flyby Attack, Improved Initiativeᴮ, Weapon Finesseᴮ
Environment: Quasi-Elemental Plane of Radiance (see text)
Organization: Solitary
Challenge Rating: 5
Treasure: None
Alignment: Usually neutral
Advancement: 7–11 HD (Large)
Level Adjustment:

Radiance Quasi-Elemental, Huge
Huge Elemental (Extraplanar)
Hit Dice: 12d8+48 (102 hp)
Initiative: +12
Speed: Fly 120 ft. (poor)(24 squares)
Armor Class: 20 (–2 size, +8 Dex, +4 deflection), touch 20, flat-footed 12
Base Attack/Grapple: +9/+21
Attack: Slam +15 melee (2d6+4 plus 1d8 untyped) or beam +15 ranged touch (5d6 energy)
Full Attack: 2 slams +15 melee (2d6+4 plus 1d8 untyped) or 2 beams +15 ranged touch (5d6 energy)
Space/Reach: 15 ft./15 ft.
Special Attacks: Beams, flash, incandescence
Special Qualities: Damage reduction 5/–, darkvision 60 ft., elemental traits, energy resistances (cold 10, electricity 10, fire 10), positive adaptation, radiance, susceptibility to darkness
Saves: Fort +8, Ref +13, Will +4
Abilities: Str 18, Dex 27, Con 18, Int 6, Wis 11, Cha 11
Skills: Listen +7, Spot +8
Feats: Alertness, Combat Reflexes, Dodge, Flyby Attack, Improved Initiativeᴮ, Mobility, Weapon Finesseᴮ
Environment: Quasi-Elemental Plane of Radiance (see text)
Organization: Solitary
Challenge Rating: 7
Treasure: None
Alignment: Usually neutral
Advancement: 13–17 HD (Huge)
Level Adjustment:

Radiance Quasi-Elemental, Greater
Huge Elemental (Extraplanar)
Hit Dice: 18d8+72 (153 hp)
Initiative: +13
Speed: Fly 120 ft. (poor)(24 squares)
Armor Class: 25 (–2 size, +9 Dex, +8 deflection), touch 25, flat-footed 16
Base Attack/Grapple: +13/+26
Attack: Slam +20 melee (2d6+5 plus 1d10 untyped) or beam +20 ranged touch (3d12 energy)
Full Attack: 2 slams +20 melee (2d6+5 plus 1d10 untyped) or 2 beams +20 ranged touch (3d12 energy)
Space/Reach: 15 ft./15 ft.
Special Attacks: Beams, flash, incandescence
Special Qualities: Damage reduction 10/–, darkvision 60 ft., elemental traits, energy resistances (cold 20, electricity 20, fire 20), positive adaptation, radiance, susceptibility to darkness
Saves: Fort +10, Ref +20, Will +8
Abilities: Str 20, Dex 29, Con 18, Int 6, Wis 11, Cha 11
Skills: Listen +12, Spot +13
Feats: Alertness, Combat Reflexes, Dodge, Flyby Attack, Improved Initiativeᴮ, Iron Will, Mobility, Power Attack, Weapon Finesseᴮ
Environment: Quasi-Elemental Plane of Radiance (see text)
Organization: Solitary
Challenge Rating: 9
Treasure: None
Alignment: Usually neutral
Advancement: 19–23 HD (Huge)
Level Adjustment:

Radiance Quasi-Elemental, Elder
Huge Elemental (Extraplanar)
Hit Dice: 24d8+96 (204 hp)
Initiative: +14
Speed: Fly 120 ft. (poor)(24 squares)
Armor Class: 26 (–2 size, +10 Dex, +8 deflection), touch 26, flat-footed 16
Base Attack/Grapple: +18/+32
Attack: Slam +26 melee (2d6+6 plus 1d12 untyped) or beam +26 ranged touch (6d6 energy)
Full Attack: 2 slams +26 melee (2d6+6 plus 1d12 untyped) or 2 beams +26 ranged touch (6d6 energy)
Space/Reach: 15 ft./15 ft.
Special Attacks: Beams, flash, incandescence
Special Qualities: Damage reduction 10/–, darkvision 60 ft., elemental traits, energy resistances (cold 20, electricity 20, fire 20), positive adaptation, radiance, susceptibility to darkness
Saves: Fort +12, Ref +24, Will +10
Abilities: Str 24, Dex 31, Con 18, Int 6, Wis 11, Cha 11
Skills: Listen +15, Spot +16
Feats: Alertness, Cleave, Combat Reflexes, Dodge, Flyby Attack, Improved Flyby Attack, Improved Initiativeᴮ, Iron Will, Mobility, Power Attack, Weapon Finesseᴮ
Environment: Quasi-Elemental Plane of Radiance (see text)
Organization: Solitary
Challenge Rating: 11
Treasure: None
Alignment: Usually neutral
Advancement: 25–48 HD (Huge)
Level Adjustment:

Radiance Quasi-Elemental, Monolith
Gargantuan Elemental (Extraplanar)
Hit Dice: 36d8+216 (378 hp)
Initiative: +14
Speed: Fly 120 ft. (poor)(24 squares)
Armor Class: 30 (–4 size, +10 Dex, +14 deflection), touch 30, flat-footed 20
Base Attack/Grapple: +27/+50
Attack: Slam +33 melee (4d6+11 plus 2d12 untyped/19-20) or beam +33 ranged touch (6d12 energy)
Full Attack: 2 slams +33 melee (4d8+11 plus 2d12 untyped /19-20) or 2 beams +33 ranged touch (6d12 energy)
Space/Reach: 20 ft./20 ft.
Special Attacks: Beams, flash, incandescence
Special Qualities: Damage reduction 15/—, darkvision 60 ft., elemental traits, energy resistances (cold 30, electricity 30, fire 30), positive adaptation, radiance, susceptibility to darkness
Saves: Fort +18, Ref +30, Will +16
Abilities: Str 32, Dex 31, Con 22, Int 12, Wis 15, Cha 17
Skills: Listen +23, Spot +24
Feats: Alertness, Cleave, Combat Reflexes, Dodge, Flyby Attack, Great Cleave, Improved Critical (slam), Improved Flyby Attack, Improved Initiative, Improved Natural Attack, Iron Will, Mobility, Power Attack
Environment: Quasi-Elemental Plane of Radiance (see text)
Organization: Solitary
Challenge Rating: 17
Treasure: None
Alignment: Usually neutral
Advancement: 37–54 HD (Gargantuan)
Level Adjustment:

A shining ball of energy that glows every color of the rainbow. It spins rapidly, at a speed as smooth and constant as its brightness.

Radiance quasi-elementals inhabit the Quasi-Elemental Plane of Radiance, which is formed from the junction of the Positive Energy Plane and the Elemental Plane of Fire. They apparently feed off darkness, although how they do so baffles mortal sages.

These creatures are contemplative in nature and most of them gather in small groups and muse on philosophy, only moving to feed or avoid danger. A few are more inquisitive and wander widely to explore as wide a spectrum of sights as they can, sometimes on planes other than their own. In either case, a radiance quasi-elemental can get very annoyed if it is disturbed while contemplating something interesting, such as the beauty of a multi-arched rainbow, the iconography of a stained-glass window, or the trajectories and colors of a large meteor shower.

As far as is known radiance quasi-elementals have no leaders. They sometimes carry out errands for other beings, and some spellcasters summon them to act as guards and light sources.

A radiance quasi-elemental has the same height as an air elemental of the same size and is completely weightless.

COMBAT
While radiance quasi-elementals are capable melee combatants, they prefer to attack from a distance with their beam attacks, switching energy types if some opponents exhibit resistance for a certain kind of energy. They tend to use their flash attack at the start of combat, especially if it is likely to blind many enemies.

Beams (Ex): A radiance quasi-elemental can expel part of its radiant energy as a ranged touch attack with no range increments. This attack comes in one of 7 colors chosen by the quasi-elemental at the time of the attack, with the damage type set by the color. Red does cold damage, orange fire damage, and yellow acid damage. The green beam is a poison beam, which does untyped damage; however, targets immune to poison are also immune to the green beam. The blue beam deals electricity damage, indigo holy damage, and violet does force damage. The range and damage depend on the size of the quasi-elemental and are listed in the following table.

Radiance Quasi-Elemental Beams Table
Size of Radiance
Quasi-Elemental
Beam
Damage
Beam
Range
Small
Medium
Large
Huge
Greater
Elder
Monolith
1d8
2d6
3d6
5d6
3d12
6d6
6d12

100 ft.
150 ft.
200 ft.
250 ft.
300 ft.
350 ft.
400 ft.

Flash (Ex): As a standard action, a radiance quasi-elemental can spin incredibly rapidly and produce an intense burst of light. Any seeing creature that is within range of the light must succeed at a Fortitude save or have their vision damaged by the flash. The Radiance Quasi-Elemental Flash Table lists the radius of the effect, the typical save DC, the degree of impairment and its duration for each size of quasi-elemental. The save DC is Constitution-based.

Any kind of magical darkness will block the line of effect of a radiance quasi-elemental's flash attack.

A remove blindness spell or equivalent power will cure all effects of this attack.

Radiance Quasi-Elemental Flash Table
Size of Radiance
Quasi-Elemental
Save
DC
Flash
Radius
Vision
Impairment

Effect
Duration
Small
Medium
Large
Huge
Greater
Elder
Monolith
10
13
16
20
23
26
34
100 ft.
150 ft.
200 ft.
250 ft.
300 ft.
350 ft.
400 ft.
Dazzled
Blurry*
Blurry*
Blinded
Blinded
Blinded
Blinded
1d4 days
1d6 days
1d8 days
2d6 days
2d8 days
2d10 days
2d12 days

* A creature with blurry vision attacks as if all their opponents had concealment (20% miss chance) and takes a –2 penalty on Search checks and Spot checks.

Incandescence (Ex): A radiance quasi-elemental's slam attack deals bludgeoning damage plus untyped damage from the radiant energies coursing though the elemental's body. Creatures hitting a radiance elemental with natural weapons or unarmed attacks take untyped damage as though hit by the elemental's attack.

Positive Adaptation (Ex): Radiance quasi-elementals do not exceed their full normal hit points or need to make Fortitude saves due to being in a positive-dominant environment.

Radiance (Ex): A radiance quasi-elemental constantly emits light that clearly illuminates a X-foot radius and provides shadowy illumination out to double that radius. The quasi-elemental can reduce this brightness to any smaller radius it desires as a free action, down to a minimum glow that provides shadowy illumination in a 5-foot radius. A radiance quasi-elemental can change the color of its light at will.

Susceptibility to Darkness (Ex): If a radiance quasi-elemental makes contact with any spell with the Darkness descriptor, either by being targeted by the spell or entering its area of effect, the darkness spell is instantly dispelled and the quasi-elemental suffers damage according to the following table:

Radiance Quasi-Elemental Darkness Damage Table
Spell Level
Damage
0
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
1d3
1d4 per caster level (max 5d4)
1d4 per caster level (max 10d4)
1d6 per caster level (max 10d6)
1d6 per caster level (max 15d6)
1d6 per caster level (max 15d6)
1d6 per caster level (max 20d6)
1d6 per caster level (max 20d6)

1d8 per caster level (max 20d8)

1d8 per caster level (max 25d8)


Originally appeared in Dragon #128 (1987)
 
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freyar

Extradimensional Explorer
Hmmm, I feel we'd had some progress on blinding before the crash, too. Something like an increasing radius as well as increasing effect (starting with dazzled, then going to blinding maybe at Large or Huge). Does that ring a bell for you?

Oh, and we need to regenerate the beam damage/range table, too. Maybe combine this with the blinding into one table?

While I'm at it, I'll repost the original stats below.
 
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freyar

Extradimensional Explorer
From this post, the Planescape Appendix III (1998) version.

RADIANCE
Climate/Terrain: Quasiplane of Radiance
Frequency: Common
Organization: Band
Activity Cycle: Any
Diet: Darkness
Intelligence: Low to high (5–14)
Treasure: Nil
Alignment: Neutral
No. Appearing: 1d6
Armor Class: 0
Movement: Fl 48 (E)
Hit Dice: 6, 9, or 12
THAC0:
— 6 HD: 15
— 9 HD: 11
— 12 HD: 9
No. of Attacks: 1
Damage/Attack: 1d3 + 1 hp/HD
Special Attacks: Beams, blinding
Special Defenses: See below
Magic Resistance: Nil
Size: S (3’ diameter)
Morale: Champion (15–16)
XP Value:
— 6 HD: 3,000
— 9 HD: 6,000
— 12 HD: 9,000

RADIANCE QUASIELEMENTAL
A basher new to the Inner Planes might mistake a radiance quasielemental for one made of lightning. That’s because a radiance quasielemental appears to be a glowing ball of energy, but unlike its lightning counterpart, it doesn’t crackle chaotically with arcs of energy. Instead, it emits a steady, orderly glow, varied only by the intensity of the creature’s continual, smooth spinning. The glow is equivalent to a double-strength continual light spell, though the quasielemental can dim the illumination if it chooses.

Combat: The touch of a radiance quasielemental inflicts 1d3 points of damage plus 1 additional point for each of the creature’s Hit Dice. However, when forced to defend itself, the quasielemental usually prefers to drive off its attackers by emitting rays of light. It can release seven different beams, each with its own effect:

● Red beam: inflicts 1d6 points of cold damage +1 additional point for each of the quasielemental’s Hit Dice.
● Orange beam: inflicts 1d6 points of heat damage +1 point/HD.
● Yellow beam: inflicts 1d6 points of acidic damage +1 point/HD.
● Green beam: inflicts 1d6 points of poisonous damage +1 point/HD.
● Blue beam: inflicts 1d6 points of electrical damage +1 point/HD.
● Indigo beam: inflicts 1d6 points of “holy” damage +1 point/HD. This attack only affects creatures susceptible to damage from holy water.
● Violet beam: inflicts 1d6 points of impact damage +1 point/HD.

Each beam is 1 foot wide and has a range equal to the Hit Dice of the quasielemental in tens of yards. The creature can emit only one beam each round, but it can otherwise use the rays as often as it likes. The beams don’t automatically hit their target; the quasielemental must make an attack roll. But it’s canny enough to notice if a particular ray fails to injure a given basher; if that occurs, it’ll try to hit him with a different colored beam next time.

Finally, a quasielemental can harm its foes by spinning very quickly and blinding those looking at it. Anyone within 120 yards of the creature when it uses this power must make a saving throw versus death magic or be struck blind for 2d10 days.

A radiance quasielemental can be struck only by weapons of +1 or better enchantment. Magical darkness of any kind wounds the creature, causing 1 point of damage per level of the caster. Attacks based on fire, cold, and electricity inflict only half damage, however.

Habitat/Society: These light-based beings stick to small groups on their home plane. They rarely so much as move except to avoid the scile (other residents of the quasiplane). Chant is, the more intelligent radiance quasielementals are philosophers that remain in one position for eons in peaceful contemplation. ’Course, if disturbed, they grow quite temperamental.

Quaslelementals that care less for philosophy move about a good deal more on their plane as well as on others, carrying out errands or simply looking to feed.

Ecology: Since their plane is such a safe haven for creatures like themselves, radiance quasielementals have little to fear from predators or other threats. And the scile aren’t so much a danger as a minor annoyance. But a few planewalkers say they’ve heard that evil creatures from the Demiplane of Shadow occasionally invade Radiance and cause havoc. These raids are fairly trivial, but they could presage something larger and more dire.
 

freyar

Extradimensional Explorer
From this post, the Dragon 128 version.

RADIANCE QUASI-ELEMENTAL.
FREQUENCY: Very rare
NO. APPEARING: 1 (1-6)
ARMOR CLASS: 0
MOVE: 48”
HIT DICE: 6, 9, or 12
% IN LAIR: Nil
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1-3 + 1 hp/HD
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: See below
INTELLIGENCE: Low
ALIGNMENT: Neutral (chaotic)
SIZE: S
PSIONIC ABILITY: Nil
LEVEL/XP VALUE: VII/1,000 + 15 per hp

Radiance quasi-elementals look like rapidly turning spheres of multicolored light. They are rarely found on the Prime Material plane, and then only in the area of spectacular events such as double-arched rainbows or multihued meteor showers in the night sky.

Radiance quasi-elementals normally attack with beams of pure light, each of which has a different effect. The range of these beams is equal to the hit dice of the creature (i.e., 6”, 9”, or 12” range). The beams have the following effects:

1. Red beam: 1d6 + 1 hp/HD (cold) damage;
2. Orange beam: 1d6 + 1 hp/HD (heat) damage;
3. Yellow beam: 1d6 + 1 hp/HD (acid) damage;
4. Green beam: 1d6 + 1 hp/HD (poison) damage;
5. Blue beam: 1d6 + 1 hp/HD (electrical) damage;
6. Indigo beam: 1d6 + 1 hp/HD (holy water) damage; and,
7. Violet beam: 1d6 + 1 hp/HD (force) damage.

Effects are as for that particular type of damage, but the energy is a ray 1. wide. For instance, the yellow beam leaves no acid behind, but the effects are as if a bolt of acid struck the target. Devices which offer protection from that particular type of damage negate the effects of the quasi-elemental. Similarly, if the creature is immune to the effects of the type of attack, the creature will not be harmed (for example, a paladin struck by the indigo beam of holy water effect would not be harmed, but a wraith would).

Radiance quasi-elementals radiate a continual light spell at all times. This is diminished when they reduce their spin so that they resemble will-o-the-wisps, or intensified by increasing their spin rates. In the latter case, all who look at a rapidly spinning quasi-elemental must make a saving throw vs. death or be blinded for 2-20 days. The range of this intense radiation is 12” in all directions.

Spells which create or control darkness can prevent such a quasi-elemental from using its blinding attack, and these spells inflict damage of 1 hp per level of the caster to the creature. Fire, cold, and electricity inflict half damage. Weapons must be enchanted to + 1 or better to inflict damage on a radiance quasi-elemental.

Powerful mages have been known to capture radiance quasi-elementals and use them as both light sources and guards in their domains. The creatures have low intelligence but can separate friend from foe, so that a group of invading mercenaries may find the the mage’s own lamps attacking them.
 

Cleon

Legend
Hmmm, I feel we'd had some progress on blinding before the crash, too. Something like an increasing radius as well as increasing effect (starting with dazzled, then going to blinding maybe at Large or Huge). Does that ring a bell for you?

Oh, and we need to regenerate the beam damage/range table, too. Maybe combine this with the blinding into one table?

Sounds familiar. I recall saying that strictly speaking we didn't need to include the beam damage in the tables since it appeared in the Attack Lines but it doesn't hurt to include it.

I don't actually remember us settling on a range progression for the beams. Maybe we hadn't done that yet?

While I'm at it, I'll repost the original stats below.

Might as well. It'll save me the trouble!
 

freyar

Extradimensional Explorer
I feel like we did at least talk about the range progression for the beams, but I don't remember what it was. Or what we had for blinding, which we'd also talked about.

For the beam range, we could do something simple like 3x the reach for each size. I feel like we had numbers that weren't too long, so something like that. "Blinding" could be a similar range.

What do you think?
 

Cleon

Legend
I feel like we did at least talk about the range progression for the beams, but I don't remember what it was. Or what we had for blinding, which we'd also talked about.

For the beam range, we could do something simple like 3x the reach for each size. I feel like we had numbers that weren't too long, so something like that. "Blinding" could be a similar range.

What do you think?

Let's see, the original has "each beam is 1 foot wide and has a range equal to the Hit Dice of the quasielemental in tens of yards" which translates to 180 ft. to 360 ft. for the 6-12 HD Elementals it presents.

That's considerable longer than three times the Reach. It's more like 18 times the reach!

How about we round it to twenty times the Reach and even it out a bit, thus:

Small - 100 ft. range
Medium - 150 ft. range
Large - 200 ft. range
Huge - 300 ft. range
Gargantuan - 400 ft. range

Actually, maybe it'd be better to include the Huge/Greater/Elder stages and make it 50 ft. steps for each:

Small - 100 ft. range
Medium - 150 ft. range
Large - 200 ft. range
Huge - 250 ft. range
Greater - 300 ft. range
Elder - 300 ft. range
Gargantuan - 400 ft. range

I like that!

Should we give it range categories or not? If we do, each category will presumably be 1/10th the above ranges.

The original blinding has a 360 ft. radius, so I think it'd be easier to set the radius to be equal to the above ranges for the beam attacks.
 

freyar

Extradimensional Explorer
Those ranges are fine by me; they do get up to around the same category as a long-range spell. I think I'd just go with the standard "no range increments," though. Using the same ranges for blinding works for me, as well.

Did you agree with increasing the effect for blinding, also, so it's not actually blinding for the smaller ones?
 

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