Tales of the Infinite Staircase

Tales of the Infinite Staircase 

A 5e Conversion by

Jarred Caldwell 

Work in Progress. If you see any errors or have any comments, please email me. mgshamster@yahoo.com 

GitP & En World: mgshamster 

Paizo: bookrat 

The Hound Archon statistics were provided by SmiloDan from the Paizo forums. 

Note: You may notice references to where magical items were created. The 2nd Edition AD&D Planescape system had magical items be most effective on their native plane. So if a +2 sword was made in the Abyss, it would be a +1 on the outlands, and a +0 on the inner planes. Each step further away from where it was from reduced its magical potency. With 5th Edition’s simplicity, it is recommend just ignoring this old rule and allowing magic items to function equally well wherever they are taken. Instead, use their origins to help describe their looks.

Introduction 

Jazriul (Page 10)

Hound Archon 

Medium celestial (archon), lawful good
Armor Class 16 (Natural) 

Hit Points 52 (8d8 + 16) 

Speed 40 ft.
STR 16 (+3)

DEX 12 (+1)

CON 14 (+2)

INT 10 (+0)

WIS 12 (+1)

CHA 15 (+2)
Saving Throws. Con +4, Wis +3, Cha +4

Skills. Athletics +5, Insight +3, Perception +3, Survival +3

Damage Resistances. Necrotic, Poison, Radiant, and Bludgeoning and Slashing damage from non-magic sources. 

Condition Immunities. Frightened, Petrified, Poisoned. 

Senses. Darkvision 60 ft., passive Perception 13 

Languages. Celestial, Common

Challenge 4 (1,100 XP)


Aura of Menace: Any creature within 20 ft of the Hound Archon suffers disadvantage on Attack Rolls, Saving Throws, and Ability Checks until they hit the hound archon. A creature can only be affected by this ability once per 24 hours. 


Change Shape: As an Action, the Hound Archon can assume the form of a dire wolf, giant hyena, hyena, jackal, mastiff, or wolf. It retains own Int, Wis, Cha, Alignment, and Personality. The Hound Archon can use this ability three times per Short Rest. 

Magic Resistance. The Hound Archon has advantage on saving throws against spells and other magical effects.

Natural Spellcasting. The Hound Archon uses Charisma (DC 12, +4), and can cast the following spells without material components. 

At-Will. Aid, Detect Evil and Good, Light, Magic Circle, Message. 

3/Day. Teleport. 


ACTIONS
Multiattack. The hound archon makes two attacks: one with its greatsword and one with its bite.


+2 Greatsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (2d6+5) radiant damage.

Equipment: +2 Greatsword, Amulet of the Planes, 1000 GP worth of jewelry (collar, earrings, bracelet, etc). 

Tale 1 – Planewalkers 

Gieena (Page 12)

Use Cult Fanatic statistics (MM 245)

Torveir Kilnistoch (Page 13)

Use Veteran statistics (MM 350)

Special Equipment:  Amulet of Whispers. Can cast the Message cantrip. 10 charges. Expend one charge to ignore the range limits of the cantrip. Regain 1d4 charged at dawn. 

Planar Magic Optional Rules – Ysgard (Page 14)

See Appendix I. 

Einherjer (Page 14)

Use Berserker statistics (MM 344)

Shard (Page 15)

Medium CG Humanoid

Armor Class 13 

Hit Points 14 (5d8 + 5) 

Speed 30ft.
STR 10 (+0) 

DEX 12 (+1) 

CON 13 (+1) 

INT 12 (+1)

WIS 10 (+0)

CHA 13 (+1)

Damage Immunities. Fire. 

Senses. Passive Perception 10, can see in any darkness or shadow as if normal light. 

Languages. Common. 

Challenge 1 (200 XP)

Innate Spellcasting. The Shard’s inmate spellcasting ability is charisma. The DC is 11. The Shard can cast the following spells, requiring no material components. 

At Will: Light, Produce Flame

3/Day: Burning Hands, Darkness, Faerie Fire

ACTIONS 

Fist. Melee Weapon Attack: +3 to hit, reach 5 ft, one target. Hit: 3 (1d4+1) bludgeoning damage. 

Silver Golem (Page 15)

Use Iron Golem statistics (MM 170)

Lillendi (Page 15)

Large CG or CN Monstrous Humanoid

Armor Class 16

Hit Points 52 (7d10 + 14) 

Speed 25 ft, 50 ft Fly.
STR 10 (+0) 

DEX 16 (+3) 

CON 14 (+2) 

INT 13 (+1)

WIS 10 (+0)

CHA 16 (+3)

Damage Immunities. Fire, Poison. 

Damage Resistances. Non-magical bludgeoning, piercing, and slashing attacks. 

Senses. Passive Perception 10. 

Languages. Common, Celestial, plus one more. 

Challenge 4 (1200 XP)

 

Natural Spellcasting. Lillendi spellcasting ability is charisma. The DC is 14, +6. Lillendi have the following spells: 

At Will: Dancing Light, Mending

3/Day: Charm Person, Cure Wounds

1/Day: Hold Person, Identify, Sleep

Magic Resistance. Lillendi have advantage on saving throws against spells and other magical effects. 

ACTIONS 

Multiattack. Lillendi can attack with a tail and a spear or bow. 

Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft or range 20/60, one target. Hit: 4 (1d8+0) piercing damage. 

Longbow. Ranged Weapon Attack: +6 to hit, range 150/600, one target. Hit: 7 (1d8+3) piercing damage. 

Tail Constrict. Melee Weapon Attack: +6 to hit, reach 10 ft., one Medium or smaller creature. Hit: 10 (2d6 + 3) bludgeoning damage. The target is grappled (escape DC 14) if the Lillendi isn't already constricting a creature, and the target is restrained until this grapple ends.

Special Equipment. Faceless Mask of Infinity. 3/Day Greater Invisibility. When used, an infinity symbol marks the locations of the wearer. The wearer’s movement speed becomes 0 while this ability is active. 

Wisdom Check for Traveling Alone (Page 17)

DC 8, with advantage if Level 3 or higher. 

Constitution Check for Climbing (Page 18)

A character can climb the infinite staircase for one day for each six points of Constitution the character has (round down). For each day beyond that, the character must make a DC 10 Constitution Save or suffer one level of exhaustion. For each day of continued climbing, the DC increases by 1. 

Flying on the Stairs (Page 18)

Because this isn't obvious, it's recommended that the DM give some sort of warning beforehand. Either an NPC warns them or a foolish NPC tries and gets sent to a ransom location in the multiverse. 

Staircase Encounters (Page 19-20)

Genasi Traveler: Use Priest statistics (MM 348)

Baernaloth: Use Ultraloth statistics (MM 314)

Group of Travelers: Use Cult Fanatic, Druid, Knight, Spy, and Veteran statistics (MM 345-350)

Grumpy Dwarf: Use Veteran Statistics (MM 350)

Manticore: Use Manticore statistics (MM 213)

Baku: Use Deva statistics (MM 16). Note: A Baku is a LG celestial that looks like an elephant with a lizard tail and lion claws. 

Guild Membership Benefits (Page 21)

  • Advantage on environmental effects of one plane (PCs choice) for every five levels. 

  • Access to new skill (Variant): Portal Sense (Wis). Proficiency gained through downtime rules. See Appendix II. 

Hav’run Thain (Page 21)

Use Gladiator Statistics (MM 346)

Exceptions: Also has special abilities of a minotaur (MM 223)

Vagis (Page 21)

Use Druid statistics (MM 346)

Exceptions: Also has Fly Speed 40 ft 

Caert (Page 21)

Use Spy statistics (MM 349)

Exceptions: Also has Darkvision 60 ft, Fire Resistance, and knows the Thaumaturgy cantrip. 

Ghiaridonna (Page 21)

Use Veteran Statistics (MM 350)

Exceptions: quadruped, 40 ft movement, can attack with rams horns (+5, 1d6+3, if charge 20 ft. +1d6 damage and DC 15 Str check or Medium or smaller creature knocked prone)

Thranshol (Page 21)

Use Cult Fanatic statistics (MM 345)

Exceptions: Change Religion to Performance (+4) or a musical instrument (+4)

Dexterity Check to Avoid Unstable Stairs (Page 22)

DC 10 Dexterity Check. Gnomes or characters with the Thief Archetype have Advantage. DC 15 Perception Check for anyone else to gain advantage. 

Magically Unstable Areas (Page 23)

6. Spells become random. Use Wand of Wonder to determine effect (DMG 212). 

7. Treat as Animate Object spell (PHB 214).

Optional: DM is encouraged to use more effects in the magically unstable areas, such as treating all spells as if they had a wild magic surge (PHB 104), or other effect. 

Dexterity Check for Bridge Collapse (Page 24)

DC 8 Dexterity Check. A character receives a -1 penalty to their check for each foot the character is from the stable section. Roll 1d10 and subtract one from the d10 roll for each one hundred pounds the character weighs (plus equipment). This represents how many feet the character can travel before the bridge collapses. 

Giant Spiders (Page 25)

Use Giant Spider statistics (MM 328)

Flutes of Enchanted Harmony (Page 25)

DC 13 Constitution Save. On fail, Roll 1d100. 

0-40: Unease. The victim feels jumpy, ill at ease, and pensive. The victim suffers disadvantage on all skill and tool checks. This effect lasts while the pipes play. 

41-70: Agitation. In addition to the feelings of unease, the victim also feels agitated. If put in a situation where the victim might feel threatened or angry, the victim must make another DC 13 Constitution Save or immediately attack the cause of the frustration or anger. This effect lasts while the pipes play and for an additional 1d6 rounds after they stop. 

71-100: Illness. In addition to feelings of unease sms agitation, the victim also feels physically ill. The victim suffers disadvantage on all attacks, saves, and ability checks. This effect lasts while the pipes play and for 2d10 rounds after they stop. 

Manes (Page 26)

Use Mane statistics (MM 60)

Special: If killed, these manes exude a 10 ft cloud of noxious gas. Each round a creature is exposed, it must make a DC 10 Constitution Save or take 1d6 poison damage. The cloud naturally dissipates after a few days or with a breeze. 

Unthre (Page 27)

Use Gladiator statistics (MM 346)

Exceptions: 20 AC, +1 attack and damage from magical long sword. 

Possesses the following magical equipment: 

Splint Armor +1, Long Sword +1

Intelligence check (Page 27)

DC 9. Dwarves, gnomes, and any character with a proficiency or background based on engineering or construction roll with advantage. 

Gerrzog (Page 28)

Use Gklabrezu statistics (MM 58)

Use demon summoning variant (MM 54)

Shavanistra (Page 28)

Use Mage statistics (MM 347)

Exceptions: Does not have 4th level spells or higher. 

Possesses the following magical equipment: Wand of Paralysis, Potion of Flying, Spell Scrolls (Conjure Woodland Beings, Cacofiend*)

*Cacofiend is an 8th level spell that summons a Nalfeshnee (MM 62), which attacks everyone in sight. 

Grimlocks (Page 28)

Use Grimlock statistics (MM 175)

Grimlock Leader (Page 29)

Use Grimlock statistics (MM 175)

Exceptions: 12 AC, 18 HP, +6 to hit. 

Illithid (Page 29)

Use Mind Flayer statistics (MM 222)

Oriam Trascalla (Page 29)

Use Mage statistics (MM 347)

Exceptions: AC 14

Possesses the following magical equipment: Bracers of Defense, Ring of Warmth, Potion of Water Breathing, Potion of Treasure Finding

Tale 2 – Lost Sovereignty 

Blue Slaad (Page 31)

Use Blue or Green Slaad (MM 276-277)

Note: The 5e Slaad is magically weaker than the 2e Slaad. DMs may wish to grant them the ability to cast Passwall at will, or even the ability to gate in weaker Slaad similar to the devil variant ability (MM 68). 

Planar Magic – Arcadia (Page 32)

See Appendix I. 

Intelligence Check (Page 35)

DC 15 

Lurker (Page 35)

Use Darkmantle statistics (MM 46)

Formian Workers (Page 36)

Small LN Monstrosity 

Armor Class 12 (natural armor) 

Hit Points 5 (1d6 + 1) 

Speed 40 ft.
STR 13 (+1)

DEX 14 (+2)

CON 13 (+1)

INT 6 (-2)

WIS 12 (+1)

CHA 9 (-1)

Damage Resistances. Cold, Fire, Lightning, Thunder

Damage Immunities. Poison 

Condition Immunities. Petrified, poisoned 

Senses. Darkvision 60 ft., Passive Perception 11

Languages. Understands Celestial, but cannot speak 

Challenge 1/8 (50 XP)


Hive Mind. The formian worker can communicate telepathically with any other formian in its hive within 1 mile. If one such formian is aware of a creature, the formian worker is also aware of it.

Innate Spellcasting. The Formian Worker’s spellcasting ability is Wisdom (spell save DC 11, +3). The formian worker can innately cast the following spells, using only verbal components: 


At will: Cure Wounds, Mending. 


ACTIONS
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage plus 4 (1d8) poison damage.

Rafting Skill Checks (Page 36)

Pilot needs a DC 13 Wisdom Check to control the raft if no water vehicle tool proficiency. If fail: 

  1. All passengers need a DC 10 Dexterity Check to avoid falling out

  2. Pilot DC 13 Wisdom Check to prevent raft from capsizing 

Pilot needs a DC 11 Wisdom (Water Vehicle Tool) check to keep raft stable going over waterfall. If fail, everyone falls out of raft. If successful: 

  1. All passengers need a DC 10 Dexterity check to avoid falling out of raft

Those who fall out at the waterfall need to make a DC 10 dexterity check at shallow spots to avoid taking 1d6 bludgeoning damage from underwater rocks. 

If fighting on the raft, attacks are made at disadvantage anytime the character is required to make a dexterity check due to river conditions. 

Swimming against the current requires a DC 10 athletics check. Two failures in a row means the PC loses ground and floats 1d6x5 ft down river. 

Formian Warriors (Page 37)

Medium LN Monstrosity

Armor Class 16 (natural armor) 

Hit Points 26 (4d8 + 8) 

Speed 40 ft.
STR 17 (+3)

DEX 16 (+3)

CON 14(+2)

INT 10 (+0)

WIS 12 (+2)

CHA 11 (+0)
Skills Athletics. +5, Perception +3, Stealth +5

Damage Resistances. Cold, Fire, Lightning, Thunder. 

Damage Immunities. Poison 

Condition Immunities. Petrified, poisoned 

Senses. Darkvision 60 ft., passive Perception 13 

Languages. Celestial

Challenge 2 (450 XP)


Hive Mind. The formian warrior can communicate telepathically with any other formian in its hive within 1 mile. If one such formian is aware of a creature, the formian warrior is also aware of it.


Magic Resistance. The formian warrior has advantage on saving throws against spells and other magical effects.


ACTIONS
Multiattack. The formian warrior makes two attacks: one with its claws and one with its stinger.


Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) slashing damage.


Stinger. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage, and the target must make a DC 12 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much on a successful one.

Broken Dike Strength Check (Page 37)

DC 12

Giant Crayfish (Page 37)

Use Giant Crab statistics (MM 334)

Exceptions. Add on multiattck. The Giant Crayfish can make two attacks with its claws. 

Hidden Rocks Check (Page 37)

See Rafting Skill Checks above about preventing a capsize. 

Hannock Ringfinger (Page 38)

Use Spy statistics (MM 349)

Special Equipment. Ring of Jumping. Ring of Insect Influence (treat as Ring of Animal Influence, except it affects insects only). 

Delos (Page 38)

Use Veteran statistics (MM 350)

Carvagnin (Page 38)

Use Veteran statistics (MM 350)

Special Equipment. +1 Long Sword. 

Rea, Agathinon (Page 38)

Use Deva statistics (MM 16)

Exceptions. Max HP 45. Remove fly speed, multiattack, and radiant damage. 

Talleax (Page 39)

Use Wyrmling Bronze Dragon statistics (MM 109)

Saving Throw vs Spell to avoid loss of spell (Page 40)

DC 14 Caster Ability Score check 

Formian Myrmarch (Page 41)

Large monstrosity, lawful neutral
Armor Class 18 (natural armor) 

Hit Points 104 (11d10 + 44) 

Speed 50 ft.
STR 20 (+5)

DEX 18 (+4)

CON 18 (+4)

INT 16 (+3)

WIS 16 (+3)

CHA 17 (+3)
Skills. Athletics +9, Insight +7, Perception +7, Persuasion +7 

Damage Resistances. Cold, Fire, Lightning, Thunder; bludgeoning, piercing, and slashing damage from nonmagical attacks 

Damage Immunities. Poison 

Condition Immunities. Petrified, poisoned 

Senses. Darkvision 60 ft., passive Perception 17 

Languages. Celestial, telepathy 120 ft. 

Challenge 9 (5,000 XP)


Hive Mind. The formian myrmarch can communicate telepathically with any other formian in its hive within 1 mile. If one such formian is aware of a creature, the formian myrmarch is also aware of it.


Magic Resistance. The formian myrmarch has advantage on saving throws against spells and other magical effects.


Regeneration. The formian myrmarch regains 5 hit points at the start of its turn if it has at least 1 hit point.


Innate Spellcasting. The formian myrmarch’s spellcasting ability is Charisma (spell save DC 14). The formian myrmarch can innately cast the following spells, using only verbal components: 


At will: Charm Monster, Clairvoyance, Detect Evil & Good, Detect Thoughts, Magic Circle, Teleport
1/day: Dispel Evil & Good

ACTIONS
Multiattack. The formian myrmarch makes three attacks: two with its claws and one with its stinger.


Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage.


Stinger. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage, and the target must make a DC 14 Constitution saving throw, taking 33 (6d10) poison damage on a failed save, or half as much on a successful one.

Ghundarania/Demansio (Page 42)

Use Mage statistics (MM 347)

Special. Add Minor Alchemy and Transmuter's Stone abilities (PHB 119). 

Tale 3 – Lord of the Worms

Black Slope Climbing Checks (Page 46)

DC 13 Strength (Athletics) check every 1000 feet of travel. Disadvantage if no climbing equipment is used. DM may choose to vary the DC from 10-15 to represent the difficulty of the slopes. 

If the PCs do not take at least a 15 minute rest after each 1000 feet, they must make a DC 10 Constitution save or suffer one level of exhaustion. For each rest they skip, add +2 to the save DC. 

Valgoss (Page 48)

Tiny N Aberration

Armor Class 11 (natural armor) 

Hit Points 1 (1d4-1)
Speed 10 ft, 15 ft swim

STR 2 (- 4) 

DEX 11 (+0)
CON 8 (-1)
INT 6 (-2) 

WIS 8 (- 1)

CHA 2 (-4)
Senses. blindsight 10 ft ., passive Perception 9 Languages. None

Challenge 0 (10 XP)

Burrow. The Valgoss can burrow into an enemy with a successful opposed strength check. Doing so creates a symbiotic relationship. The Valgoss can feed off the host (causing a permanent loss of 1d3 HP and 1 charisma) while the host grains protection against attacks from natural creatures on Maelost, and another random ability (provided a second ritual is complete, see Page 55 of Infinite Staircase). 


ACTIONS 

Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 1 piercing damage. 

Slaiyiths (Page 48)

Gargantuan N Aberration 

Armor Class. 18 (natural armor) 

Hit Points. 247 (15d20 + 90) 

Speed. 10 ft., swim 30ft.

Str 28 (+9)

Dex 7 (-2)

Con 22 (+6)

Int 18 (+4)

Wis 8 (-1)

Cha 10 (+0)

Saving. Throws Con + 11, Wis +4

Damage Resistance. Bludgeoning, piercing, and slashing damage from non-magical weapons. 

Damage Immunity. Acid, Cold, Fire.
Senses. blindsight 30ft., tremorsense 60 ft, passive Perception 9 

Languages. Telepathy. 

Challenge 17 (18,000 XP)

ACTIONS Multiattack. The Slaiyiths makes two attacks: one with its bite and one with its stinger.

Bite. Melee Weapon Attack: +9 to hit, reach 10ft, one target. Hit: 22 (3d8 + 9) piercing damage. If the target is a Large or smaller creature, it must succeed on a DC 19 Dexterity saving throw or be swallowed by the Slaiyith. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the Slaiyith, and it takes 21 (6d6) acid damage at the start of each of the Slaiyith's turns. If the Slaiyith takes 30 damage or more on a single turn from a creature inside it, the Slaiyith must succeed on a DC 21 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the Slaiyith. If the Slaiyith dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone.

Tail Stinger. Melee Weapon Attack: +9 to hit, reach 10ft., one creature. Hit: 19 (3d6 + 9) piercing damage, and the target must make a DC 19 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one.

Legendary Actions. 

The Slaiyiths can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Slaiyith regains spent legendary actions at the start of its turn 

Grapple. The Slaiyith can attempt a grapple check against one creature with one of its four tendrils. Any creature grappled in this manner takes 2d4 damage and the Slaiyith heals an equal amount. 

Dispel Magic. The Slaiyith can cast Dispel Magic effecting a single spell or magic item as a 7th level caster using intelligence as its casting statistic. 

Detect Thoughts. The Slaiyith can cast Detect Thoughts as a 7th level caster using intelligence as its casting statistic. While it concentrates on this effect, it cannot use other legendary actions. 

Taker of Life Water Creation (Page 49)

Medium NE Aberration 

Armor Class. 15 (natural armor) 

Hit Points. 98 (15d8 + 30) 

Speed. 30 ft. (liquid surfaces only), swim 50 ft.

Str 18 (+4)

Dex 10 (+0)

Con 15 (+2)

Int 18 (+4)

Wis 8 (-1)

Cha 10 (+0)

Damage Resistance. Bludgeoning, Piercing, and Slashing damage from non magical weapons. 

Damage immunities. Fire. 

Special Weaknesses. Spells which destroy, part, or freeze water (or a similar effect), such as Control Water, Create and Destroy Water, or Otiluke's Freezing Sphere deal 1d8 plus 1d8 per level of spell. 

Languages. Telepathy. 

CR 9 (5,000 XP)

Innate Spellcasting. Taker of Life’s spellcasting ability is Intelligence (spell save DC 16, +8). Taker of Life can innately cast the following spells, requiring no material components: 

At will: Darkness, Inflict Wounds

1/day each: Call Lightning, Insect Plague

ACTIONS. 

Multiattack. Taker of Life can attack twice with its slam attack. 

Slam. Melee Weapon Attack: +9 to hit, reach 10ft, one target. Hit: 14 (2d8 + 4) bludgeoning damage. 

Single Portion of the Dark Dweller (Page 50)

Gargantuan NG Aberration 

Armor Class. 13 (natural armor) 

Hit Points. 188 (15d20 + 30) 

Speed. 60 ft.

Str 25 (+7)

Dex 10 (+0)

Con 15 (+2)

Int 18 (+4)

Wis 8 (-1)

Cha 10 (+0)

Damage immunities. Fire. 

Languages. Telepathy. 

CR 11 (7,000 XP)

Innate Spellcasting. Dark Dweller's spellcasting ability is Intelligence (spell save DC 16, +8). Dark Dweller innately casts the following spells, requiring no material components: 

At will: Detect Thoughts, Dispel Magic, Slow, Fear

ACTIONS. 

Multiattack. Dark Dweller can attack six times with its tendril attack. 

Tendril. Melee Weapon Attack: +9 to hit, reach 10ft, one target. Hit: Opposed Grapple check. Any creature that has the grapple condition with Dark Dweller at the start of their turn takes 1d6+7 bludgeoning damage from the constricting tendrils. 

Typical Hanim Warrior (Page 50)

Use Guard statistics (MM 347)

New Spells (Page 52)

BURROW

1st-level transmutation
Casting Time: 1 action
Range: Self
Components: V, S, M (a small spade).
Duration: Concentration, one hour. 

   You gain a burrow speed equal to half your normal walking speed, minimum 10 ft. The earth moves through and around you like a worm, making you extremely dirty, but your equipment is otherwise safe. You can breathe normally while borrowing. The earth fills back in behind you; as such, no one can follow you.  

   You cannot move through solid or worked stone. 

CURSE OF THE WORMS
5th-level conjuration
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (pinch of dust taken from a desiccated worm)
Duration: Special 

   You target one creature and cause worms to appear inside of them. The worms start to squirm out of every orifice. 

   A creature targeted by this spell must make a Constitution saving throw. On a failed save, the target takes 8d6 + 20 magical bludgeoning and piercing damage. If this damage reduces the creature to 0 hit points, they die. On a successful save, the target takes half the damage. 

   The worms are real in every sense, and continue to bore out of the target if the creature dies. If the target survives, no more worms appear, but the ones already summoned continue to writhe on the ground or on the creature, causing no more damage.
  At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 3d6 for each slot level above 5th.

SUMMON WORMS
2nd-level conjuration
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a small handful of fresh soil)
Duration: Permanent.
  Worms come wriggling up from the ground in a four 5 ft squares that you cancentered arrangeon how you like, provided each square is connected to at least one other square. Those squares turn into difficult terrain for the duration.
  When the worms appear, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone.

   The worms remain there until they dry out in the sun (if outside), the starve, or someone burns/washes/sweeps them away. 

WORMTONGUE

5th-level transmutation

Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to one minute. 

   You target a creature, and that creature must succeed on a wisdom saving throw or be cursed. If they fail, their tongue turns into a long worm with a vicious bite. They cannot speak for the duration of the spell. 

  The worm-tongue proceeds to attack the target every round for the duration of the spell. Its attack modifier equals your spell attack, and it deals 1d8 per hit. The worm-tongue’s AC equals the AC of the target, and it has 25 HP. The victim suffers all damage done to the worm-tongue. If the worm-tongue is killed due to non-magical damage, the victim loses their tongue. A new normal tongue grows back in 3d4 days. 

WORMWORKS

3rd-level conjuration

Casting Time: 10 rounds
Range: one half mile
Components: V, S, M (one live worm, which is consumed in the casting of the spell)
Duration: Permanent

   You summon a horde of magical, voracious worms in an underground area no larger than a 20 ft cube. These worms weaken earth and stone, causing cave-ins, stone walls to collapse, and so forth. In 3d10 rounds, stone in the affected area is permanently reduced to the consistency of packed earth, and packed earth or natural soil is rendered to the state of loose, tilled earth (it takes 6d10 rounds for stone to be rendered to tilled soil). 

   Upon completion of their work, the worms disperse, joining the natural ecology as best as they can. They pose no direct threat to any other life, eating nothing more than earth and rock. The area of effect is not vast, but certainly enough to get through a stone wall or to collapse a small cave.

   At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the area of effect increases by one 20 ft cube for each spell slot above 3rd. 

Zophiel (Page 53)

Use Mage statistic (MM 347) with the following spells: 

Cantrips (at will): Light, Mending, Minor Illusion, Ray of Frost

1st level (4 slots): Burrow, Charm Person, Mage Armor, Sleep

2nd level (3 slots): Invisibility, Mirror Image, Summon Worms, Web

3rd level (3 slots): Dispel Magic, Fireball, Fly, Wormworks

4th level (3 slots): Ice Storm, Stoneskin

5th level (2 slots): Curse of the Worms, Wormtongue

Near the Water Random Encounters (Page 55)

Fly Swarm. Use Swarm of Insects statistics (MM 338)

Giant Beetle. Use Giant Fire Beetle statistics (MM 325). Exception: Remove Illumination. 

Giant Centipede. Use Giant Centipede statistics (MM 323)

Leech Swarm. Use Swarm of Insects statistics (MM 338). Exceptions: Add the following ability. Life Drain. When the leech swarm makes a bite attack, the target must succeed on a DC 15 Constitution Save or its maximum HP is reduced by the damage taken. This effect lasts until the target had taken a long rest. If the target’s maximum HP is reduced to zero from this effect, it dies. 

Green Slimes. Use Green Slime statistics (DMG 105)

Hanim Hunters. Use Scout statistics (MM 349). 

Giant Leeches. Use Crocodile statistics (PHB 305). Exceptions: Change Hold Breath to Amphibious. Size is Small. Add the following ability: Life Drain. When the Giant Leech makes a bite attack, the target must succeed on a DC 15 Constitution Save or its maximum HP is reduced by the damage taken. This effect lasts until the target had taken a long rest. If the target’s maximum HP is reduced to zero from this effect, it dies. 

High on the Ridges Random Encounters (Page 55)

Ravens. Use Raven statistics (PHB 309)

Brain Moles. Use Giant Badger statistics (MM 323). Exceptions. Natural Spellcasting. Feeblemind, Confusion 3/Day, wisdom casting stat, DC 11, +3. 

Land Urchins. Use Awakened Shrub statistics (MM 317). Exceptions: Change Int to 2. Multiattack (can fire up to six spines). Has Spine ranged attack: +1 to hit, 1d2 damage, range 50/100, DC 12 Con Save or be paralyzed for 1d6 minutes. 

Azmyth Bats. Use Eagle statistics (MM 322), Exceptions: Natural Spellcasting. Silence 1/Day,intelligence casting stat (DC 13, +5). Change Int to 14. Talons deal extra 1d8+5 lightning damage. 

Sinister Bats. Use Giant Bat statistics (MM 323). Exceptions: Natural Spellcasting. Hold Person 1/Day, charisma casting stat (DC 14, +6). Change Int to 10, cha to 14. 

Giant Fly Mount. Use Giant Lizard statistics (MM 326). Exception: Change climb speed to fly speed. 

Black Pudding. Use Black Pudding statistics (MM 241)

Death Kiss Beholder. Use Spectator statistics (MM 30)

Tale 4 – In Disarray

Formian Queen (Page 58)

Limbo rules (Page 60)

Intelligence Check for Chaos (Page 61)

Wisdom Check for Equipment (Page 62)

Rav, Dao (Page 63)

Shad Slaves (Page 63)

Mulk, Slaad (Page 63)

Chaax, Injured Blue Slaad (Page 63)

Nameless Limbo Thing (Page 64)

Atomie Sprite (Page 65)

Torpellin of the Golden Spires (Page 65)

Phlegamor’s Servants (Page 67)

Giant Weasel (Page 67)

Ring of Vacating (Page 68)

Cahm’Fel (Page 69)

Nvimas Effects on a PC (Page 69)

True Slaad Attack (Page 71)

Strength Check (Page 71)

Tale 5 – Winds of Change

Appendix I – Planar Magic Optional Rules

Spell Keys

Some DMs may wish to use the Planar Magic and Spell Key rules from 2nd Edition Planescape. In 2nd Edition, these rules differed for wizards and clerics. This was because how magic was organized in 2e: wizard schools and priestly spheres. Also, there was heavy fluff and mechanics on how characters received their spells. 

5e streamlined a lot of the magic system. Therefore, the spell key rules are going to be combined. If you are using this variant rule, apply it to all casters no matter their class. This adds a little bit of planescape magic complexity without going overboard. 

The spell key rules altered spells based on which plane a caster is on. Each plane alters the schools of magic in a different way. To avoid the alteration of spell effects, a caster must use a Spell Key. One spell key is needed for each school of magic. These keys can be gained by a character's faction, gifted by a NPC, or a PC may discover it by making a Planar Knowledge or Arcana check (DC 20; subtract one from the DC for each day of downtime spent researching. DM determines if current location has available materials for research. See PHB 187). 

If a spell meets one or more of the criteria listed, but it is outside of the school listed, the DM determines how the spell is affected. 

Planar Magic – Ysgard

Spell keys on Ysgard are called Runes. It takes 1d6 minutes per spell level to inscribe a Rune on a material component (not a focus); this can be done during spell preparation after a long rest, or anytime before a spell is cast. If a rune can't be inscribed (e.g. there is no material component or the caster is using a focus), then the rune must be spoken. If it is spoken, then it is either included in the verbal component or a verbal component is added to the spell. Spoken runes require double the normal casting time (bonus action spells become action, action spells become 1 round, etc. Reaction spells cannot be used). 

Schools of Magic on Ysgard are altered in the following manner: 

Abjuration. Most spells of this school only work when the Bifrost is in view (which is not in sight when on the infinite staircase). Otherwise, a spell key is needed to even cast them. Notable exceptions are spells directly related to combat, such as shield spells or armor spells; such spells do not require a Rune. 

Conjuration. All creature summoning spells only summon Einherjar (if the PCs ever make it to the other layers on Ysgard, this rule only applies to the first layer. On the second layer, creature summoning spells only bring ogres or giants. On the third layer, such spells only summon dwarves or trolls). Spells which summon a creature from a different outer plane have a flat 10% failure rate. Elemental spells automatically fail (such as Produce Flame or Conjure Elemental). 

Divination. This school is enhanced. The range and duration of divination spells are doubled. However, any scrying or viewing spells can only be used on a single creature, due to the independent nature of the plane. Such spells cannot be used on areas, groups, or events. 

Enchantment. The targets of a spell which encourages combat, such as Compel Dual or a Suggestion to fight, have disadvantage in their save. The targets of a spell which stops a fight have advantage on the save. Other spells of this school work normally. 

Evocation. Elemental spells do not work without a spell key. Healing spells require one spell slot higher to cast (e.g. Cure Wounds requires a second level spell slot, but it is still treated as a 1st level spell).

Illusion. Illusory spells meant to deceive work normally unless the character is in a moment of danger, where they unaccountably fail without a spell key. 

Necromancy. These spells work normally. 

Transmutation. Spells which alter with an intent to deceive work as illusion spells above. Spells which alter combat performance work as normal (such as Haste). Spells which try to alter or control the weather automatically fail. 

Special. 1) Wild magic is enhanced; roll twice to determine if a surge occurs. When it does, roll twice and take the more extreme result. 2) Spells which heal or cure require one spell slot higher than normal. 

Magic items function normally, as if they had a spell key. 

Planar Magic – Arcadia 

All spells have their casting time doubled without a spell key, Bonus action spells become action, action spells become 1 round, etc. All spells become more ritualistic in nature. 

Many of the changes on this plane require a judgment call on intent. The DM is expected to make these judgment calls, so work with your players to help determine character intent for a good story and fun play. 

Schools of magic on Arcadia are altered in the following ways: 

Conjuration. If used for a noble purpose of for the common good, the best possible result it obtained (best summon, maximum damage, etc). If used for a selfish or evil purpose, or if used in a manner against the common good or the will of the plane, the worst possible result is obtained (weakest summon, minimum damage,  etc.). 

Enchantment. Any target of a charm or similar spell (such as suggestion) gains advantage on their saving throw. If the spell has no saving throw, then the target instead gains a saving throw. If the target succeeds on the save, then the spell is reversed back at the caster as if the original target had cast the spell. 

Illusion. Natives to the planes automatically see through illusions. Everyone else saves as normal when interacting with an illusion, or saves at disadvantage without interactions. 

Necromancy. Spells used for good are twice as effective. Spells used for evil automatically fail and may cause negative effects on the caster. 

Special. 1) Spells which summon or control natural animals (wolves, deer, etc) do not work. 2) Wild magic surges do not produce an effect. 3) Elemental spells are more effective when cast by someone with LG or LN alignment (range, duration, and/or damage are doubled). Those with chaotic or evil alignment cannot cast elemental spells at all; they simply fail. 

Appendix II – New Skill Variant 

Portal Sense (Wis). This skill allows a character to sense when a portal or other form of planar travel (such as a conduit or a gate) is near. Additionally, the character can get a sense of where the portal, gate, or conduit leads. If the portal requires a key, this skill can also help determine that. Determining where a portal leads or what the key is may be more difficult than sensing the presence of one (exceptions include if the portal is particularly hidden for some reason, such as magic). 

Note: Normally planes knowledge is regulated to the arcana skill. This skill allows for direct interaction for planes travelling methods and helps expand planes specific knowledge. 

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