I'm looking for guidance on transferring Spellcasting under the Trait tab (where npcs use spell slots [2014]) to Spellcasting under the Action tab (where spellcasting is now similar to the old innate spellcasting trait [2024]). I tried comparing the 2014 Archmage to the 2024 Archmage and couldn't understand how the authors converted one to the other.
How does one know what spell goes to 1/Day each, 2/Day each, etc. (Cantrips are easy, they are At Will)? I've noticed in other npcs that sometimes a first level spell will go to 3/Day each while at other times they go to 1/Day each. It seems rather arbitrary to me. Example: some of the 2014 Archmage spells were completely dropped for the 2024 Archmage. And I don't understand why.
I'm looking for guidance on transferring Spellcasting under the Trait tab (where npcs use spell slots [2014]) to Spellcasting under the Action tab (where spellcasting is now similar to the old innate spellcasting trait [2024]). I tried comparing the 2014 Archmage to the 2024 Archmage and couldn't understand how the authors converted one to the other.
How does one know what spell goes to 1/Day each, 2/Day each, etc. (Cantrips are easy, they are At Will)? I've noticed in other npcs that sometimes a first level spell will go to 3/Day each while at other times they go to 1/Day each. It seems rather arbitrary to me. Example: some of the 2014 Archmage spells were completely dropped for the 2024 Archmage. And I don't understand why.
Simplification, plain and simple. Both methods are valid, but the new method is the way they're going forward. Basically pick a few spells that make the most sense for it and drop anything else.
You don't, that is the neat thing. When you do homebrew you are not obligated to follow this new spellcasting system. I will continue to use the "old" system for my monsters https://mobdro.bio/ .
I'm looking for guidance on transferring Spellcasting under the Trait tab (where npcs use spell slots [2014]) to Spellcasting under the Action tab (where spellcasting is now similar to the old innate spellcasting trait [2024]). I tried comparing the 2014 Archmage to the 2024 Archmage and couldn't understand how the authors converted one to the other.
That's because they didn't.
2024 spellcasting monsters are intended to function in a combat encounter, not to be complete NPCs.
I'm trying to convert a 2014 module so that the stat blocks work with the new 2024 format in order to be consistent with all the other 2024 npcs/creatures. And converting the spellcasting trait into the spellcasting action is stopping me. I wish there was a conversion guide for this.
I'm trying to convert a 2014 module so that the stat blocks work with the new 2024 format in order to be consistent with all the other 2024 npcs/creatures. And converting the spellcasting trait into the spellcasting action is stopping me. I wish there was a conversion guide for this.
The easy way is not to bother. Just keep the full spell list and convert whatever else you need.
If you do want to convert, assuming a high-level caster:
Is the spell not going to be cast in combat? Remove it*. If it's something they'll presumably have going before the fight (mage armor, for instance), make it a standard part of the stat block.
Is the spell high level? 1/day
Is the spell low level? 3/day or unlimited
Is the spell particularly annoying or devastating if cast a lot (like counterspell)? 1/day, unless you want the monster to be annoying or devastating (I did an archmage who had unlimited use of counterspell as a legendary action. It still wasn't enough to keep the party casters down.)
Tracking spell slots just isn't worth it in most circumstances. Fights just don't last long enough. Even if the enemy or party flees, the odds of a rematch before a long rest aren't usually high.
* If this person is going to be casting non-combat spells in a non-combat context, then you could build them as a NPC if they're going to be interacting with the party long enough for resource management to matter. If they're not sticking around, then you can just have them cast the appropriate spells for the situation, deciding what at the time it happens.
(You could also build the full NPC character sheet, then convert the combat-relevant bits into a more robust monster block. If you need their non-combat spells, you still have the sheet.)
The general philosophy behind 2024 spellcasters is that tracking more than about the top 3-5 spell slots, and some reactions/bonus actions, is fairly pointless, so they just give them their high level spells and then give them a spell-like attack for general purpose damage.
Do you have an example of one you are finding issue with?
The Lich as an example before (2014) it would say which spells and how many slots per level. You convert (2024) to which spells are 1/day, which are 2/day, which are at-will etc. Optionally you can give them an at-will as a legendary action or a particular spell as a bonus action.
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I'm looking for guidance on transferring Spellcasting under the Trait tab (where npcs use spell slots [2014]) to Spellcasting under the Action tab (where spellcasting is now similar to the old innate spellcasting trait [2024]). I tried comparing the 2014 Archmage to the 2024 Archmage and couldn't understand how the authors converted one to the other.
How does one know what spell goes to 1/Day each, 2/Day each, etc. (Cantrips are easy, they are At Will)? I've noticed in other npcs that sometimes a first level spell will go to 3/Day each while at other times they go to 1/Day each. It seems rather arbitrary to me. Example: some of the 2014 Archmage spells were completely dropped for the 2024 Archmage. And I don't understand why.
Simplification, plain and simple. Both methods are valid, but the new method is the way they're going forward. Basically pick a few spells that make the most sense for it and drop anything else.
You don't, that is the neat thing. When you do homebrew you are not obligated to follow this new spellcasting system. I will continue to use the "old" system for my monsters https://mobdro.bio/ .
That's because they didn't.
2024 spellcasting monsters are intended to function in a combat encounter, not to be complete NPCs.
I'm trying to convert a 2014 module so that the stat blocks work with the new 2024 format in order to be consistent with all the other 2024 npcs/creatures. And converting the spellcasting trait into the spellcasting action is stopping me. I wish there was a conversion guide for this.
The easy way is not to bother. Just keep the full spell list and convert whatever else you need.
If you do want to convert, assuming a high-level caster:
Tracking spell slots just isn't worth it in most circumstances. Fights just don't last long enough. Even if the enemy or party flees, the odds of a rematch before a long rest aren't usually high.
* If this person is going to be casting non-combat spells in a non-combat context, then you could build them as a NPC if they're going to be interacting with the party long enough for resource management to matter. If they're not sticking around, then you can just have them cast the appropriate spells for the situation, deciding what at the time it happens.
(You could also build the full NPC character sheet, then convert the combat-relevant bits into a more robust monster block. If you need their non-combat spells, you still have the sheet.)
The general philosophy behind 2024 spellcasters is that tracking more than about the top 3-5 spell slots, and some reactions/bonus actions, is fairly pointless, so they just give them their high level spells and then give them a spell-like attack for general purpose damage.
Do you have an example of one you are finding issue with?
The Lich as an example before (2014) it would say which spells and how many slots per level.
You convert (2024) to which spells are 1/day, which are 2/day, which are at-will etc.
Optionally you can give them an at-will as a legendary action or a particular spell as a bonus action.