Saturday 27 May 2017

Pushing Back


Converting the 1st Edition Push Spell to 3.5 Edition.


One of the problems with converting a 1st edition module, such as the Temple of Elemental Evil is that many Items, Spells and monsters were never converted to later editions, so no longer exist. I had already made a concerted effort to collect stats of as many 1e spells and creatures as I could, in preparation to running this classic 1st edition Module.

The internet is a great resource for this there are 1000s of sites and links to PDFs, and maps galore for the TOEE, but it is always an effort to find what you require, often it requires a degree of modification. Most of the maps for instance use the scale or the original, and 3.5 requires 5 ft squares for most things. Commonly the maps I found used 10ft, 20ft or even 30 ft squares, so I had to lay grids on them with varying degrees of success, so I could print them out and use them as play maps. This works well and gives the players a consistent sense of scale. My new players are young and weaned on Computer games so visuals are more important. So it enhances their experience.

So as ever, I thought I was prepared. I over prepare.  I had given the Mage access to 13 spell books authored by Mordenkainen. When he joined the Mages Guild at the Tower in Hommlet. These Tomes contained hundreds of spells. Each book having a theme. The first was Dalt's Book of Doors, which collected together spells such as Hold Portal, Knock, and ends with Gate, the second was Dalt's Book of Guardians, which was concerned with summoning and controlling guardian creatures. 

Then one book for each of the circle of Eight detailing their personal spells lifted from the Greyhawk Adventures book, with the addition of other spells of the same theme. Namely, Mordenkainen, Bigby, Drawmij, Nystul, Otiluke, Otto, Rary, Tenser & Melf. With the addition of two tomes to complete the collection, with spells that did not fit anywhere else. Spectrum a Gnomish Illusionist of mine, codified Illusions and the final Tome Evard's codified Necromancy. So, the spellbooks contained every wizard spell in the campaign, there are a lot of 3.5 spell books out there and I wanted to codify which spells made my cut and those that didn’t.

There is a treasure trove in the Moathouse that contained a scroll case, on the scroll was written three spells.  Push, Stinking Cloud and Fly. As I mentioned, I had already done considerable work to restore as many first edition spells and creatures, as I could to this campaign.

Several spells and creatures just didn't exist and weren't for various reasons converted to 3.5 e. The first level spell Push was one of these and I had completely missed it, I had included other 1e spells like Forget, but not this one. I had given the Mage in error a spell that did not exist in play and found I needed to create/convert it before the next session.

So, I went back over my research. My first port of call was the internet to see if anyone had converted it but could not find any mention of it anywhere and there have been many others that have been converted that I had already added to the spellbooks as I authored them. To add to the confusion, many of the spells were renamed when converted to 3.x editions. So, I checked it hadn’t been given a new name, I initially though it may have been changed to Gust of Wind or combined with it. But I discovered Gust of Wind had appeared in the previous edition and was largely unchanged. Why couldn't I find Push anywhere?

I found the spells original text of the spell from the 1e rulebook. The spell as written was vague and did not fit well within the 3.5 rules. May have been unpopular and too difficult to convert.

To convert it I created two documents. The first was a workbook, where I collected all I could find about the spell and my musing on the spell. The second was the Spell itself.  Both are reproduced below.

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Push Notes.

Push is a 1st edition spell, that was dropped, its scope is limited and its application is quite vague making it hard to adjudicate. It is poorly written and lacks context. So, appears contradictory. Thus, it is difficult to understand the effect that the author intended for the spell.

Most commonly it is compared to unseen servant which is a first level spell, also a conjuration summoning spell of the same level. The obvious question being what can Push do that Unseen servant can’t do better and for longer?

Below are in turn the text for the first edition Push spell and Unseen Servant spell and followed immediately by the 3.5 edition Unseen Servant spell. The commentary continues afterwards.

1st Edition Push Spell text.


Push

(Conjuration/Summoning)
(Force, Mentalism)
Level : 1
Range: 10 yds. + 5 yds./2 levels
Components: V, S, M
Casting Time: 1
Duration: Instantaneous
Area of Effect: Special
Saving Throw: Neg.

Upon pronouncing the syllables of this spell, the wizard causes an invisible force to strike against whatever object he is pointing at. The force of the push is not great, being 1 foot-pound per level of the caster. The force generated by a 1st-level wizard can move a one-pound object up to 1 foot in a direction directly away from the caster, topple an object under the proper conditions, cause a creature to lose its balance, or disrupt a spell.
Other creatures are unbalanced only if the force of the push multiplied by 50 does not exceed the creature's mass; that is, a 1st-level wizard can effectively push a creature weighing up to 50 pounds. Such a creature is unable to attack that round if it fails a saving throw vs. spell.
A push spell can be used against an object held by an attacking individual. The opponent's attack roll or the defender's saving throw against the attack, as applicable, is reduced by the level of the caster of the push spell, up to a total penalty of -10 (the creature deducts the force of the spell in foot-pounds: 1, 2, 3, etc.). Further, the attacking individual must make a successful saving throw vs. spell or have the object torn from his grasp and propelled with the force of the push.
Likewise, an opposing spell being cast is interrupted and ruined by a push if the opposing caster fails a saving throw vs. spell. This saving throw is also reduced by up to -10, depending on the force of the push.
The material component of this spell is a small pinch of powdered brass, which is blown from the palm prior to pointing at the object of the spell.
Notes: Common spell. (Updated from the 1st Ed. Players Handbook.)

1st Edition Unseen Servant for comparison.


Unseen Servant

(Conjuration/Summoning)
Level: 1
Range: 0
Components: V, S, M
Casting Time: 1
Duration: 1 hr + 1 d e v e l
Area of Effect: 30-ft. radius
Saving Throw: None

The unseen servant is a non-visible, mindless, and shapeless force, used to step and fetch, open unstuck doors, and hold chairs, as well as to clean and mend. It is not strong, but unfailingly obeys the command of the wizard. It can carry out only one activity at a time and can move only lightweight items, carry a maximum of 20 pounds, or push or pull 40 pounds across a smooth surface. It can open only normal doors, drawers, lids, etc. The unseen servant cannot fight, nor can it be killed, as it is a force rather than a creature. It can he magically dispelled, or eliminated after receiving 6 points of damage from area-effect spells, breath weapons, or similar attacks. If the caster attempts to send it beyond the allowed radius, the spell ends immediately.
The material components of the spell are a piece of string and a bit of wood.
Notes: Common spell (PHB).

The unseen servant does not have any ‘senses or powers of reason. It is incapable of any action except following its instructions to the letter. Thus, while it can be sent to the bottom of a pool to grab whatever objects it encounters, it cannot be directed to grab any gems or corns it might find.
A permanent unseen servant always hovers within 30 feet of the caster. If destroyed, it reforms in 2d10 rounds.

3.5 Edition of Unseen Servant, for comparison, as need to make similar changes.


Unseen Servant

Conjuration (Creation)
Level:    Brd 1, Sor/Wiz 1
Components:      V, S, M
Casting Time:     1 standard action
Range:  Close (25 ft. + 5 ft./2 levels)
Effect:   One invisible, mindless, shapeless servant
Duration:             1 hour/level
Saving Throw:    None
Spell Resistance:              No

An unseen servant is an invisible, mindless, shapeless force that performs simple tasks at your command. It can run and fetch things, open unstuck doors, and hold chairs, as well as clean and mend. The servant can perform only one activity at a time, but it repeats the same activity over and over again if told to do so as long as you remain within range. It can open only normal doors, drawers, lids, and the like. It has an effective Strength score of 2 (so it can lift 20 pounds or drag 100 pounds). It can trigger traps and such, but it can exert only 20 pounds of force, which is not enough to activate certain pressure plates and other devices. It can’t perform any task that requires a skill check with a DC higher than 10 or that requires a check using a skill that can’t be used untrained. Its speed is 15 feet.

The servant cannot attack in any way; it is never allowed an attack roll. It cannot be killed, but it dissipates if it takes 6 points of damage from area attacks. (It gets no saves against attacks.) If you attempt to send it beyond the spell’s range (measured from your current position), the servant ceases to exist.

Material Component
A piece of string and a bit of wood.


Commentary on the spell as to why it appears vague and contradictory.


Push

(Conjuration/Summoning)
(Force, Mentalism)
Level : 1
Range: 10 yds. + 5 yds./2 levels
Components: V, S, M
Casting Time: 1
Duration: Instantaneous
Area of Effect: Special
Saving Throw: Neg.

Straight forward the spell has the shortest casting time but the same as Unseen servant, does not persist and the description of the spell indicates it affects one creature or object.

Upon pronouncing the syllables of this spell, the wizard causes an invisible force to strike against whatever object he is pointing at. The force of the push is not great, being 1 foot-pound per level of the caster. The force generated by a 1st-level wizard can move a one-pound object up to 1 foot in a direction directly away from the caster, topple an object under the proper conditions, cause a creature to lose its balance, or disrupt a spell.

There is little context here as the rules do not give precise weights for all items. It can push a 1 lb item 1 foot at first level, is just too weak.

Other creatures are unbalanced only if the force of the push multiplied by 50 does not exceed the creature's mass; that is, a 1st-level wizard can effectively push a creature weighing up to 50 pounds. Such a creature is unable to attack that round if it fails a saving throw vs. spell.

This seems to directly contradicts the first paragraph. As the spell now seems to be able to push 50 lbs of matter 1 foot per level. This makes it over twice as strong as unseen servant at first level.

A push spell can be used against an object held by an attacking individual. The opponent's attack roll or the defender's saving throw against the attack, as applicable, is reduced by the level of the caster of the push spell, up to a total penalty of -10 (the creature deducts the force of the spell in foot-pounds: 1, 2, 3, etc.). Further, the attacking individual must make a successful saving throw vs. spell or have the object torn from his grasp and propelled with the force of the push.

Odd choice of words “the defender's saving throw against the attack, as applicable” when would you get a saving throw against an attack, poison or spell attacks, as this use specifies objects.

Likewise, an opposing spell being cast is interrupted and ruined by a push if the opposing caster fails a saving throw vs. spell. This saving throw is also reduced by up to -10, depending on the force of the push.

Forces a concentration check spell DC + 1 a level.

The material component of this spell is a small pinch of powdered brass, which is blown from the palm prior to pointing at the object of the spell.
Notes: Common spell. (Updated from the 1st Ed. Players Handbook.)


So, push according to its text applies a force of 50 pound per level and moves creatures and objects 1 foot per level. While Unseen Servant applies a force of 20 pounds. Unseen servant specifically cannot be used to attack, but there are any number of ways to circumvent this. Have it carry a bomb, tie creatures up, blind them with a blind fold etc. This and the fact that Unseen Servant has such a long duration and push is instantaneous, meant push was always the poorer cousin.

Push is specifically an attack spell, it affects 1 object or person a within close range, it has an instantaneous effect but causes no damage. Its intended effects are to push an object or creature a short distance away from the caster, disarm an opponent or distract a spellcaster for a round.
It appears to be intended to be used in reaction to another’s action to disrupt it and to be a defensive spell.

We will use the above paragraph as the basis for the spell, as all its effects are weight dependent we need context for that, so we will compile some charts to indicate what the rules state various things weigh. We also need to give it some punch and balance it against other 1st level spells.

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Newly converted spell, with compiled weight tables to give context. Spell description includes rules for immediate actions, as a relatively new concept for the player. 


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Push

Conjuration (Creation Force)
Level:    Brd 1, Sor/Wiz 1
Components:      S
Casting Time: Immediate action
Range: Close (30 ft. + 15 ft./2 levels)
Effect:   One Creature or object
Duration: Instantaneous
Saving Throw:    Fort negates special see text.
Spell Resistance:              Yes

This spell creates a concussive force that propels the object pointed at away from the caster. It is an immediate action and can be used any time in a round even if it is not the wizards turn in combat. It does not count toward any other actions the caster may take in the round. You may not take more than one immediate action a round. It cannot be used before the wizard has taken their first action in initiative order such as in a surprise round or when the caster is unable to otherwise act. It requires just a gesture to cast. It is usually used on a target creature as they take their action to disrupt it and make them lose their action.

The spell is considered to have 1 point of strength per level of the caster. So, at first level it pushes with strength 1. (See compiled charts below). The effect on the object or creature is dependent on its weight. Light objects can be propelled through the air out to the spells maximum range, while heavier objects can only be pushed. Objects and creatures heavier than the spells maximum weight limit are not effected at all, unless such a force would logically cause them to topple or slip.

Thus, creatures can normally only be affected by the spell if their weight is equal to or less than the maximum weight the spell can affect according to the level of the caster. Creatures affected by this spell must make a fortitude saving throw vs. the Spell DC +1 per level, creatures add their strength bonus to this save.

Creature that make their saving throws can attempt to complete their action. They take a -1 per caster level penalty to hit on the attack in progress. The caster must declare they are using the spell before the roll is made. However, a natural 20 still hits and crits. Casters that succeeds their save still must make a concentration check, the DC is 10 +1 per caster level. If the creature is using a special attack, on an opponent that forces the opponent to make a check or a save, their opponent gets +1 a level to that check or save.

Creatures moved by the spell, can suffer consequences for the move. The can incur attacks of opportunity by moving through a threatened square or take falling damage. If they are moved into a square occupied by another creature, they may make an opposed strength check with the other creature as they leave their original square and begin to cross over into the new one.

If they succeed they may force the occupying creature into an adjacent unoccupied square. The square that the creature is leaving is not counted as an unoccupied square. If there is no unoccupied square to force the other creature into, then the creature is instead knocked prone. If the creature chooses not to make the strength check or fails it they are knocked prone.



The spell can have the following effect depending on the weight of the creature or object.

Propel

Creatures and objects can be propelled. Unattended objects get no saving throw. Objects are not propelled with the same speed or force as weapons and cannot be accurately aimed as missiles are. Collateral damage can ensue from the item being propelled. Stacks can be toppled, traps set off, rock slides started. Creatures can be propelled but get a saving throw to resist.

Propel a held item.

Weapons, Shields and other held items can be torn from a creature’s grasp and propelled to the spell range. This can strip components or divine foci from a caster’s grasp. Creatures too heavy to be targeted by the spell can have items torn from their grasp. Creatures need to make a save to hold onto their items.

Push.

Creatures and objects can be physically pushed. Creatures must make a save or be pushed the distance depending on their weight. A creature’s weight is estimated by its size adding any armor it may be wearing. Half the weight of the armor for every step below medium size and double it for every step above. A pushed creature loses their action that round.

Topple.

If a creature can only be pushed 1 ft and so is not moved out of its space it can be toppled. It must make a saving throw or lose it action that round and make a balance check to remain standing. An object that is taller than it is high or wide can also be toppled. It gets no save or balance check.

Dislodge.

Any climbing creature Large or smaller can be affected regardless of its weight and creatures must make a saving throw, they can add their climb bonus to the saving throw rather than their strength bonus. If they fail they fall.



Compiled Easy Reference Charts.


Strength
Propel
Push
Push
Topple
Score
To Spell Range
10ft
5ft
1 ft
1
7-10 lb.
15 lb.
30 lb.
50 lb.
2
14-20 lb.
30 lb.
65 lb
100 lb.
3
21-30 lb.
50 lb.
100 lb.
150 lb.
4
27-40 lb.
65 lb
130 lb.
200 lb.
5
34-50 lb.
80 lb.
165 lb.
250 lb.
6
41-60 lb.
100 lb.
200 lb.
300 lb.
7
47-70 lb.
115 lb.
230 lb.
350 lb.
8
54-80 lb.
130 lb.
265 lb.
400 lb.
9
61-90 lb.
150 lb.
300 lb.
450 lb.
10
67-100 lb.
165 lb.
330 lb.
500 lb.
11
77-115 lb.
190 lb.
380 lb.
575 lb.
12
87-130 lb.
215 lb.
430 lb.
650 lb.
13
101-150 lb.
250 lb.
500 lb.
750 lb.
14
117-175 lb.
290 lb.
580 lb.
875 lb.
15
134-200 lb.
330 lb.
665 lb.
1000 lb.
16
154-230 lb.
380 lb.
765 lb.
1150 lb.
17
174-260 lb.
430 lb.
865 lb.
1300 lb.
18
201-300 lb.
500 lb.
1000 lb.
1500 lb.
19
234-350 lb.
580 lb.
1165 lb.
1750 lb.
20
267-400 lb.
665 lb.
1330 lb.
1 ton =  2000 lb




Size
Weight
Armor
Fine
1/8 lb. or less
Padded armor
10 lb.
Diminutive
1/8 lb.–1 lb.
Leather armor
15 lb.
Tiny
1 lb.–8 lb.
Studded leather
20 lb.
Small
8 lb.–60 lb.
Chain shirt
25 lb.
Medium
60 lb.–500 lb.
Hide armor
25 lb.
Large
500 lb.–2 tons
Scale mail
30 lb.
Chainmail
40 lb.
Weapons Heavier than 10 lb.
Breastplate
30 lb.
Greataxe
12 lb.
Splint mail
45 lb.
Guisarme
12 lb.
Banded mail
35 lb.
Halberd
12 lb.
Half-plate
50 lb.
Ranseur
12 lb.
Full plate
50 lb.
Urgrosh, dwarven
12 lb.
Buckler
5 lb.
Crossbow, repeating heavy
12 lb.
Shield, light wooden
5 lb.
Axe, orc double
15 lb.
Shield, light steel
6 lb.
Shield, heavy wooden
10 lb.
Adventuring Gear over 10 lb
Shield, heavy steel
15 lb.
Firewood (per day)
20 lb.
Shield, tower
45 lb.
Ladder, 10-foot
20 lb.
Ram, portable
20 lb.
Heavy Items
Tent
20 lb.
Rowboat
100 lb.
Chest (empty)
25 lb.
Cart
200 lb.
Barrel (empty)
30 lb.
Sled
300 lb.
Wagon
400 lb.


Carriage
600 lb.

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