Okay before this gets moved to a different thread, I think this stands alone because I am referring to the new Immortal rules, not the old BECMI rules referred to on this website. In addition some of the threads refer to Highlander type Immortals.
The Immortal set I am referring to from here forward were the revised rules by Aaron Allston.
I have read over the 5e rules, spells and character classes, and I just don't see anyway to convert the Immortals over, and still keep their uniqueness. They would just be another group of Celestials. If that is the term they are going to use for gods in 5e. Since the only god currently with stats is Tiamat and they call her a "Gargantuan Fiend".
Luckily system does mention Mystara as one of many worlds that exist in the Multiverse, along with Greyhawk etc. There is a "Conversion to 5th Edition" publication to bring BECM characters over to 5e. Level-wise it is simple, just bring them over but max Level that come over is 20 (page 1). Sorry to your 28th level MU. After that it is just a matter of adhering the equipment and abilities of 5e.
But the Immortals should not be converted directly over unless they keep their basic powers and abilities. While Immortals have levels, they are actually HD driven like monsters. So we can bring them over at their current HD (pg 3) and then make some minor conversions to ability scores (30 max) attack rolls, armor class etc. (pg4). Basic monsters aren't much different statwise than their AD&D counterparts.
So let's dabble and see how this could work with how an Initiate Immortal (the lowest) who just ascended an Immortal, looks like in 5e.
Power is what Immortals use to cast spell effects at will any number of times a day.
An Immortals natural unarmed attacks are equivalent to +5 magical items (+4 in Fifth Edition).
So that solves the stat part. Now for the powers and abilities.
Immortals have constant AM field around them doesn't affect their own magic items or spells. The % is for success.
Immortals cannot be harmed by any magic of mortal origin (spells, items, dragons breath etc.).
+3 is the highest magical weapon, but some legendary weapons can be as high as +4.
Mortals can only hit an Immortal with a +4 weapon, and then only does the minimum die of damage.
Artifacts/Legendary weapons created by Immortals/gods can only affect an Immortal
Immortals aura affects only mortals to a number equal to their Wisdom bonus. No bonuses to their saving throws
Other things to consider: Immortals can spend Power Points (PP) for permanent or temporary effect. So they can create any magical item or artifact/legendary item. They change forms to an non-corporeal form that is immune to magic attacks from anything god or otherwise, but subject to Power attacks from other Immortals. Immortals can also create mortal identities so they can roam the Prime Plane unnoticed. They can be any race, class or level the Immortal desires. Mortals have -4 on any save against an Immortal magic. Not sure how that would translate to 5e.
Immortals also have their own spells, like gods, something only they spells that they know, such as Reduce Saving throw. The immortal can spend PP to reduce a mortal's saving throw versus any of his spells equal to 2 PP per -1 reduction. Not sure how that would work in 5e.
I will revisit the rules and do so further tinkering.
The Immortal set I am referring to from here forward were the revised rules by Aaron Allston.
I have read over the 5e rules, spells and character classes, and I just don't see anyway to convert the Immortals over, and still keep their uniqueness. They would just be another group of Celestials. If that is the term they are going to use for gods in 5e. Since the only god currently with stats is Tiamat and they call her a "Gargantuan Fiend".
Luckily system does mention Mystara as one of many worlds that exist in the Multiverse, along with Greyhawk etc. There is a "Conversion to 5th Edition" publication to bring BECM characters over to 5e. Level-wise it is simple, just bring them over but max Level that come over is 20 (page 1). Sorry to your 28th level MU. After that it is just a matter of adhering the equipment and abilities of 5e.
But the Immortals should not be converted directly over unless they keep their basic powers and abilities. While Immortals have levels, they are actually HD driven like monsters. So we can bring them over at their current HD (pg 3) and then make some minor conversions to ability scores (30 max) attack rolls, armor class etc. (pg4). Basic monsters aren't much different statwise than their AD&D counterparts.
So let's dabble and see how this could work with how an Initiate Immortal (the lowest) who just ascended an Immortal, looks like in 5e.
BASIC | 5e |
Alignment (any) | Alignment (any) |
15 HD | 15HD |
Power Points 300 | Power Points ? |
AC 0 | AC 19 (i.e. 19-0) |
HP 75 | HP 75 |
No. Attacks 2 | No. Attacks 2 |
Damage/attack 2d6 | Damage/attack 2d6 |
Attack Mod (varies by weapon/strength | Attack Mod +9 (HD/2 +2) No higher than +12 |
Saving Throw (varies by attack) | DC 15 (8+ HD/2) No higher than 20 |
Power is what Immortals use to cast spell effects at will any number of times a day.
An Immortals natural unarmed attacks are equivalent to +5 magical items (+4 in Fifth Edition).
So that solves the stat part. Now for the powers and abilities.
BASIC | 5e |
Anti-Magic 50% | Anti-Magic 50% |
Immune to Mortal Magic | Immune to Mortal Magic |
Only hit by +5 Mortal weapons | Only hit by +4 Mortal weapons |
Takes Minimum damage from mortals | Minimum damage from mortals |
Artifacts do normal damage | Immortal/god made Artifacts/legendary items do normal damage |
Can use any spell of any spell caster class | Can use any Cantric or spell of any spell caster class, school etc. |
Aura power (fear, charm, paralyze effect) | Aura power (fear, charm, paralyze effect) |
Immortals have constant AM field around them doesn't affect their own magic items or spells. The % is for success.
Immortals cannot be harmed by any magic of mortal origin (spells, items, dragons breath etc.).
+3 is the highest magical weapon, but some legendary weapons can be as high as +4.
Mortals can only hit an Immortal with a +4 weapon, and then only does the minimum die of damage.
Artifacts/Legendary weapons created by Immortals/gods can only affect an Immortal
Immortals aura affects only mortals to a number equal to their Wisdom bonus. No bonuses to their saving throws
Other things to consider: Immortals can spend Power Points (PP) for permanent or temporary effect. So they can create any magical item or artifact/legendary item. They change forms to an non-corporeal form that is immune to magic attacks from anything god or otherwise, but subject to Power attacks from other Immortals. Immortals can also create mortal identities so they can roam the Prime Plane unnoticed. They can be any race, class or level the Immortal desires. Mortals have -4 on any save against an Immortal magic. Not sure how that would translate to 5e.
Immortals also have their own spells, like gods, something only they spells that they know, such as Reduce Saving throw. The immortal can spend PP to reduce a mortal's saving throw versus any of his spells equal to 2 PP per -1 reduction. Not sure how that would work in 5e.
I will revisit the rules and do so further tinkering.
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