Converting Creatures from Other Campaign Settings

Status
Not open for further replies.
A few possible additions:

Helper
Diminutive - purify food and drink, message
Tiny - endure elements, unseen servant
Small - delay poison
Medium - remove disease, locate object
Large - neutralize poison, locate creature
Huge - mass cure light wounds, restoration
 

log in or register to remove this ad

Diminutive Innocent (or helper if it doesn't already have enough): light

Large Trickster: baleful polymorph

Tiny Trickster: grease, Tasha's hideous laughter
 
Last edited:

Small trickster - hideous laughter, daze monster?
Medium trickster - deep slumber, maybe quench?
 


Let's work on this unique SLA...

SEELIE SPELL OF FORGETTING
(Enchantment/Charm)
Spell Level: 3
Sphere: Charm
Range: 50 yards
Components: V, S, M
Duration: Permanent
Casting Time: 3
Area of Effect: 50 ft. cube
Saving Throw: Special

This spell, which can be cast only by members of the Seelie Court, enables the caster to erase the recipient’s memory of time spent among the faeries. Saving throw adjustments are based on the victim’s perception score: a +3 penalty for no perception, a +2 penalty for slight, a +1 penalty for lesser, no adjustment for middling, a –1 bonus for greater, and a –2 bonus for extraordinary. Should the recipient succeed at a saving throw vs. spell, he or she recalls the faerie encounter as a dream. Failure means the recipient remembers nothing.

Should the victim recall anything, the memory is hazy and seems not quite real. The character cannot recollect names, locations, directions, or any other specifics unless the caster so desires. For example, a faerie might cast this spell on a lost traveler to make him or her forget the faerie’s name and the location of the Seelie Court, but may allow the character to remember directions to the nearest safe haven.

If the recipient again encounters a faerie or place “forgotten” as a result of this spell, he or she experiences a sense of deja vu, but does not recall specifics.

The spell does not negate charm, suggestion, geas, ques ,or similar effects the recipient may have entered into during time spent among the faeries. The character does, however, forget the circumstances and the spellcaster that bound him or her with such magic.

Only a limited wish or wish can enable someone to recall experiences erased by this spell.

The material component of this spell is one pinch of faerie dust per recipient.
 

Before I get into the spell, how about adding horse mane to the hair list?

This spell almost looks like a 3.X writeup. We should change over to a Will save, and the only other mechanic that needs modification is the "perception score." I think I have Blood Spawn with me on my trip this week, so I'll see if I can look at that tonight.
 

The Seeming Score

Whenever heroes encounter a creature or phenomenon of the Shadow World, they must deal with its Seeming score. A Seeming score is like a bloodline strength score — it can be measured both numerically and by level, as seen in the table below:

Rating Level Numeric Scale
Slight (1 to 5)
Lesser (6 to 10)
Middling (11 to 20)
Greater (21 to 40)
Extraordinary (41+)

As with bloodline strength scores and levels, different levels of the Seeming impart different powers and effects to the characters, creatures, and phenomena that possess these characteristics. A creature with a middling (17) Seeming score can access more powers and abilities than a character with only a slight (4) Seeming score. This does not mean the creature is more powerful than the character; it simply means the creature is more in tune than the character with the workings of the law of Seeming.

Perception Scores

Few Cerilians ever gain access to Seeming scores and, if they do, it is probably because they have been tricked or suborned by the Shadow World or one of its most powerful entities—a fate no hero should welcome.

However, Cerilians and some rare Shadow World creatures can battle the illusions and manifestations of the Seeming with their intelligence and their experience. Heroes can gain perception scores they can use to look through the phantasms long enough to survive encounters in the Shadow World.

Through experience, cleverness, determination, and (occasionally) magic, heroes may gain perception, which they can measure against the Seeming score of any Shadow World character, creature, or phenomenon, in the hopes of lessening that foe’s power over them. Illusions melt away in the face of high perception scores, leaving a hero free to do battle with the true threats of the Shadow World.

Perception scores are measured in exactly the same way as Seeming scores, using the same ratings and scales. This parallel makes comparison easy. A creature with a lesser (7) Seeming score should not be able to use its illusions to trick a hero with a perception score of middling (12); however, that hero will have difficulty seeing through a Shadow World phenomenon of greater (24) effect.

The opposition of Seeming and perception scores is discussed more later in this section.

I think it would be easier to just stick with Will saves (and maybe racial bonuses) than try to interpret this subsystem within the creature entry.
 

Thanks for posting that, been a busy week!

I agree about the Will saves. Maybe racial bonuses for fey, humanoid (elf), anyone else? Or creatures that don't sleep (that would cover elves and I guess fey)?
 

The "don't sleep" idea would be great...except "Fey eat, sleep, and breathe". :(

Anyhow, here's a rough draft...

Seelie Spell of Forgetting (Sp): At will, a seelie faerie may create up to a 50-foot cube of showering pixie dust. This effect must originate within 150 feet of the seelie faerie. All creatures within the pixie dust must succeed on a DC X Will save or have its memory of time spent among the faeries erased. With a successful save, a creature recalls the faerie encounter as a dream. Failure results in complete memory loss pertaining to the faerie encounter. Should the victim recall anything, the memory is hazy and seems not quite real. The character cannot recollect names, locations, directions, or any other specifics unless the seelie faerie so desires. For example, a seelie faerie might cast this spell on a lost traveler to make him or her forget the faerie’s name and the location of the Seelie Court, but may allow the character to remember directions to the nearest safe haven.

If the recipient again encounters a faerie or place “forgotten” as a result of this spell, he or she experiences a sense of deja vu, but does not recall specifics.

The spell does not negate other spell effects resulting from time spent among the faeries (thus, a recipient of a geas would still be under the geas). The character does, however, forget the circumstances and the spellcaster that bound him or her with such magic.

A limited wish, miracle, or wish can restore the lost memories.

This is a mind-affecting, charm effect, and is the equivalent of a 3rd-level spell. The save DC is Charisma-based. Fey gain a +4 bonus on their saves, while elves and druids gain a +2 bonus.
 


Status
Not open for further replies.
Remove ads

Top