Converting "generic setting" Second Edition monsters

Spell Focus (necromancy), Eschew Materials, Silent Spell, ???

One thought. The way we have the Spells entry worded could be construed to mean that a spectral wizard can cast all the spells, even of higher level than its CL allows, just using the lower CL for the numerical variables of the spell. So a 13th level spectral wizard as in the example could cast 7th level spells but only at 10th CL. We might add something like, "The spectral wizard's spells known/spells per day progression follows that of a caster three levels lower." Or something.
 

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Reach Spell? That gives it an irremovable ranged touch ability with its touch spells, a nasty surprise to someone who dispels its spectral hand.

Is that in the SRD? I can't find it, but I seem to remember having this discussion before...

One thought. The way we have the Spells entry worded could be construed to mean that a spectral wizard can cast all the spells, even of higher level than its CL allows, just using the lower CL for the numerical variables of the spell. So a 13th level spectral wizard as in the example could cast 7th level spells but only at 10th CL. We might add something like, "The spectral wizard's spells known/spells per day progression follows that of a caster three levels lower." Or something.

Good point. I'll add the clarification.
 

Reach Spell is in the divine section of the SRD. One point against it is that it takes a spell slot 2 levels higher, which reduces the utility a bit with the CL loss from the template.
 

OK, let's use it.

I just realized that the skills you suggested upthread won't work...Listen and Spot are both cross-class for wizards. Give 'em half ranks in each?
 

OK, let's use it.

I just realized that the skills you suggested upthread won't work...Listen and Spot are both cross-class for wizards. Give 'em half ranks in each?

Good point!

Just give it 1 rank apiece in Spot and Listen and invest the rest in class skills.

Knowledge (religion) so it knows about Undead?

Craft (alchemy)?

Decipher Script?
 

Combining everyone's suggestions (and throwing in one feat of my own), how about:

Skills: Craft (alchemy) 5, Craft (weaponsmithing) 10, Concentration 16, Decipher Script 5, Knowledge (arcana) 16, Knowledge (religion) 10, Spellcraft 16, Listen 1, Spot 1

Feats: Combat Casting, Eschew Materials, Greater Spell Focus (necromancy), Reach Spell, Repeat Spell, Scribe Scroll (B), Silent Spell, Spell Focus (necromancy), Spell Penetration
 

Combining everyone's suggestions (and throwing in one feat of my own), how about:

Skills: Craft (alchemy) 5, Craft (weaponsmithing) 10, Concentration 16, Decipher Script 5, Knowledge (arcana) 16, Knowledge (religion) 10, Spellcraft 16, Listen 1, Spot 1

Why is weaponsmithing twice the ranks of alchemy? I'd think they'd be more equal be.

For that matter, what are we giving them weaponsmithing for?

I'd rather cut the weapon crafting in favour of knowledge of the planes, e.g.:

Skills Ranks: Craft (alchemy) 5, Concentration 16, Decipher Script 5, Knowledge (arcana) 16, Knowledge (religion) 10, Knowledge (the planes) 10, Spellcraft 16, Listen 1, Spot 1

Feats: Combat Casting, Eschew Materials, Greater Spell Focus (necromancy), Reach Spell, Repeat Spell, Scribe Scroll (B), Silent Spell, Spell Focus (necromancy), Spell Penetration

Feats look fine to me.
 

I thought we were including Craft Magic Arms and Armor, which was why the weaponsmithing was there. If we do that, I'd prefer Shade's skill list, though I'm ok with dropping Listen and Spot to free up ranks for something else. I'd also prefer dropping alchemy in favor of Know (the planes) if we're keeping the item crafting feat (which seems more interesting than Spell Penetration).
 



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