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Converting "generic setting" Second Edition monsters
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<blockquote data-quote="Shade" data-source="post: 5356693" data-attributes="member: 287"><p>Here's the next one to play with...</p><p></p><p><strong>Spectral Wizard </strong></p><p>CLIMATE/TERRAIN: Any</p><p>FREQUENCY: Very rare</p><p>ORGANIZATION: Solitary</p><p>ACTIVITY CYCLE: Any (usually night)</p><p>DIET: Nil</p><p>INTELLIGENCE: High to genius (13-18)</p><p>TREASURE: V</p><p>ALIGNMENT: Neutral (any)</p><p>NO. APPEARING: 1-2</p><p>ARMOR CLASS: 0 or 8 (see below)</p><p>MOVEMENT: 12, F1 15 (B)</p><p>HIT DICE: 5</p><p>THACO 15</p><p>NO. OF ATTACKS: 1</p><p>DAMAGE/ATTACK: Special</p><p>SPECIAL ATTACKS: Spells, paralyzing touch</p><p>SPECIAL DEFENSES: See below</p><p>MAGIC RESISTANCE: Nil</p><p>SIZE: M (6‘ tall)</p><p>MORALE: Champion (15-16)</p><p>XP VALUE: Low level: 4,000</p><p>High level: 5,000</p><p></p><p>Spectral wizards are undead creatures that retain their abilities to cast spells. They are created by a unique spell that functions on human and elven wizards and gnome illusionists. The magic takes hold only on demihumans whose bodies once channeled wizard magic.</p><p></p><p>Spectral wizards appear as they did in life, though most of the color has been drained from their hair, eyes, and skin. They appear in whatever clothing they wore at the time of death. Their clothing is as insubstantial as their bodies. Spectral wizards are noncorporeal, and are nearly invisible in bright light. In darkness, they cast an unearthly glow.</p><p></p><p>Combat: Spectral wizards exist partially on the ethereal plane and are usually encountered while noncorporeal. While in such a state, these creatures can be affected only by spells, silver or enchanted weapons, or by ethereal combatants. If challenged on the ethereal plane, a spectral wizard is AC 8. While noncorporeal, a spectral wizard attacks with its paralyzing touch. A successful hit causes one of its opponent’s limbs, chosen at random (roll ld4: 1= right arm, 2 = left arm, 3 = right leg, 4 =left leg; reroll any duplicates), to become numb and useless for 2d4 rounds. Approaching within 10 feet of a spectral wizard causes portions of the victim’s body to tingle as if they had ”fallen asleep” and results in a -1 penalty to attack rolls. With a great deal of effort, a spectral wizard can become solid, allowing it to use weapons and material spell components. Solidification takes one round in darkness or 2d4 rounds in bright light (such as daylight or a continual light spell). In both noncorporeal and solid forms, the wizard is AC 0.</p><p></p><p>When spectral wizards are created, they are permanently drained of ld4 levels and will forever cast spells at this new level. Spectral wizards who operate at level 5 and above are considered high level when rewarding experience points.</p><p></p><p>Material components carried on the spectral wizard’s person become insubstantial and resolidify when it does. Spectral wizards are immune to sleep, charm, hold, cold, fear, polymorph, parulyzation, and death magic. They are turned as spectres.</p><p></p><p>Habitat/Society: Spectral wizards can be encountered anywhere. They often make lairs in their former homes or in a place where other wizards live. All continue to memorize spells from their books and scrolls, and many become involved in research into new spells or magical items. Spectral wizards have difficulty studying because of their immaterial state. Though spectral wizards can be of any neutral alignment, the majority are neutral evil and only a few (5%) are neutral good. Their insubstantial nature seems to cause a mental imbalance which tuns them to a neutral evil alignment.</p><p></p><p>Ecology: Spectral wizards are created artificially and have no ecological niche.</p><p></p><p><strong>Create Spectral Wizard (Necromancy)</strong></p><p>8th-level Wizard Spell</p><p>Range: Touch</p><p>Components: V, S, M</p><p>Duration: Permanent</p><p>Casting Time: 1 turn</p><p>Area of Effect: One wizard</p><p>Saving Throw: Special</p><p></p><p>This spell allows the caster to cause a human or elven wizard or gnome illusionist to die and become a spectral wizard. If the spell is cast on an unwilling recipient, the victim is allowed a saving throw vs. death magic. A successful saving throw negates the spell.</p><p></p><p>In the process of dying and becoming undead, the spell’s recipient is drained of ld4 levels. Once animated, the spectral wizard is free-willed, but any utterance from its creator acts as a suggestion spell on the spectral wizard.</p><p>Only a wish spell can free a spectral wizard of its undead state. Depending on the wording of the wish, the individual may remain dead unless further magic is used; if the wizard is restored to life, there is a 50% chance that he will be restored with his original levels intact. It is possible that another undiscovered process may restore the spectral wizard.</p><p></p><p>Originally appeared in HHQ2 – Wizard’s Challenge (1992).</p></blockquote><p></p>
[QUOTE="Shade, post: 5356693, member: 287"] Here's the next one to play with... [B]Spectral Wizard [/B] CLIMATE/TERRAIN: Any FREQUENCY: Very rare ORGANIZATION: Solitary ACTIVITY CYCLE: Any (usually night) DIET: Nil INTELLIGENCE: High to genius (13-18) TREASURE: V ALIGNMENT: Neutral (any) NO. APPEARING: 1-2 ARMOR CLASS: 0 or 8 (see below) MOVEMENT: 12, F1 15 (B) HIT DICE: 5 THACO 15 NO. OF ATTACKS: 1 DAMAGE/ATTACK: Special SPECIAL ATTACKS: Spells, paralyzing touch SPECIAL DEFENSES: See below MAGIC RESISTANCE: Nil SIZE: M (6‘ tall) MORALE: Champion (15-16) XP VALUE: Low level: 4,000 High level: 5,000 Spectral wizards are undead creatures that retain their abilities to cast spells. They are created by a unique spell that functions on human and elven wizards and gnome illusionists. The magic takes hold only on demihumans whose bodies once channeled wizard magic. Spectral wizards appear as they did in life, though most of the color has been drained from their hair, eyes, and skin. They appear in whatever clothing they wore at the time of death. Their clothing is as insubstantial as their bodies. Spectral wizards are noncorporeal, and are nearly invisible in bright light. In darkness, they cast an unearthly glow. Combat: Spectral wizards exist partially on the ethereal plane and are usually encountered while noncorporeal. While in such a state, these creatures can be affected only by spells, silver or enchanted weapons, or by ethereal combatants. If challenged on the ethereal plane, a spectral wizard is AC 8. While noncorporeal, a spectral wizard attacks with its paralyzing touch. A successful hit causes one of its opponent’s limbs, chosen at random (roll ld4: 1= right arm, 2 = left arm, 3 = right leg, 4 =left leg; reroll any duplicates), to become numb and useless for 2d4 rounds. Approaching within 10 feet of a spectral wizard causes portions of the victim’s body to tingle as if they had ”fallen asleep” and results in a -1 penalty to attack rolls. With a great deal of effort, a spectral wizard can become solid, allowing it to use weapons and material spell components. Solidification takes one round in darkness or 2d4 rounds in bright light (such as daylight or a continual light spell). In both noncorporeal and solid forms, the wizard is AC 0. When spectral wizards are created, they are permanently drained of ld4 levels and will forever cast spells at this new level. Spectral wizards who operate at level 5 and above are considered high level when rewarding experience points. Material components carried on the spectral wizard’s person become insubstantial and resolidify when it does. Spectral wizards are immune to sleep, charm, hold, cold, fear, polymorph, parulyzation, and death magic. They are turned as spectres. Habitat/Society: Spectral wizards can be encountered anywhere. They often make lairs in their former homes or in a place where other wizards live. All continue to memorize spells from their books and scrolls, and many become involved in research into new spells or magical items. Spectral wizards have difficulty studying because of their immaterial state. Though spectral wizards can be of any neutral alignment, the majority are neutral evil and only a few (5%) are neutral good. Their insubstantial nature seems to cause a mental imbalance which tuns them to a neutral evil alignment. Ecology: Spectral wizards are created artificially and have no ecological niche. [B]Create Spectral Wizard (Necromancy)[/B] 8th-level Wizard Spell Range: Touch Components: V, S, M Duration: Permanent Casting Time: 1 turn Area of Effect: One wizard Saving Throw: Special This spell allows the caster to cause a human or elven wizard or gnome illusionist to die and become a spectral wizard. If the spell is cast on an unwilling recipient, the victim is allowed a saving throw vs. death magic. A successful saving throw negates the spell. In the process of dying and becoming undead, the spell’s recipient is drained of ld4 levels. Once animated, the spectral wizard is free-willed, but any utterance from its creator acts as a suggestion spell on the spectral wizard. Only a wish spell can free a spectral wizard of its undead state. Depending on the wording of the wish, the individual may remain dead unless further magic is used; if the wizard is restored to life, there is a 50% chance that he will be restored with his original levels intact. It is possible that another undiscovered process may restore the spectral wizard. Originally appeared in HHQ2 – Wizard’s Challenge (1992). [/QUOTE]
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