Converting Psionic Creatures


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Yes, I think that makes sense.

Dampen Magic (Su): Any spell cast within 3 feet of a magical leech is affected by the leech's spell resistance, even if SR does not normally apply to that spell. If multiple leeches are within 3 ft, only the highest SR applies. If a spell does not overcome the leech's SR, that leech gains spell levels as per its Absorb Magic ability.
 

Yes, I think that makes sense.

Dampen Magic (Su): Any spell cast within 3 feet of a magical leech is affected by the leech's spell resistance, even if SR does not normally apply to that spell. If multiple leeches are within 3 ft, only the highest SR applies. If a spell does not overcome the leech's SR, that leech gains spell levels as per its Absorb Magic ability.

Hmm, I'm thinking we should expand it a little, and it might be worth changing the name to Dampen Spell. e.g.:

Absorb Magic (Su): A magical leech can absorb spells from nearby spellcasters. For each minute that a spellcaster spends within 3 ft of a magical leach, the caster must make a DC X Will save. On a failed save, the caster loses one prepared spell or spell slot of the highest level remaining, and the leech absorbs a corresponding number of spell levels.
A magical leech can also absorb magic from spells (or spell-like abilities) cast in its vicinity (see Dampen Spell, below).

In addition, a magical leech can absorb charges from charged magical items, absorbing one charge per minute of contact. A charge grants the leech as many levels as appropriate to the effect (for example, a charge from a wand of magic missile gives 1 level, but a charge from a wand of fireball gives 3 levels). Charges of non-spell effects grant one level for every two caster levels of the effect (rounded up). The charges are forever lost to the magic item, as if they had been used normally.

Magical leeches may also absorb the magic from a permanent magical item (or one with daily charges), eventually rendering it a mundane item. This ability requires continuous contact. Each day of contact with the leech, the magic item must succeed at a Will save or be completely drained of magic. The Will save is initially DC X, but increases by +1 DC for each day beyond the first that the leech maintains continual contact. The leech gains 10 spell levels per level of each of the magic item's spell effects (or 1/2 the caster level of the effect, rounded up). A magic leeches ability to absorb magic has no effect on artifacts.

Dampen Spell (Su): Any spell or spell-like ability cast within 3 feet of a magical leech is affected by the leech's spell resistance, even if SR does not normally apply to that spell. If multiple leeches are within 3 ft, only the highest SR applies. If a spell does not overcome the leech's SR, the spell or spell-like ability has no effect and that leech gains spell levels as per its Absorb Magic ability.
 



I concur.

Good!

So what's left.

Something about how many spell levels it can absorb (and that it can expend the magical energy to breed).

It also needs the spell-level powered special attack it uses to defend itself. I don't remember us figuring that out.
 

How about it can hold 10 spell levels or use them to spawn, just like the power points for the psionic leech?

For the shock, it has
Removing a magical leech is a painful task. When touched, magical leeches release a fraction of the energy stored in their bodies as an electrical discharge that causes 1-2 points of damage. For every spell, ability, of other essence the leech has consumed within the last 8 hours, the burst causes an additional 1 point of damage.

I suggested something based on a shocker lizard.
SRD said:
Stunning Shock (Su): Once per round, a shocker lizard can deliver an electrical shock to a single opponent within 5 feet. This attack deals 2d8 points of nonlethal damage to living opponents (Reflex DC 12 half ). The save DC is Constitution-based.
Just switch 2d8 nonlethal to 1d2+spell levels electrical?
 
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How about it can hold 10 spell levels or use them to spawn, just like the power points for the psionic leech?

Yes, that's what I was thinking.

For the shock, it has
Removing a magical leech is a painful task. When touched, magical leeches release a fraction of the energy stored in their bodies as an electrical discharge that causes 1-2 points of damage. For every spell, ability, of other essence the leech has consumed within the last 8 hours, the burst causes an additional 1 point of damage.
I suggested something based on a shocker lizard.

Just switch 2d8 nonlethal to 1d2+spell levels electrical?

So are these spell levels expended when it releases a shock, like the psionic leech's concussion blast?

That damage seems a bit feeble. How about modelling it after shocking touch but make the damage 1d6 per 2 spell levels?

Or just make it do the same damage as concussion blast.
 

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