Spelljammer Converting Spelljammer creatures

Staff of fiery power (500,000 gp)
Ring of epic wizardry VII (490,000 gp)
Headband of intellect +6 (36,000 gp)
Bracers of armor +8 (64,000 gp)
Cloak of resistance +5 (25,000 gp)
Rod of greater metamagic (quicken) (24,500 gp)
Ring of protection +5 (50,000 gp)
 

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Staff of fiery power (500,000 gp)
Ring of epic wizardry VII (490,000 gp)
Headband of intellect +6 (36,000 gp)
Bracers of armor +8 (64,000 gp)
Cloak of resistance +5 (25,000 gp)
Rod of greater metamagic (quicken) (24,500 gp)
Ring of protection +5 (50,000 gp)

That's 1,189,500 gp. Assuming we use the 1,950,000 gp budget we're still left with 760,500 gp.

How about:

boots of swiftness (256,000 gp)
ring of epic wizardry VIII instead of VII (+150,000 gp)
robes of the archmagi instead of cloak of resistance (+50,000 gp)
tome of clear thought +4 (110,000 gp) - I'd assume the lich uses it to gain Int 24 with the additional skill points and spells (Int 30 with the headband!)
darkskull (60,000 gp)
crystal ball with true seeing (80,000 gp)
periapt of wisdom +6 (36,000 gp)
glove of storing (10,000 gp)
dusty rose ioun stone (+1 insight AC, 5,000 gp)
eyes of the eagle (+5 Spot, 2,500 gp)
2 doses of unguent of timelessness (150 ea, 300 gp)
2 doses of universal solvent (50 ea, 100 gp).
potion of barkskin +3 (600 gp)

= 760,500 gp
 

Updated.

For simplicity's sake, let's assume he read the book at 16th level, so we just need to add 2 more archmage skill ranks per archmage level (for a total of 10 additonal ranks). Suggestions?

He picked up a bunch more spells, thanks to the headband, tome, and ring of epic wizardry VIII!

Wizard Spells Prepared (4/6/5/5/5/5/4/8*/4/4; save DC 20 + spell level, evocation spells DC 22 + spell level).
0—acid splash, daze, detect magic, read magic;
1st—burning hands, magic missile (x2), shocking grasp, sleep, true strike, 1 more;
2nd—detect thoughts, gust of wind, scorching ray, shatter, web, 2 more;
3rd—displacement, empowered acid arrow, empowered ray of enfeeblement, empowered scorching ray, ray of exhaustion, 1 more;
4th—black tentacles, charm monster, empowered fireball, heightened hideous laughter, heightened stinking cloud, 1 more;
5th—1 sacrificed for spell power, 1 sacrificed for spell-like ability, hold monster, mind fog, quickened true strike, teleport, 1 more;
6th—1 sacrificed for spell-like ability (chain lightning), acid fog, empowered extended ice storm, empowered quickened magic missile, 2 more;
7th—1 sacrificed for arcane reach, empowered freezing sphere, persistent mage armor, persistent shield, 1 more;
8th—1 sacrificed for mastery of elements, extended mage's sword, heightened prismatic spray, quickened wall of fire, 5 more;
9th—1 sacrificed for arcane fire, empowered polar ray, meteor swarm, quickened cone of cold, 1 more;
10th—persistent fire shield, 1 more.
 

Updated.

For simplicity's sake, let's assume he read the book at 16th level, so we just need to add 2 more archmage skill ranks per archmage level (for a total of 10 additonal ranks). Suggestions?

Well I wouldn't want this to be complicated. :p

Do we have anything that isn't maxed out that could use some more ranks?

He picked up a bunch more spells, thanks to the headband, tome, and ring of epic wizardry VIII!

Wizard Spells Prepared (4/6/5/5/5/5/4/8*/4/4; save DC 20 + spell level, evocation spells DC 22 + spell level).
0—acid splash, daze, detect magic, read magic;
1st—burning hands, magic missile (x2), shocking grasp, sleep, true strike, 1 more;
2nd—detect thoughts, gust of wind, scorching ray, shatter, web, 2 more;
3rd—displacement, empowered acid arrow, empowered ray of enfeeblement, empowered scorching ray, ray of exhaustion, 1 more;
4th—black tentacles, charm monster, empowered fireball, heightened hideous laughter, heightened stinking cloud, 1 more;
5th—1 sacrificed for spell power, 1 sacrificed for spell-like ability, hold monster, mind fog, quickened true strike, teleport, 1 more;
6th—1 sacrificed for spell-like ability (chain lightning), acid fog, empowered extended ice storm, empowered quickened magic missile, 2 more;
7th—1 sacrificed for arcane reach, empowered freezing sphere, persistent mage armor, persistent shield, 1 more;
8th—1 sacrificed for mastery of elements, extended mage's sword, heightened prismatic spray, quickened wall of fire, 5 more;
9th—1 sacrificed for arcane fire, empowered polar ray, meteor swarm, quickened cone of cold, 1 more;
10th—persistent fire shield, 1 more.

Oof!

I can't get the Spells Prepared to add up to what you've got.

At the moment you've got:
4/6/5/5/5/5/4/8*/4/4 after "Wizard Spells Prepared", but
4/7/7/6/5/7/6/5/9*/5/2 listed by level.

Where do those 7s and 6s come from?

A 21st level wizard has 4/4/4/4/4/4/4/4/4/4 base spells prepared. Improved Spell Capacity adds a 10th level spell.
Int 30 give an extra spell at all 10 spell levels for 4/5/5/5/5/5/5/5/5/5/2.
The ring of wizardry VIII doubles the 8th level for 4/5/5/5/5/5/5/5/10/5/2

Hold on, should we remove the spell slot sacrificed for Mastery of Elements before the ring doubles the 8th level slots? That would effectively make it make 4/5/5/5/5/5/5/5/9/5/2

In any case, it seems to have too many spells at spell level 1st-3rd and 5th-6th, according to my calculations.
 


Int 30 adds bonus spells as follows:
3/3/2/2/2/2/1/1/1

The Basics :: d20srd.org

Plus the ELH adds a bonus 10th-level spell for Int 30.

Oh right, I should have remembered to check the table instead of relying on my memory.

I included the bonus 10th level spell.

That still doesn't explain why it's got seven 5th level spells: "1 sacrificed for spell power, 1 sacrificed for spell-like ability, hold monster, mind fog, quickened true strike, teleport, 1 more".

Trying again...

20th level wizard:
4/4/4/4/4/4/4/4/4/4
Improved Spell Capacity
4/4/4/4/4/4/4/4/4/4/1
Bonus Spells for Int 30
4/4/4/4/4/4/4/4/4/4/1
+
0/3/3/2/2/2/2/1/1/1/1
=
4/7/7/6/6/6/6/5/5/5/2
ring of wizardry VIII
4/7/7/6/6/6/6/5/10*/5/2

That matches with the spells by level except for the 5th level, which shouldn't have the "1 more".
 

Now that's settled, time for some additional spells!

I prefer greater teleport to teleport. How about swapping teleport for feeblemind?

As for the rest, here's some suggestions:

0—;
1st—1 more; unseen servant
2nd—2 more; glitterdust, see invisibility
3rd—1 more; blacklight
4th—1 more; bestow curse
5th—;
6th—2 more; disintegrate, globe of invulnerability
7th—1 more; greater teleport
8th—5 more; extended forcecage, empowered spell turning, polar ray, irresistible dance, polymorph any object
9th—1 more; dominate monster OR shapechange?
10th—1 more. empowered energy drain
 



Moving on (before it's too late!)...

Blazozoid
Climate/Terrain: Wildspace
Frequency: Rare
Organization: Solitary
Activity Cycle: Any
Diet: Any matter
Intelligence: Very (11-12)
Treasure: Nil
Alignment: Chaotic neutral
No. Appearing: 1
Armor Class: 7
Movement: Fl 36 (B) (or Sr 1)
Hit Dice: 15
THAC0: 5
No. of Attacks: 1
Damage/Attack: 8d6
Special Attacks: Firetouch
Special Defenses: See below
Magic Resistance: Nil
Size: G (30’ diameter)
Morale: Champion (15)
XP Value: 12,000

Blazozoids resemble huge, white elmarin or small comets of creamy white flame. Their spherical bodies consist entirely of fiery plasma gas, though they often drag a tail of blue fire behind them when traveling at Spelljammer speeds.

Blazozoids are sentient balls of living energy with the ability to communicate telepathically. They are always encountered in wildspace, never on planets or in the phlogiston. Their fiery bodies are so hot that they burn up any matter (including air and water) that they contact (see the explanation of “firetouch” below). In addition, their superheated bodies ignite any phlogiston within a hundred feet of them. Should a blazozoid be foolish enough to expose itself to the phlogiston ocean, the resulting explosion vaporizes everything within a mile, including the blazozoid. (Affected characters must roll successful saving throws vs. dragon breath to survive. Items and beings are thrown 1d10 miles away from the center of the explosion and suffer 1d10 points of damage for each mile thrown.)

Combat: Blazozoids usually ignore passing spelljammer ships unless bothered in some way. However, blazozoids do approach ships when they want one of two things: either a ride through the phlogiston or a meal. If the party refuses to give the blazozoid a ride, or if it is searching for a meal, it attacks.

Blazozoids attack by ramming into their target, whether it is an individual or an entire ship. The initial impact causes 8d6 points of damage. The blazozoid then tries to remain in contact with the target, using its firetouch to consume it. Any living victim touched by a blazozoid must roll a successful saving throw vs. breath weapon or burst into flames, suffering 5d6 points of damage each round he remains in contact with the blazozoid. Those attempting to escape a blazozoid’s grasp must roll a successful Dexterity check. Inanimate objects touched by a blazozoid must roll a successful saving throw vs. magical fire or burst into flames, suffering an additional 3d6 points of damage per round until removed from contact with the blazozoid and the fire is extinguished.

Blazozoids are immune to fire damage, whether magical or normal. In addition, any weapon that strikes a blazozoid and fails a saving throw vs. normal fire is destroyed by the heat (although the weapon still inflicts full damage). Weapons with a bonus of +3 or more are immune to this effect. Cold-and water-based attacks have their normal effects on blazozoids.

Habitat/Society: Blazozoids are the progeny of a huge, living star. Like the blazozoids themselves, this star consists of living energy. Unfortunately, this star, which refers to itself as “I”, does not recognize material beings as alive, much less intelligent. Therefore, it believes itself to be the only sentient being in the universe. To determine whether this is true, I has formed millions of emissaries from its own body and dispatched them to the far ends of the universe in search of another living star.

The blazozoids are these emissaries. Although intelligent, they are completely incapable of altering the basic beliefs that I imprinted upon them at their creation. Therefore, they do not believe that material beings, such as the PCs, are truly intelligent. Instead, they view material beings as potential food sources, or, at best, as a means of transport across the phlogiston.

Ecology: Blazozoids cannot reproduce and must be created from I’s body. They eat, or refuel, by turning matter into energy. Since their bodies are made entirely of energy, a well-fed blazozoid may be as much as 60 feet across, while one that has not eaten in some time may be less than 10 feet across (a starving blazozoid also has a slightly yellow tinge to its flame).

When encountered in the depths of wildspace (i.e., close to a crystal sphere), a blazozoid is sure to want something from a passing spelljammer ship – either to eat the ship and crew, or to convince the pilots to take it to the next crystal sphere. Often, the blazozoid will agree to perform some service in return for its passage. However, if some provision for feeding the blazozoid during the long journey is not made, it may turn on the crew after reaching the next crystal sphere. To transport a blazozoid across the phlogiston, the blazozoid must be completely encased in some sort of flame-proof container, such as iron, stone. or force. Simply stowing them below decks will have disastrous effects when the ship enters the phlogiston.

Originally appeared in Monstrous Compendium Spelljammer Appendix (1990).
 

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