All these Int checks should be switched to things like Spot checks, saves, etc.
Not sure what justification we have for incorporeal touch, but maybe Int damage makes some kind of sense.
Yes, some small amount of Int damage feels right...
Maybe contact with one causes the target to experience alien hyperdimensionality, which flummoxes their three-dimensional minds?
That seems plausible to me. 1d3 Int damage?
1d3 Int appeals.
Ready for the attacks?
Well they just had a "pervert magic" type Su ability with an affect dependent on the number of Misi.
I'm wondering whether we should change it to include a random factor, maybe a table with a roll of dX + number of Misi?
No. of Misi Effect on Spell or Caster Effect on Spelljammer Ship
1 Negates spell Drifts off course
2 Spell affects random PC Stops dead
3 Caster takes any spell damage Accelerate toward hazard (planet, asteroids, star)
4 Caster loses magic for 1 day Ship loses gravity
5 Caster suffers 5d10 damage Ship’s air becomes deadly
6 Caster dies; save to negate Ship explodes and breaks up, crew suffers 1d12 damage apiece
Well, here's the original list:
I guess we'll drop the spelljamming bit, especially as they seem much more powerful than the corresponding effects on magic. I'd also think that the effects on casters need to be spaced out a bit more.