Spelljammer Converting Spelljammer creatures


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Put it back in at #3, I think.

How's this for a progression?

1 - Spell Failure (spell has no effect and is wasted).
2 - Spell Misdirection (spell affects random target within range, or within range X for spells without a range).
3 - Spell Backfire (spell affects caster, if the spell is beneficial its effects are reversed - e.g. inflicts damage or penalties instead of healing or giving bonuses. If spell would normally have no harmful or beneficial affect on the caster, the caster is [stunned for 1 round?] instead.)
4 - Spell Loss. Caster loses 1dx memorized spells/daily spell slots starting with the highest spell levels
5 - Spell Reversal. Caster is harmed by a spell backfire (see #3) plus the spell has the reverse of the intended effect (e.g. a targeted enemy is healed or invigorated instead of being harmed or penalized).
6 - Casting Loss. Caster must succeed at a DC X Will save or lose ability to cast spells for Y hours.
7 - "Harm"-like effect,
 




Sounds good.

I think that's enough steps for the ability. We just need to decide on the random factor. Something like "roll dX + number of Misi" then check the result on a table, with suitable thresholds for each degree of spell-warping nastiness.
 


1d4+number of extra misi beyond 1? Aka 1d3+number of misi?

I'm liking d4 for them.

We can space the threshold-numbers to control how many Misi it takes to create certain effects.

I'm wondering whether we should include the number of Misi as a factor in the DC to resist the magic warping?
 


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