Spelljammer Converting Spelljammer creatures


log in or register to remove this ad

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?
 




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?
 

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?

Good idea. Just make the nastiness ascending, so more misi mean deadlier results.
 

Well, here's the original list:
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

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.
 

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.

So, to break it down:

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 - Caster must succeed at a DC X Will save or lose ability to cast spells for Y hours.
5 - Caster takes Z damage [maybe as #3 plus additional damage?].
6 - Caster must succeed at a DC X Fort save or instantly die.

Numbers 3 and 5 seem too similar, I'm thinking we might change one of them. Maybe something like.

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).
 

I like the suggested Spell Reversal.

I'm not sure about the save or die for 5 HD creatures (even in a group). How about "caster gains a negative level" (or a random number of negative levels) instead?
 

Remove ads

Top