Spelljammer Converting Spelljammer creatures

Big Mac said:
Lots of info...

Thanks for the information, Big Mac! Your depth of knowledge on Spelljammer is unrivaled around these parts. :cool:

I doubt we're going to change anything about it.

It's more versatile as a monster that can survive in "generic outer space" rather than being tied to the Spelljammer setting.

I agree, but if Big Mac thinks it worthwhile, we could note some of the changes in the "In Spelljammer" undersection.

Wowo, that's a lot of information!

How about the misi? Are we satified with that table? Just need to specify the harm effect?

I'm satisfied.
 

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I would be happy to see a In Spelljammer subsection for them.

That works for me. Making SJ monsters also work for other settings is something worth doing.

Some of these critters are only going to work for other space settings, like Dragonstar, Paizo's forthcoming space setting or the forthcoming Sailing the Starlit Sea.

I need to catch up with your good work on the misi.
 

That works for me. Making SJ monsters also work for other settings is something worth doing.

Some of these critters are only going to work for other space settings, like Dragonstar, Paizo's forthcoming space setting or the forthcoming Sailing the Starlit Sea.

I need to catch up with your good work on the misi.

Right. Getting back to the Misi. Putting together the last couple of changes we have this for the "Misi effect table". I think we need to consider adding a saving throw to the rest of them.

2 or less - Spell Failure (spell has no effect and is wasted).
3 - Spell Misdirection (spell affects random target within range, or within range X for spells without a range).[saving throw?]
4 - 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.)[saving throw?]
5 - Spell Loss. Caster loses 1d4 memorized spells/daily spell slots starting with the highest spell levels. [saving throw?]
6-7 - 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 given bonuses instead of being harmed or penalized).
8-9 - Casting Loss. Caster must succeed at a Will save* or lose ability to cast spells for 1d6 hours.
10+ - "Harm"-like effect doing X [10?] points of damage per misi, or Y [1d4?] damage per misi with a successful Fort save*.

* The saving throws are Charisma-based and have a DC equal to X plus 1 per 2 misi (e.g. DC Y for 4-5 misi).
 

Suggested damage for harm looks ok.

I'm also ok with stunning for a round (or even 2) on the spell backfire and with allowing saves. But we should specify that the save DC is based on the Charisma of the most charismatic misi participating.
 

Suggested damage for harm looks ok.

I'm also ok with stunning for a round (or even 2) on the spell backfire and with allowing saves. But we should specify that the save DC is based on the Charisma of the most charismatic misi participating.

So stunning in addition to the reversed spell, something like this?

4 - 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. In addition, the caster must succeed at a DC X [Fort/Will?] save or be stunned for 1d3 rounds.)

Also, I'm wondering whether we should add a higher level effect which causes damage AND casting loss. As it is, a spellcasting creature with hit points to spare may have less to fear from 9+ misi (which would only hurt it) than from 2-8 misi (which could strip it of spell casting).

12+? - Devastation? (caster is affected by both the Casting Loss and Harm effects, they may make separate saving throws against each effect.)
 




Agreed. Trying to remember, is this a passive aura, or do the misi have to do something?

Well I think it probably involves some sort of action, since "When the misi attack, they always do so as a group, making a single attack no matter how many of them are involved". Their magic-warping attack also only seems to affect a single character (or magical object?).
 

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