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Converting Spelljammer creatures
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<blockquote data-quote="Cleon" data-source="post: 5686594" data-attributes="member: 57383"><p>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.</p><p></p><p>2 or less - <strong>Spell Failure </strong>(spell has no effect and is wasted).</p><p>3 - <strong>Spell Misdirection </strong>(spell affects random target within range, or within range X for spells without a range).[<span style="color: Red">saving throw?</span>]</p><p>4 - <strong>Spell Backfire </strong>(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 [<span style="color: Red">stunned for 1 round?</span>] instead.)[<span style="color: Red">saving throw?</span>]</p><p>5 - <strong>Spell Loss</strong>. Caster loses 1d4 memorized spells/daily spell slots starting with the highest spell levels. [<span style="color: Red">saving throw?</span>]</p><p>6-7 - <strong>Spell Reversal</strong>. 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). </p><p>8-9 - <strong>Casting Loss</strong>. Caster must succeed at a Will save* or lose ability to cast spells for 1d6 hours.</p><p>10+ - "<strong>Harm</strong>"-like effect <span style="color: Red">doing X [10?] points of damage per misi, or Y [1d4?] damage per misi with a successful Fort save*</span>.</p><p></p><p>* 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).</p></blockquote><p></p>
[QUOTE="Cleon, post: 5686594, member: 57383"] 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 - [B]Spell Failure [/B](spell has no effect and is wasted). 3 - [B]Spell Misdirection [/B](spell affects random target within range, or within range X for spells without a range).[[COLOR=Red]saving throw?[/COLOR]] 4 - [B]Spell Backfire [/B](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 [[COLOR=Red]stunned for 1 round?[/COLOR]] instead.)[[COLOR=Red]saving throw?[/COLOR]] 5 - [B]Spell Loss[/B]. Caster loses 1d4 memorized spells/daily spell slots starting with the highest spell levels. [[COLOR=Red]saving throw?[/COLOR]] 6-7 - [B]Spell Reversal[/B]. 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 - [B]Casting Loss[/B]. Caster must succeed at a Will save* or lose ability to cast spells for 1d6 hours. 10+ - "[B]Harm[/B]"-like effect [COLOR=Red]doing X [10?] points of damage per misi, or Y [1d4?] damage per misi with a successful Fort save*[/COLOR]. * 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). [/QUOTE]
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