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Category: Electrum Pieces (Page 42 of 156)

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Ganister’s Stones

The July Blog Carnival is being hosted by Of Dice and Dragons here. This post is about a legendary person and his weapon of choice. Another spellcaster will appear on Saturday.

Ganister favored the ancient ways. It is said that he was the last of his people, a survivor of a great battle. He never said very much about his past.

In life and battle, he wore what he called a battle tunic. It was a thick tunic tied with a sash around his waist. On occasion, he would wear a cloak. More striking that his apparel was his choice of weapon, a sling.

In battle, he was equal or better than any bowman, especially at longer ranges. It is rumored he won many an archery contest, when he was allowed to compete.

He made all his sling stones himself. Most stones measured 1.5 inches long and half as much wide and cast in an almond shape. A few were spherical measuring a bit more than 1.5 inches in diameter and weighing more than a pound. All stones are made of a dull gray metal presumed to be lead, or a lead alloy. Each sling stone has an insciprition allowing Ganister to select a particular stone from the pouch by feel.

The stones are kept in an ordinary looking leather pouch. After using the stones, they will magically reappear in the pouch on the following morning. The stones will re-appear despite any obstacle or magic short of a wish spell.

In the hands of a skilled slinger, the almond shaped sling stone can do 1d6 damage and the larger balls do 1d8. The slinger also has the same effective range as a longbow when using these stones. In addition to damage, each stone has a unique power.

Shield - This spherical stone has the power to shatter shields. Any shield struck with the stone must make a saving throw or be shattered.

Circle - This spherical stone has the power to dismiss various wall-based spells like wall of iron, wall of force, etc. Against non-magical walls, it does 1d4 structural points (or hull points) of damage.

Snake - This almond shaped stone will paralyze a target on a succesful hit. (Saving throw negates paralysis).

XX - This almond shaped stone will enlarge to the size of a boulder in the air. On a successful hit, the stone will strike or fall on a victim for 6d6 damage.

Lightning Bolt - This almond shaped stone acts as a Chain Lighning spell. On a succesful hit, the first target takes 3d6 damage and moves to a second target (automatically hit) for 2d6 damage before striking a third target for 1d6 damage. Allies will not be hit by this stone.

<> - This almond shaped stone will strike the ground beneath a target to create a 3 foot diameter hole. If a saving throw with -2 penalty fails, the target will "drop out" for 1d6 turns. When the target reappears, he or she will only know that it was in a very cold place, but will be otherwise unhurt.

* - This round stone is not used to strike a target, instead when slung, it creates an tremor for an area within a 30 foot radius. Anyone within the affected area falls to the ground (no save). Siege engines within the affected area misfire and take 1d6 points of structural damage.

The legendary weapon is not the sling, but the stone. Maybe the legendary person overshadows the weapons, maybe the other way around. Still, I think a sling throwing NPC standing admist the heavy archers launching these stones would make for a very interesting game.

Saving Throws as Skills

The best post I have found about this is on the Akratic Wizardry site here.

There is a Whitebox thief somewhere that uses a Saving Throw with modifiers for Thieves' Skills. (My google-fu fails me.) So I thought about using this mechanic for magic, psychics, or some other weilder of mystic forces.

What follows is thinking aloud, so feel free to skip to the end to get to the conclusion.

The trick is to prevent a first level charcter from being overpowered. 1st level Clerics do not have a spell, 1st level M-U gets one spell. With a skill roll, you can say that the 1st level spell caster using a skil roll gets spell slots like everyone else. With that, what happens if the roll fails? Do you lose the slot?

It seems really limiting to say that the spell caster loses the slot on a failure. Assuming no modifications to the roll, a 1st level character has a ST of 15, so that is a 30% chance of success. Adding a +3 to the roll increases the chance of success to 45%. That seems more fair, a 1st level character character has close to a 50-50 chance to lose a spell slot.

As the character progresses, the chance of success caps at 11th level with 95% odds. Not too bad. What about the chances for more difficult spells?

I could say 3 - Spell Level as a standard adjustment for the spellcaster. This would limit the spell caster to having a 50% chance to cast a 9th level spell. If they are capped at 7th level spells like Clerics, it gets better (60%)

So with two tweaks, I can use the standard M-U or Cleric table for spell casting classes that roll for success. The tweaks are:

  1. Roll d20 against ST + 3 - Spell Level for success.
  2. The spell slot is lost only on a successful roll.

That leaves us with a somewhat unreliable spell caster with the same limits on number of successful spells cast. He or she may get more attempts to cast spells, but absolutely no extra spells.

Doesn't seem fair to have the same advancement tables, yet be a diminished spell caster. While I could change advancement, it makes more sense to me to add a minor ability.

If I learned a form of spell casting that is somewhat unreliable, I would want to find a way to up my chances of successfully casting a spell.

Let's say that this spell caster can create a type of temporary spell focus. This spell focus would allow them to cast one spell successfully without a skill roll. Using a tried and true OSR rule, the cost of the focus would be 100gp per spell level. It will take the spell level number of days to create the focus.

For regular spell casters, this usually applies to creating scrolls to allow for extra spells. For these spell casters that use a skill roll, it would only provide guaranteed spells using up the slots they have available. In other words, a 1st level spell caster could create a focus to guarantee they could successfully cast a 1st level spell. This would count against their spell slots as it is not a scroll.

Conclusion

With three tweaks, you can have a skill based spell caster, with the same tables as Clerics or Magic-Users.

  1. Roll d20 against ST + 3 - Spell Level for success.
  2. The spell slot is lost only on a successful roll.
  3. The spell caster can create items that guarantee spell success, but use the spell slots. The cost of this item is 100gp per level of the spell.

Next post, I hope to look at other alternatives for spell casting.

The Soulless

I originally started this in July 2012. I decided that while experiencing a form of writer's block caused by personal events, I would do something about the 38 drafts I started on my site. This race was originally created for ACKS, but has been ported over to Swords & Wizardry.

The Soulless

The Soulless are the result of research into transferring the soul from one body to another in the pursuit of immortality. The new body is not created from corpses, but generated by the use of alchemy. It is believed that the idea originated from early contact with the Manus and Pria.

Defenses: The soulless gain a +4 saving throws against poison due to their alien biology.

Augmented Physical Form: The body of a Soulless is augmented during its construction with a special ability. Such augmentations include regenerating 1 hp/ round (due to troll blood), the ability to pertrify a creature once a day (medusa eyes in the palms of the hands), A plus 2 bonus to Strength, Dexterity, or Constitution (physical augmentation), . Chameleon-like abilities (+10 to Hide checks). Invisibility. Throughout their lives, an individual soulless will change appearance and special abilities several times. The referee will need to approve any special ability gained by the augmentation.

Drawbacks: The act of separating the body from the soul has great consequences. While the ability to transfer the mind and its memories from one body to the next has been perfected, the separation of the soul from its initial body has consequences. Although not readily apparent, even to a soulless itself, the soul dies when removed. As such, when a soulless dies, they cease to exist on any level. Not even a wish can bring back a dead Soulless. Without a soul, they cannot perform Astral Projection and are immune to Resurrection and Reincarnation spells.

Silver Sensitivity: Soulless take double damage from silver weapons as silver is a poison to their alchemically constructed bodies.

Classes: The Soulless have no limits on level advancement as Thieves. In theory, the Soulless can be fighters, but few choose this path due to the time and expense in generating their body.  A Soulless cannot be a Cleric as they have no soul for a deity to bless, but if your campaign allows Psionic classes characters, they have no level limits in that class. The Soulless can also dual-class as Magic-User/Thieves with a limit of 6gh level for being a Magic-User.

Being alchemists, the Soulless have no level limit on such a class.

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