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Tag: magic (Page 8 of 11)

Conjure an Object

In my last post, I mentioned d20Modern in the end:

A true conjurer, though, would also be able to conjure objects. In my next post, I’ll talk about borrowing the Purchase DC mechanic for d20 modern to cover this.

Inspired by Mythic Earth, I wanted to take one of the ideas presented about conjuring objects to work in S&W. In essence, use an adjustment based on the cost of an object to act as a modifier to a Saving Throw roll. I've seen others use the Saving Throw as a type of skill roll before and it seems to fit here. Still, I'll present a second option that translates conjuration into spells of "x" level. This makes anyone casting a Conjure an Object fit more into the Magic-User class as written.

The previous post covered conjuring creatures. This post covers conjuring non-magical objects.

So here's the first method for determining an adjustment to the Saving Throw. For objects that we know the value of, the following table gives up a quick adjustment:

Cost (GP) Adjustment
0 1
up to 1 2
1 - 5 3
6 - 25 4
26 - 100 5
101 - 500 6
501 - 2,500 7
2,501 - 10,000 8
10,001 - 50,000 9
50,001 - 200,000 10
200,001 - 1,000,000 11
Anything over 1,000,000 12

Want a short sword? Add a +4 adjustment to the saving throw. Chain mail? A +5 adjustment. A small galley? A +7 adjustment. Anything on the Equipment list can be easily calculated.

So what do you do for things that aren't on the list?

Start with a +2 adjustment for most things, +3 for stone and a +4 adjustment for anything made of metal. If your campaign makes use of mithril or other fantastic metals, start with +6.  After that, based on the dimensions of the object, use the table below, courtesy of the d20srd. Use either Height/Length or Weight, but not both.

Height/Length Weight Modifier
6 in. or less 1/8 lb. or less -2
6 in. - 1 ft. 1/8 lb. - 1 lb. -1
1 ft. - 2 ft. 1 lb. - 8 lb. 0
2 ft. - 4 ft. 8 lb. - 60 lb. 1
4 ft. - 8 ft. 60 lb. - 500 lb. 2
8 ft. - 16 ft. 500 lb. - 2 tons 3
16 ft. - 32 ft. 2 tons - 16 tons 4
32 ft. - 64 ft. 16 tons - 125 tons 6
64 ft. or more 125 tons or more 8

So if you want a stone statue, start with an adjustment of +3 and add +2 for being 6 feet tall. This brings us to a total of +5 against the Saving Throw to successfully create/summon a statue. How about a chakram (tajani)? Start with +4 for metal and apply a -2 modifier for a total adjustment of +2 to roll against the Saving Throw.

Lastly, if you want more than one object, add the adjustments for all the items being created. If you want more than one of the same object, add a +2 adjustment for each additional object. So if you want to create three chakram instead of one, the base adjustment for creating one is +2. Add another +4 for the additional two chakrams created for a total adjustment of +6.

Gee whiz, John, that's a lot of math for all of this.

Well, that's not all. Let's suppose that you don't want to bother with the Saving Throw mechanic. Okay, take the total adjustment calculated above and multiply it by 2/3. Round the result.

This makes summoning a statue a third level spell ( 5 * 2/3 = a little over 3 rounded to 3). Summoning a chakram is a 1st level spell.

In another post, I want to flesh this out more.

Some Unique Magic Swords

and a staff or two.

As I am making my way through all the posts offered during the S&W Appreciation Day, this little booklet struck me almost immediately. This is one of those utilities that triggers something in my brain that says, this is EXACTLY what I want to do in my game.

I want every sword and magic item to be  unique because it makes a game setting more evocative. Then I sit down and attempt to do that and I think, just randomize the list in the S&W Complete book and be done with it. (I tried that, and it doesn't map to a randomizer in a spreadsheet very well at all.)

So when I happened upon this system that works for swords, staves, and frankly, just about any other magic item except potions, I immediately set to work on creating some swords.

Goldcloud

AL:INT: 7 EGO: 4
Languages: Telepathic with wielder

+1 wooden blade forged by visitors from the future with a grip made of stone, +2 vs. sea creatures

Silence in 10' radius when sword is drawn from its scabbard.

Its name is revealed only when it is immersed in sea water for 1 round.

Varinius

AL: N INT: 10 EGO: 11
Languages: Common, Giantish, Forgotten Language

+2 steel blade forged by a mad wizard with a grip made of copper.

Disable robot types for d6 turns (save allowed).
Emits light on demand per the Light spell

Its name (which means "versatile") is inscribed on the blade in a long forgotten language.

Gwrtheyrn

AL: L INT: 11 EGO: 3
Languages: Common, Giantish, Goblin

+2 steel blade forged by ancient aliens with a grip made of wood, +3 vs. dragons

When placed on the ground for one turn, it will point to the nearest dungeon exit
Sword can be set against a charge to deal damage like a pike
The wielder is immune to paralysis and petrification
The sword can Read Magic per the spell

Its name (which means "supreme king") is lost to mortal men.

If you want a good name generator that provides the meanings of names, go to Behind the Name Random Renamer. The site also has an anagram generator that could be useful as well.

The Hewcaster

hew

  1. to strike forcibly with an ax, sword, or other cutting instrument; chop; hack.
  2. to sever (a part) from a whole by means of cutting blows.

In short, a hewcaster severs the essence of a creature or object and uses it to research spells, create potion-like magic items called elixirs and ultimately create hideous creatures that sear the mind. He is part magic-user, part alchemist, and part mad scientist.

Taking Essence and Making Hewstones

Aside from spells, the hewcaster can take the essence of any creature or object. What is essence? Essence is made up of the qualities of a creature or object that make it distinct. For example, the essence of a bear consists, in part, of its Strength, Dexterity, Constitution, Intelligence, Wisdom and Charisma. It also includes furry skin, claws, sharp teeth eye color, physiological structure and large size. More than that, it includes the need to hibernate in the winter, a taste for salmon (or other fish) and all the memories it has. With enough thought, I'm sure you could come up with more characteristics of a bear not mentioned here.

Now that I've defined what essence is, what does the hewcaster do with it? At first, if the hewcaster is successful in taking the essence of a creature or object, the essence forms into a solid object called a hewstone. A hewstone is a smooth, rectangular-shaped rock that is about one foot long, seven inches wide and two to three inches thick. In this form, the essence can be kept indefinitely.

Back in the laboratory, the hewcaster can study its contents to research new spells, learn more about the type of creature from its essence, or learn about the specific creature's essence. Using the example of a bear mentioned before, the hewcaster could research new spells based on the characteristics of a bear, learn more about bears in general (like what they like to eat, what happens to their when they hibernate, etc), or learn about the specific habits and memories of the specific bear whose essence is trapped in the hewstone.

Elixirs

The new ability of the hewcaster is to create elixirs. Elixirs function like potions in that drinking one will grant the imbiber some magical effect. Elixirs are different from potions in that applying it to a target will do the same thing. This means that it is possible to throw an elixir at a target and use it as a weapon.

Elixirs are made by a hewcaster when he or she employs a catalyst to draw power from a hewstone. Catalysts come in five types. Each catalyst is able to draw different aspects of essence to produce certain effects.

Type of Catalyst Effect
Body Gain the Strength, Dexterity, Constitution or one physical characteristic.
Mind Gain the Intelligence, Wisdom, Charisma or memories.
Shape Gain the form
Soul Be transformed into the target
Blood Gain a special ability of the target

Referring to the bear example once again, taking a hewstone with the essence of a bear and applying a Body Catalyst will create an elixir that grants a physical characteristic of a bear. This could be as straightforward as creating an elixir that grants the strength of a bear or as subtle as making an elixir that makes the target fur-covered.

Of course, the effects of an elixir need not be positive. Making an elixir that grants the intelligence of a bear will change the target from its current intelligence to the intelligence of a bear. Doing that to a human (especially a magic-user) will lower the target's intelligence. (Then again, using the same elixir on an animated statue or golem would make it more intelligent.)

One major difference between a spell and an elixir is that a hewcaster can make an elixir in a short amount of time (about 10 minutes) with the right materials. However, the hewcaster can only handle a limited amount of exposure to essences and catalysts before suffering great risks to mind and body. As a hewcaster increases in level, he or she can make more elixirs.

Final Notes about Hewstones

A hewstone can only be used to make an elixir once. Catalysts can be used up to 50 times to make elixirs. A hewstone that has been used to make an elixir can still be used to research spells. It will not, however, be useful in making another elixir. Such an attempt will destroy the hewstone and harm the hewcaster along with most of his or her equipment.

A hewstone with the essence of a magic-user can be used to create an elixir that grants the ability to cast spells generally or cast a specific spell. Any spells cast from these types of elixirs do not count against the allowable spells per day. One way of using an elixir to grant spell casting powers is to allow a thief or fighter to hurl a couple of spells. Another way to use spell casting types of elixirs is to allow a hewcaster to cast 8th and 9th level spells.

Why a Hewcaster is Neutral at Best

The downside of a hewcaster is that the act of taking a creature's essence will change the target into a horrible cypher beast. A cypher beast is a pale, four-legged creature with a huge maw, four clawed limbs and little else. The transformation lasts for only a couple of days.

After Nine Hundred Words, Finally the PDF

Details of the hewcaster class can be found in the hewcaster pdf. I've also attached an open text document for modification here: hewcaster.odt.

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