Saturday, January 11, 2020

OSR: Wizard Weapons

This post is an unofficial part 2 to my post on Sages

Wizard Weapons are an addition meant for my spell-less Wizard, the Sage.  It is to grant the Sage some kind of base magical attack, to make them feel a bit more special, since they don't start with any spells.  This post will also ensure to combine the best ideas I have with that of others, as well as to clear away any previous rules and to start fresh.

They are called Wizard Weapons, but with proper training, any living creature with a soul can use one.  Constructs cannot, but anything else can, even Undead.  Though it would take a truly deranged soul to give an Undead one of these tools.  Wizard Weapons are mostly products of earlier, more developed ages.  They are the only true "magic item" that can be crafted by Sages.  In truth though, they possess no inherent power on their own.  Instead, they are enhancers, amplifiers, directing the natural power flowing through a mortal's body and focusing it into a blistering attack. 

Wizard Weapons come in three types: Wands, Staves and Guns.

                                                             source unknown

Wands do not require ammunition, they draw their power directly from the life-force of the wielder.  Firing a Wand takes an action and at the lower levels, costs no FS to use.  Attacks from a wand, unless it says otherwise, require an attack roll and do 1d6 damage.  However, Wands can also be overcharged.  By spending a point of FS or more, the user can direct more life energy through the wand, causing the attack to deal more damage.  See the Wand Damage Table below for reference. 

A proper spellcaster can also use a Wand by spending their spellcasting die, which burn out as usual on a 5 or 6.

What does this Wand do?

1- It is made from the wood of a hanging tree and stained with the blood of a murderer.  The Wand does necrotic damage and requires an attack roll.  Those who are struck by it and survive hear whispers in the darkness and the presence of others around them, even when they are alone.  To the wielder, the Wand is always cold and seems to radiate a subtle "wrongness".
2- It is made of brass, wrapped in bronze and copper wire and tipped with gold.  It smells of ash and charred meat.  The Wand does fire damage and requires an attack roll.  These fires set flammable things on fire and spread like a normal blaze.  They are non-magical.  To the wielder, the Wand always feels warm to the touch. 
3- It is made of iron, the handle wrapped in Serpicant skin.  This wand does sharp damage, opening wounds on the target, as if they were injured by phantom swords.  It does not require an attack roll, but instead a saving throw.  Those who pass their save take no damage from these attacks, while those who fail take damage as normal.  This Wand was actually the property of an Imperial Interrogator who served at the Ministry of Justice.  If returned to the Ministry, a reward might be offered.
4-  It is made of silver with a wooden handle.  The Wand does electric damage and requires an attack roll.  When used, bolts of lightning leap from the Wand, causing small thunderclaps that are audible for hundreds of feet.  Using this Wand will give away your position immediately.  Additionally, during a Thunderstorm, this Wand does not require the wielder to spend their own FS and can make 1d6 attacks without payment, as it is drawing energy directly from the storm.
5- It is made of an icicle, the handle wrapped in leaves and flowery stems.  The bottom of the wand is tipped with an ever-blooming flower that closes when the Wand isn't being used and opens when it is.  A Handsome Man design.  This Wand does ice damage and requires an attack roll.
6- It is made of glass and engraved with swirling, fractal patterns.  Light refracts through it, casting looping rainbows across the walls and floor.  This Wand requires an attack roll and does damage as if it was a level 1 casting of Prismatic Ray during the day, if it is exposed to sunlight.  At night, it does psychic damage.  If it is in a dark place where the only light is from torches or a campfire, it does fire damage.

                                                         by Daniel Zrom

Staves do not require ammunition, they draw power directly from life-force, as Wands do.  Staves are often ranged weapons, able to project power over a long range, but they are more flexible and varied in their powers.  They can also be imbued with the wielder's mana, making them a magical weapon that is much stronger and more dangerous than a mere quarterstaff should.  To activate a Stave or to imbue it with magical energy does 1 FS damage and grants one ranged attack or one round of treating the Stave like a magical weapon.

What does this Stave do?

1- This Staff is made of solid iron and is topped with a bronze orb adorned with red gold.  It is warm to the touch and shines brightly in the sun.  With this Staff you can either fire a blast of fire, requiring a ranged attack, light the orb of the staff on fire, causing the staff to do +1d6 fire damage on a hit, or you can create a wall of fire.  Each cost 1 FS, except the wall of fire, which grants a wall 10' long, 10' high and 1' thick for each point of FS spent.
2- This Staff is made of ornately carved wood detailing plants, vines and fruit.  When used, the Staff's wielder can force someone to save.  On a failure, they take 1d6 damage as plants take root inside them.  If they have open wounds, the plants will widen them, spilling out of the wounds. 
3- This Staff is curved and oddly shaped, carved of a single bone from a massive and powerful creature.  The Staff can be used to heal or to cause tumorous growths within someone.  Both effects require the target to be touched by the staff.  For purposes of damage, the Staff functions as an ordinary quarterstaff.
4- This staff is made of dark wood, carved from a section of mast from an infamous slaver's ship.  The Staff requires an attack roll and does necrotic damage either from range or as bonus damage to a melee attack.
5- This Staff acts as an amplifier of the wielder's will, allowing him to move one object or creature at a time, as long as that object or creature is the same size category as the wielder.  The Staff's wielder must spend 1 FS a round to manipulate an object or creature like this.  Creatures get a save to resist.  Moving creatures doesn't hurt them, but the Staff can be used to throw someone against a wall.  This does 1d6 damage per 10 feet thrown, with a max of 3d6.   Also, the wielder can telekinetically crush a person or object held in the Staff's control.  Crushing a creature or object like this does 1d6 damage a round, with no save permitted.
6- This Staff is made of shining copper, teased into a curling shape at the top.  The staff feels soft and somewhat brittle when empty.  This Staff does not have the ability to make its own magical attacks.  Instead, by spending 1 FS and letting yourself be hit by some kind of magical effect, you can cause the Staff to absorb the magical attack, essentially ignoring it.  Then, for no additional cost, you may fire the magical effect from the Staff as an action.  When the Staff is charged with power, it does not feel brittle at all, but is instead harder than steel and automatically counts as magic for purposes of melee attacks.

                                                by medders

Guns are a weapon of previous eras.  Once they used some sort of magical or alchemical process to fire projectiles, but the knowledge of these mixtures was lost.  When this happened, most guns were destroyed or recycled into something more useful- but some remained.  Some of the Handsome Men and Sages of all races have sought to create substitutes that could enable guns to function once more and some of them have succeeded. 

Still, these successes are few in number and the secrets of such as guarded savagely.  As such, guns are rare and ammunition is very scarce, being found only in small caches of 1d6 to 2d6 in high-level dungeons or taken from dangerous enemies, such as Handsome Men Princes, Dragons, Orcs or high-level Sages. 

To determine what kind of Gun you have, roll on the tables below:

This gun is called...

1- Is named Sahara.  It has an ivory handle and all of its furnishings are made of gold.  The barrel is steel, but all other metal components are made of gold.  It is a beautiful weapon.
2- Is named Dean.  It is a small weapon, but surprisingly powerful.  It has endured immense abuse, but with a little care, it will return to being an instrument of calculated death.
3- Is named Izara.  It is made of black metal, polished to a mirror-finish.  The lacquer on it is clear but indestructible.  The handle is teakwood, the darkest wood that could be found.  The instrument radiates a beauty, and a lethality, that makes your heart catch in your throat.
4- Is named Hugo.  The weapon is small  and highly concealable.  It is made of metal painted black, with a dark blue handle.  In the dark, it is almost invisible.
5- Is named Salvation.  Spartan in appearance, engraved with a crucifix and wrapped tightly in blessed ribbons.  The barrel has the words, "Blessed be God" engraved on the right side, and on the left, dozens of tiny crosses have been scratched into the barrel.
6- Is named Lucy or Fat Satan.  A massive, burly weapon that has the power to punch a hole the size of a trashcan lid in someone.  The weapon is made of stamped steel and smells perpetually of blood and sulfur.  An ill-omened weapon, seeing it is a sure sign of impending catastrophe.

The ammunition you have is...

Casing: Dragonbone, black bone full of iron.
Firing: A blast of fire from the barrel
Effect: Flames spew from the wound, as well as the mouth and nostrils of the struck, turn the target into a pyre
Mechanics: 2d6 damage, +1d6 fire until the struck drinks a bunch of water or puts his wound underwater

Casing: Alchemically strengthened glass, stained a sickly green, translucent, full of a sloshing mixture
Firing: The shattering of glass, the hiss of gas escaping
Effect: Target begins screaming as the green mixture splatters him and begins dissolving his flesh
Mechanics: 1d6 acid damage a round, anything damaged by the acid is converted into more acid.  Acid is neutralized by water or salt.

Casing: Brass, engraved with geometric designs, a faint ticking can be heard coming from inside
Firing: The sound of a bell tower ringing
Effect: Target has chunks of his body disappear into the ether
Mechanics: Target, if he is below half HP, must save.  On a failure, target vanishes, taking all possessions with him.  On a success or if he is above half health, 3d6 damage

Casing: Made of white clay, painted with flowers and doves, warm to the touch
Firing: The sound of birdsong
Effect: Target is engulfed by incorporeal flames as dazzling light floods the area
Mechanics: 2d6 radiant damage to target plus fills the area for 1d6*100' with natural sunlight

Casing: Made of rawhide, wrapped in butcher's twine
Firing: The smell of meat, the scream of a hog
Effect: target's fles begins frothing like cola, their features twist and new appendages burst from their body
Mechanics: 2d6 damage + 1d4 mutations

Casing: Carefully folded paper, covered in poems written by monks
Firing: The chanting of a hundred throats, casting prayers toward heaven
Effect: A puff of smoke, the slam of a heavenly gavel
Mechanics: Target takes 1d6 damage and must save.  If he is righteous, he regains 1d6 HP.  If he is wicked, he immediately suffers some sort of seemingly natural accident, such as being buried in a cave in, struck by lightning, attacked by a tiger, etc.  If the target is of a muddled sort and the Referee cannot decide, he takes an additional +1d6 damage.

                                                           from here on

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