Magic-Users often use special tools to enhance their spellcasting abilities. These special tools are called Wizard Weapons. I wrote about them here previously. This post is intended for Wizard Weapons in a world of Free-Form Magic.
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1d6
1- Wand.
2- Staff.
3- Jewelry. It's a 1d6 [1= Ring; 2= Necklace; 3= Bracelet; 4= Bangle; 5= Earring; 6= Diadem/Tiara/Crown.]
4- Book.
5- Orb.
6- Weapon. Besides being magical, it also works as a weapon. For example, if it's a sword, it can be used to stab people.
1- Wand.
2- Staff.
3- Jewelry. It's a 1d6 [1= Ring; 2= Necklace; 3= Bracelet; 4= Bangle; 5= Earring; 6= Diadem/Tiara/Crown.]
4- Book.
5- Orb.
6- Weapon. Besides being magical, it also works as a weapon. For example, if it's a sword, it can be used to stab people.
How well-crafted is it?
1d8
1-2- Low quality. It grants a +1 bonus to a roll made to use the particular type of magic it is designed to channel. It has a 4-in-6 chance of having a Flaw in Construction.
3-5- Decent Quality. It grants a +2 bonus to a roll made to use the particular type of magic it is designed to channel. It has a 2-in-6 chance of granting an additional Boon and a 3-in-6 chance of having a Flaw in Construction.
6-7- Good Quality. It grants a +3 bonus to a roll made to use the particular type of magic it is designed to channel. It has a 3-in-6 chance of granting an additional Boon and a 3-in-6 chance of having a Flaw in Construction.
8- Masterwork. It grants a +3 bonus to a roll made to use the particular type of magic it is designed to channel. It has a 4-in-6 chance of granting an additional Boon and a 2-in-6 chance of having a Flaw in Construction.
1-2- Low quality. It grants a +1 bonus to a roll made to use the particular type of magic it is designed to channel. It has a 4-in-6 chance of having a Flaw in Construction.
3-5- Decent Quality. It grants a +2 bonus to a roll made to use the particular type of magic it is designed to channel. It has a 2-in-6 chance of granting an additional Boon and a 3-in-6 chance of having a Flaw in Construction.
6-7- Good Quality. It grants a +3 bonus to a roll made to use the particular type of magic it is designed to channel. It has a 3-in-6 chance of granting an additional Boon and a 3-in-6 chance of having a Flaw in Construction.
8- Masterwork. It grants a +3 bonus to a roll made to use the particular type of magic it is designed to channel. It has a 4-in-6 chance of granting an additional Boon and a 2-in-6 chance of having a Flaw in Construction.
What type of magic is it designed to be used to channel?
1d20
1- Elemental Magic. The Wizard Weapon grants a benefit to manipulating one particular element through the use of magic. That element is 1d8 [1= Fire; 2= Water; 3= Earth; 4= Air; 5= Smoke; 6= Ice; 7= Metal; 8= Lightning.]
2- Necromancy. Summoning, controlling and manipulating the spirits of the Dead.
3- Biomancy. Also called Fleshcrafting. Manipulating living organisms- flesh, blood and bone. Can also be used to heal.
4- Divination. Seeing the future, scrying and gathering information through the use of magic.
5- Transmutation. Transforming objects or creatures into another type of object or creature.
6- Conjuration. Summoning objects, creatures or other things.
7- Technomancy. Controlling or manipulating technology through the use of magic.
8- Animal Magic. This was designed to help the caster mimic the abilities of the members of one of the Animal Kingdoms or a particular animal species, such as the citizens of the Kingdom of Cats, Birds, or members of the species known as Kane-Ra Bulls.
9- Light. Controlling and manipulating light.
10- Shadow. Controlling and manipulating shadows and darkness.
11- Mind. Reading, controlling and manipulating all aspects of the minds of living creatures.
12- Chance. Controlling and manipulating luck, chance and Fate.
13- Words. Controlling how language is expressed, understood or utilized by creatures around you. A powerful weapon in the hands of a genius but useless in the hands of a fool or novice.
14- Sound. Controlling and manipulating sound.
15- Muscle. Controlling magic through the body, using magic to enhance it's capabilities. Whatever form this Wizard Weapon takes, it can be used to hit people, or wouldn't prevent you from using your fists.
16- Illusion. Creating illusions through the use of light and mental trickery.
17- Force. Controlling physical forces. In the hands of a novice, this means moving stuff with your mind. In the hands of an expert, your opponent suddenly can't run without the reverberations of his footsteps shattering his bones.
18- Emotion/Charm Magic. Manipulating emotions and bending the will of others to your will.
19- Space. Manipulating and controlling space.
20- Time. Manipulating and controlling time.
1- Elemental Magic. The Wizard Weapon grants a benefit to manipulating one particular element through the use of magic. That element is 1d8 [1= Fire; 2= Water; 3= Earth; 4= Air; 5= Smoke; 6= Ice; 7= Metal; 8= Lightning.]
2- Necromancy. Summoning, controlling and manipulating the spirits of the Dead.
3- Biomancy. Also called Fleshcrafting. Manipulating living organisms- flesh, blood and bone. Can also be used to heal.
4- Divination. Seeing the future, scrying and gathering information through the use of magic.
5- Transmutation. Transforming objects or creatures into another type of object or creature.
6- Conjuration. Summoning objects, creatures or other things.
7- Technomancy. Controlling or manipulating technology through the use of magic.
8- Animal Magic. This was designed to help the caster mimic the abilities of the members of one of the Animal Kingdoms or a particular animal species, such as the citizens of the Kingdom of Cats, Birds, or members of the species known as Kane-Ra Bulls.
9- Light. Controlling and manipulating light.
10- Shadow. Controlling and manipulating shadows and darkness.
11- Mind. Reading, controlling and manipulating all aspects of the minds of living creatures.
12- Chance. Controlling and manipulating luck, chance and Fate.
13- Words. Controlling how language is expressed, understood or utilized by creatures around you. A powerful weapon in the hands of a genius but useless in the hands of a fool or novice.
14- Sound. Controlling and manipulating sound.
15- Muscle. Controlling magic through the body, using magic to enhance it's capabilities. Whatever form this Wizard Weapon takes, it can be used to hit people, or wouldn't prevent you from using your fists.
16- Illusion. Creating illusions through the use of light and mental trickery.
17- Force. Controlling physical forces. In the hands of a novice, this means moving stuff with your mind. In the hands of an expert, your opponent suddenly can't run without the reverberations of his footsteps shattering his bones.
18- Emotion/Charm Magic. Manipulating emotions and bending the will of others to your will.
19- Space. Manipulating and controlling space.
20- Time. Manipulating and controlling time.
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What additional Boons does it grant?
1d20
1- It boosts the user's mana dice by +1dX, where X equals the bonus it grants to cast magic.
2- It grants resistance to one type of elemental damage. If it is designed to enhance elemental magic, it grants resistance to that same type of magic. If it does not, roll on the Elemental Magic result above.
3- It grants the ability to speak a language that was spoken by the original maker.
4- It grants a 1d3 [1= Swimming; 2= Climbing; 3= Burrowing] speed equal to the user's walking speed.
5- It grants the user natural weapons in the form of 1d4 [1= Claws; 2= Fangs; 3= Horns; 4= Quills.] These weapons count as Quick weapons and do 1d6 damage on a hit.
6- It grants +X additional FS, where X equals the bonus it grants to cast magic.
7- It grants the ability to sense a certain type of creature. This type of creature is a type that the original maker was originally very concerned about or is 1d8 [1= Undead; 2= Demons (Evil Outsiders); 3= The Fair Folk; 4= Angels (Good Outsiders); 5= Dragons; 6= Aberrations; 7= Giants; 8= Elemental Spirits (Neutral Outsiders).]
8- It can sense the presence of lethal intent and has a X-in-6, where X is equal to the bonus it grants to cast, chance of warning it's user of danger such as ambushes, surprise attacks, traps and hidden dangers.
9- It enables the user to commune with an Outsider, who had some relation to the creator. This Outsider is 1d3 [1= An Angel; 2= A Demon; 3= An Elemental Spirit.] The Outsider's relationship with the creator was 1d6 [1= Hateful and vicious; 2= Cordial, but they hated each other; 3-4= A formal business arrangement, neither had any fondness for the other; 5= Affectionate, the Outsider liked the creator; 6= Loving, the Outsider deeply loved the creator. This love took the form of 1d4 (1= Agape, the Outsider was generally benevolent and loving towards mortals; 2= Philia, the Outsider and the creator were friends; 3= Storge, the Outsider considered the creator family; 4= Eros, the Outsider was romantically attracted to the creator.] By falling asleep while holding this wizard weapon, the user can reach out and contact the Outsider.
10- It can alter it's appearance at the user's command. For example, if it is a wooden staff, it can appear to be made of gold or fire. These illusions do not stand up to physical scrutiny.
11- It grants the user increased ability in some other skill that the original maker was talented in. For example, cooking, sewing, dancing.
12- Besides the bonus it grants to cast magic, it also functions as a 1d4 [1= Key, that opens a particular building, safe, vault or etc. in the world; 2= Badge of office, those who hold such an item will be expected to belong to a certain important caste or organization; 3= Royal Token, those who carry such an item are expected to have been people who have been greatly honored by a King, Emperor or other important figure; 4= War Trophy, those who carry this item will be expected to have looted it from a great and famous battle, making them people to be respected or feared.]
13- It grants the user the ability to sense the nearby presence of 1d6 [1= Water; 2= Metallic Ores; 3= Precious Metals; 4= Combustible Materials; 5= Edible Plants; 6= Spilled blood, as long as it has been less than 24 hours since it was shed.]
14- It grants the user another sense or an enhanced sense. For example, thermal vision, echolocation, etc. Roll on this table here.
15- It strengthens the user, increasing one of his physical ability scores by +1. Specifically, this one increases his 1d3 [1= Strength; 2= Dexterity; 3= Constitution.]
16- It grants the user to ability to heal faster. When rolling for HP recovered after taking a long rest, the user may roll twice and take the higher result. When healing from a Horrible Wound, the user may also subtract 1 from the total amount of days it takes to heal, as long as he maintains contact with the Wizard Weapon during his convalescence.
17- It grants the user resistance to poison damage. The user also has advantage on all saves against poison.
18- It grants the user resistance to disease. The user has advantage on all saves against disease.
19- It grants the user the ability to alter their appearance in small, cosmetic ways. For example, changing your hair color, giving yourself face paint or tattoos, changing the style or color of clothing. These changes last for 1 hour or until dismissed.
20- It makes the user immune to being 1d4 [1= Stunned; 2= Frightened; 3= Charmed; 4= Paralyzed.]
What, if any, Flaws in it's Construction does it have?
1d20
1- It requires mana to use. If the user does not use at least 1 MD, this item will grant no bonus to cast magic.
2- It gives the user a new conviction relating to the original maker. If made by someone who hated humans, you will find yourself coming to hate them as well.
3- It changes the user's personality to be more like the original maker. If the maker loved to dance and sing, the user may find himself developing a new passion.
4- It is addictive to use, making the user become obsessed with using it. If the user has a reason to potentially use it, he must successfully save to resist the urge to use it.
5- It changes the user's body in small ways. If made by a maker from a reptilian race, your eyes may shift to have vertical-slit pupils.
6- It saps a small amount of energy from the user, reducing their STR and CON by 1.
7- It gives them disadvantage on saves against disease.
8- It causes them to incur a debt that the maker left unpaid. Those who were owed something by the original maker will come looking for you.
9- It suppresses one of your Affinities, reducing it by X, where X is the bonus it grants to cast magic. This affinity will usually be the type of magic most opposed to the one that it grants a bonus too. For example, if it grants a bonus to use fire magic, it weakens water magic.
10- It causes you to give off an aura that can be sensed subconsciously by members of a certain race, tribe or group that the original maker harbored antipathy toward. Members of that group will always find you unpleasant, irritating or feel you to be hostile, even if you have done nothing to them.
11- It gives you one of the dreams or goals of it's maker. You must work to complete this goal or the item will work against you, subtracting -X from all attempts to use magic.
12- It cannot be used to affect a certain type of creature. These creatures can be members of a particular race, tribe or group that the original maker loved or felt great sentimental attachment towards. If you attempt to use magic against such a creature while using or carrying this item, it will work against you, subtracting -X from all attempts to use magic.
13- It will make the user attract 1d6 [1= Rats; 2= Spiders; 3= Crows; 4= Scorpions; 5= Madmen; 6= Demons (they appear in your dreams and whisper to your mind); 7= Vampires, your blood smells delicious; 8= Undead.]
14- It will slowly mold your mind to try and make you more 1d4 [1= Good; 2= Lawful; 3= Chaotic; 4= Evil.] You will feel the urge to engage in behaviors that more appropriately fit the alignment of the wizard weapon's creator. For example, those encouraged towards Lawful behavior will find it hard to leave their room without making the bed and jaywalking will become absurd and ridiculous to them, while those encouraged towards evil behavior will be tempted to commit petty theft and visit the brothel.
15- It leaks mana. This causes it to drain 1 MD per hour when being actively carried on someone's person. On your person means in your hand, on your belt, or anywhere it could be easily equipped. If in a bag or backpack and not touching skin, this does not apply.
16- It makes the user vulnerable to 1d6 [1= Fire; 2= Ice; 3= Lightning; 4= Acid; 5= Poison; 6= Necrotic] damage.
17- It makes the user develop a strong desire for 1d6 [1= Alcohol; 2= Rich food; 3= Soft and pleasant feeling fabrics; 4= Perfumes and scented oils; 5= Adrenaline (as in thrill-seeker/adrenaline junkie; 6= Sex.] Whenever given the opportunity to indulge his desire, the user must save vs giving in.
18- A ghost haunts the Wizard Weapon. The Ghost will 1d4 [1= Try to lead the user to disaster; 2= Try to trick the user into letting it possess the user's body; 3= Try to help the user in it's own misguided, and potentially harmful way; 4= Provide a product or service that it provided while it was still alive. The ghost does not know it is dead. For example, a ghost merchant will try to sell you non-existent wares, while a ghost tailor will take your measurements for a suit it cannot make. The ghost will ignore or explain away any evidence that it is in fact, dead.]
19- It makes the user develop a fixation on the type of people that the creator was attracted to. Did the creator like red hair? Guess what you prefer now.
20- It makes the user vulnerable to 1d6 [1= Poison; 2= Disease; 3= Magic; 4= Stunning; 5= Being paralyzed ; 6= Petrification.] When forced to save against such effects, roll twice and take the worse result.
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Rules for Use:
All Wizard Weapons grant a +X bonus to utilize the specific type of Magic that they were designed for. For example, a Fire Wand makes you better at casting Fire Magic.
Wizard Weapons can take almost any form, though depending on the form, they may be able to perform other functions. For example, a Wizard Staff can also be used as a walking stick, while a Wizard's Book can be hidden on a shelf as a regular volume of lore.
Wizard Weapons are not magical by themselves, but are covered in runes. These runes enable them to draw in mana when acted upon by a user's will. This means that a Wizard Weapon will not detect as magical while not being used by a living creature, but they are not as hard to destroy as a magic item. A Wizard Weapon is only as strong as whatever material it is made of. A wooden Wand can be broken as easily as a length of wood.
But I'm not Magic!
If a non-magic-user attempts to use a Wizard Weapon, that weapon will instead produce a static magical effect each time it is used. For example, a Wand of Fire will shoot a fireball, while a Transmutation Staff will turn 10' cubed of rock into sand.
But what about Guns?
As they shoot solid projectiles instead of just mana, they have been separated from regular Wizard Weapons.
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