Kol Korran
2012-04-15, 06:21 AM
in a campaign i'm making different cultures may have different classes of magic users. steming from that is knowledge of how to use and how to craft types of magical items.
the party wil lstem from a culture who'se casters are all termed "witches" (all 12 types of them). they bear certain common charectaristic, mostly a more instinctual, personality fueld magic, an affinity to curses/ voodoo magic and a bit of unreliability. a major competitor culture has more educated and studious casters, such as the wizards and clerics.
PLEASE don't start criticising if this is fun, if i'm limiting the players and so on. the players like it, the flavor of it and are going with it.
the witches' culture doesn't know the use of scrolls or wands. (they need a UMD check to activate them, and can't craft them, at least not at first)
but i want a new category for items, items that might reflect the nature of which society more. which is where i need your help.
Charms
Concept: Charms are a sort of "all can use, short acting wand with unpredictable results".
Description: a charm can be anything small that can easily be carried on the person- it can be a pin, and earing, a bracelt, a marble in a sack, eye patches and more. their variety is the equal only to the imagination of the witch that created it.
Each potion holds a spell or power (such as a warlock invocation, a bard's song, a dragon shaman's aura.) within it, that the owenr might try to use. (a power works for 10 minutes or it's duration, whichever is shorter. i don't intend to compare power levels of powers and spell here, this is for another time)
Activation: activating the charm takes as much time as it would to cast the spell, concentrating on it, and requires no special skill, knowledge, aptitutde or the like. anyone can use a charm. (similar to potion)
a brand new charm works normaly- activates the charm at the CL and spells level it was created with. but it's "misshap" probability rises by 1. the same happens with every succesful use of the charm.
each further time the charm is used, the user rolls 2d10. if the result is equal to the misshap or less, a misshap happens:
- if the spell was up to 2nd level including, you are jinxed (a witch ability, equal to a 1st level spell) for 1 hour (and the spell doesn't function). the misshap probability goes up by 2 instead of 1.
- if the spell is 3rd to 5th level you suffer a witch's curse (similar to bestow curse, only a bit weaker) for 1 hour (and the spell doesn't function) the misshap probability goes up by 3 instead of 1.
no charms of spells or powers above 5th level exist.
implementing the charms: i see them as very useful at first, but growing riskier the more they are used, till the ymay be used only in grave situations. alternate to wands and scrolls, with a bit more unpredictability thrown to the mix. the witches can still craft potions for safer use.
What i need help with:
what do you think of the idea? any glaring problems?
would you as a character, as a player would like to use it? what if acquiring scrolls and wands would be more complicated?
what is the "safe range" of using a charm would you say? i think up to about 6-7 misshap probability? what do you think? would you use it beyond the "safe zone"?
laslty, but QUITE important- how would you price it? what multiplication of Cl and spell/ power level? i'm thinking around 200 * CL * Spell level?
Djamo (Magical protection)
Concept: In a world fraught with magic and powers, a magical defense is highly sought after. dispel magic might be one of the most usefull spells in the game, but with mostly spontaneous casters, not many would choose it. each of this affect but one spell (or perhaps a group of spells? what might consitutes a group? the aim is that 5 spells is a bit group)
i present 3 types of "magical countering/ protections" a witch can create:
Spell shield: (need a better name)
looking similar to a charm, it too hold a single spell. it's purpose is simple- if the spell/ power is cast on the attacker (even if he is not aware) the spell/ power must make a caster level check (DC =11+CL) to work properly.
it's for a single spell only (decided on creation) every time it is used, the DC decreases by 2.
Spell armor: (again, a better name)
like a spell shield, only more useful, more withstanding. the spell armor is a more substantial item, requiring a slot on the body to the choice of the wearer (though not a ring). it too uses one spell/ power, any spell/ power that SR can be effective against.
the armor provides a SR against that specific spell, SR of 15+ spell level. however, if the spell does break through the SR, it has some other adverse affect on the character (I think this will be dependent on spell, but a penalty to the save, stunning, sickness and such might be appropriate. something that enhances the spell/ power in question.)
What i need help with:
what do you think of the idea? any glaring problems?
would you as a character, as a player would like to use it? do you think it might be useful? flarvorful?
Do you think the shield's "degrading" mechanic is interesting enough? does it needs something more spicy?
any suggestions on how to deal wtih the adverse affect of the armor not working?
lastly, but QUITE important- how would you price it? what multiplication of Cl and spell/ power level?
thank you, hopefully this will make the game more fun. thanks! :smallsmile:
(search word: piratewitch)
the party wil lstem from a culture who'se casters are all termed "witches" (all 12 types of them). they bear certain common charectaristic, mostly a more instinctual, personality fueld magic, an affinity to curses/ voodoo magic and a bit of unreliability. a major competitor culture has more educated and studious casters, such as the wizards and clerics.
PLEASE don't start criticising if this is fun, if i'm limiting the players and so on. the players like it, the flavor of it and are going with it.
the witches' culture doesn't know the use of scrolls or wands. (they need a UMD check to activate them, and can't craft them, at least not at first)
but i want a new category for items, items that might reflect the nature of which society more. which is where i need your help.
Charms
Concept: Charms are a sort of "all can use, short acting wand with unpredictable results".
Description: a charm can be anything small that can easily be carried on the person- it can be a pin, and earing, a bracelt, a marble in a sack, eye patches and more. their variety is the equal only to the imagination of the witch that created it.
Each potion holds a spell or power (such as a warlock invocation, a bard's song, a dragon shaman's aura.) within it, that the owenr might try to use. (a power works for 10 minutes or it's duration, whichever is shorter. i don't intend to compare power levels of powers and spell here, this is for another time)
Activation: activating the charm takes as much time as it would to cast the spell, concentrating on it, and requires no special skill, knowledge, aptitutde or the like. anyone can use a charm. (similar to potion)
a brand new charm works normaly- activates the charm at the CL and spells level it was created with. but it's "misshap" probability rises by 1. the same happens with every succesful use of the charm.
each further time the charm is used, the user rolls 2d10. if the result is equal to the misshap or less, a misshap happens:
- if the spell was up to 2nd level including, you are jinxed (a witch ability, equal to a 1st level spell) for 1 hour (and the spell doesn't function). the misshap probability goes up by 2 instead of 1.
- if the spell is 3rd to 5th level you suffer a witch's curse (similar to bestow curse, only a bit weaker) for 1 hour (and the spell doesn't function) the misshap probability goes up by 3 instead of 1.
no charms of spells or powers above 5th level exist.
implementing the charms: i see them as very useful at first, but growing riskier the more they are used, till the ymay be used only in grave situations. alternate to wands and scrolls, with a bit more unpredictability thrown to the mix. the witches can still craft potions for safer use.
What i need help with:
what do you think of the idea? any glaring problems?
would you as a character, as a player would like to use it? what if acquiring scrolls and wands would be more complicated?
what is the "safe range" of using a charm would you say? i think up to about 6-7 misshap probability? what do you think? would you use it beyond the "safe zone"?
laslty, but QUITE important- how would you price it? what multiplication of Cl and spell/ power level? i'm thinking around 200 * CL * Spell level?
Djamo (Magical protection)
Concept: In a world fraught with magic and powers, a magical defense is highly sought after. dispel magic might be one of the most usefull spells in the game, but with mostly spontaneous casters, not many would choose it. each of this affect but one spell (or perhaps a group of spells? what might consitutes a group? the aim is that 5 spells is a bit group)
i present 3 types of "magical countering/ protections" a witch can create:
Spell shield: (need a better name)
looking similar to a charm, it too hold a single spell. it's purpose is simple- if the spell/ power is cast on the attacker (even if he is not aware) the spell/ power must make a caster level check (DC =11+CL) to work properly.
it's for a single spell only (decided on creation) every time it is used, the DC decreases by 2.
Spell armor: (again, a better name)
like a spell shield, only more useful, more withstanding. the spell armor is a more substantial item, requiring a slot on the body to the choice of the wearer (though not a ring). it too uses one spell/ power, any spell/ power that SR can be effective against.
the armor provides a SR against that specific spell, SR of 15+ spell level. however, if the spell does break through the SR, it has some other adverse affect on the character (I think this will be dependent on spell, but a penalty to the save, stunning, sickness and such might be appropriate. something that enhances the spell/ power in question.)
What i need help with:
what do you think of the idea? any glaring problems?
would you as a character, as a player would like to use it? do you think it might be useful? flarvorful?
Do you think the shield's "degrading" mechanic is interesting enough? does it needs something more spicy?
any suggestions on how to deal wtih the adverse affect of the armor not working?
lastly, but QUITE important- how would you price it? what multiplication of Cl and spell/ power level?
thank you, hopefully this will make the game more fun. thanks! :smallsmile:
(search word: piratewitch)