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paigeoliver
2007-04-19, 02:30 AM
“Ramalamadingdong always gets the most work done when people think that he is dead!”
Ramalamadingdong - Gnomish Warlock


The Pirate Isles are a dangerous place, yet it seems like many of the same heroes and villains have been around forever. There is a reason for that, it is a little joint venture between the Church of Blocky (The Free Floating One) and the Independent Merchant’s Guild (which is a consortium of businesses owned almost exclusively by arcane spellcasters).

The two groups have teamed up to provide a much needed (and highly profitable) service, that is making sure that people who can afford to be raised from the dead are able to do so, even if their bodies are lost, or their foes do their best to destroy the bodies.

They accomplish this by selling magical rings that teleport themselves and the entire finger they are on back to the Church of Blocky so that the person may be resurrected, reincarnated, or cloned. These rings are exceptionally popular amongst adventurers, heroes, villains, the wealthy, and even well to do merchants.

There are three types of rings generally available, although a fourth type is sometimes available as well. Before getting into the specific types let us examine what they all have in common.

All of the rings must be placed on either a finger or toe, once placed they instantly bond to the flesh and cannot be removed by any means other than actually cutting the appendage off. Of course cutting the appendage off activates the ring, and teleports the ring and finger to the Church of Blocky, where the body can then be resurrected, reincarnated, or cloned. One of the enchantments on ring allows the wearer to voluntarily die if the ring is activated while they are still living. The ring is capable of functioning anywhere within the prime material plane, but it will not function across planar boundaries. The weak teleport magic used in the creation of the ring cannot operate at faster than light speeds, so killed characters who were exploring far off solar systems may have to wait years before being raised, although no time passes for the body part due to the effects of relativity.

The price of a ring already includes the cost of the associated service, which will usually be performed within one day of the arrival of the finger or toe. The rings can be purchased without actually having to put them on, and many of the more powerful persons on the planet send their flunkies to purchase the rings rather than buying them in person.

Ring of Reincarnation

The Ring of Reincarnation will teleport the finger or toe back to the Church of Blocky it was purchased from where a Druid will cast reincarnation on the finger to bring the character back to life, albeit in a new body that may be of a different race. This is the cheapest ring, but it is also the least popular one. Cost 3300 GP.

Ring of Resurrection

The Ring of Resurrection will teleport the finger or toe back to the Church of Blocky it was purchased from where a Cleric will cast Resurrection on the finger to bring the character back to life. This is the most expensive of the standard rings, and only tends to be used by the very wealthy. Cost 13000 GP.

Ring of Cloning

The Ring of Cloning will teleport the finger or toe back to the Church of Blocky it was purchased from where a Mage will cast Clone on the finger to bring the character back to life. It still takes several months for the clone to grow after that. This is the most popular of the rings due to the fact that it is the cheapest one that will return the character in the same body. Cost 5000 GP.

Ring of True Resurrection

Only a handful of these rings have ever been created. They work like the other rings of the same type, although the spell to be cast is True Resurrection. Most Churches don’t have a caster capable of casting the spell, and thus the cost of this ring also pays for a scroll of True Resurrection which is kept at the Church that it teleports back to. Cost 31000 GP.

Campaign implications

The widespread usage of these rings along with the dedicated neutrality of the Church of Blocky (The Free Floating One) means that good guys and bad guys can and will return to fight another day, although they will usually be gone for months since the Cloning ring is the most popular one.

Collin152
2007-04-19, 10:29 PM
Seems a little cheap for instant resucitation.

Innis Cabal
2007-04-19, 10:31 PM
i agree with Colin152

Vaynor
2007-04-19, 11:18 PM
Let's look at the first one.

Base costs: The actual casting. CLx40, 320 GP, plus 1000 GP in material components. Total, 1,320 GP.

The item itself: This matters on whether you count the finger or toe as an object or as a being. As it is dead, we'll go with object.

Ring of Reincarnation:
- Spell: Teleport Object (Sorcerer/Wizard 7)
- CL: 14
- Base: 0
- Material Components: 0
- XP Cost: 0
- Magic Supplies Cost: 7 (spell level) x 14 (CL) x 50 (base) = 4,900
- TOTAL: 4,900

So, the ring should cost about 6,220 GP or more. So, yes, it is underpriced.

paigeoliver
2007-04-20, 12:00 AM
Is that priced for single use or multiple use?


Let's look at the first one.

Base costs: The actual casting. CLx40, 320 GP, plus 1000 GP in material components. Total, 1,320 GP.

The item itself: This matters on whether you count the finger or toe as an object or as a being. As it is dead, we'll go with object.

Ring of Reincarnation:
- Spell: Teleport Object (Sorcerer/Wizard 7)
- CL: 14
- Base: 0
- Material Components: 0
- XP Cost: 0
- Magic Supplies Cost: 7 (spell level) x 14 (CL) x 50 (base) = 4,900
- TOTAL: 4,900

So, the ring should cost about 6,220 GP or more. So, yes, it is underpriced.

Vaynor
2007-04-20, 01:44 AM
Is that priced for single use or multiple use?

Single. Thought the rings were too.

There's no way to do the rings with multiple use unless it has charges, and then it gets a lot more expensive.

Rift_Wolf
2007-04-20, 02:05 AM
I like the idea, though the maths is a little skewed. Also, if the finger is transported while the person is still alive, what happens then? Does the Church still resurrect them?

paigeoliver
2007-04-20, 02:25 AM
The rings are single use. I just wanted to make sure you were pricing the teleportation for single use before I considered price adjustments.


Single. Thought the rings were too.

There's no way to do the rings with multiple use unless it has charges, and then it gets a lot more expensive.

Eldritch_Ent
2007-04-20, 04:13 AM
What happens if someone still alive is resurrected? Do they refund the ressurection? Does he recieve a clone? I'd say a way one could fake their death is by just cutting their cloning-ring finger off.... "Oh look, there's his ring- he must have died!"

MusScribe
2007-04-21, 02:06 AM
Actually, I had an idea for a village encounter (possibly expanding furthur than the encounter) that this would really help with...

Namely, the PCs happen upon a fairly normal, if poor, town. As they come in, they see one or two people killed in accidents.
The next morning, they're up and at work. How? (Incorporating this idea) A nearby mage has gotten the entire town to have these rings attached. Possibly it was a rich town, or maybe a village with a decent economy.

So, eventually the village has these rings, and none of them have to worry about being killed. Of course, the mage demands payment for each spell - in lieu of monetary payment, he is accepting work. And by arranging a few accidents, in addition to the normal problems around the town, he can get quite a tab on the whole town. And if able to spread his method furthur out...


Although, Mojotech brings a good question...

paigeoliver
2007-04-21, 02:14 AM
The answer to that is in the description of the spells, the spells would fail to function. The rings themselves are not bringing anybody back, they are just bringing a chunk of the creature to a person who can bring that chunk back to life.

levi
2007-04-21, 04:20 AM
Seeing as the rings all do the exact same thing, I suggest you stat them up as a single item and have the contract as to what to do with the finger once it teleports to them negotiated seperatly. This opens up all sorts of options for what they could be used for.

Most people would just have a contract for a rez spell, but others might want other options. Someone with a connection to get rezed elsewhere might instead negotiate to have gentle repose cast on the finger and have it be delivered to so-and-so. A lich might make the ring his phylactery and negotiate a contract to simply hold onto it until he reforms. A creature that can't be rezzed normally might contract out a wish. Etc.

The base cost for a one-shot use-activated item is "spell level x caster level x 50 gp", so teleport object (a 7th level spell) at the minimum caster level (13th) costs 7x13x50 = 4450 gp. So charge 4500 gp for the ring and the usual rate for spellcasting or other services involving your remains.

It's interesting to note that teleport object could move up to 650 pounds at CL 13, so a raise dead version is viable also. Provided you die in a manner that allows that spell to be used.

I've also noticed some other things you may want to consider. One of the great things about true ressurection is that remains aren't needed. Therefore, anyone with a contract for a true rez could be rezzed if only the ring itself made it back. This could be useful if the finger in question ceased to exist along with it's owner. Provided, of course, that the church had some sort of serial numbers and kept the neccesary information stored in thier records.

I'm thinking that with the clone version, they might charge extra for occuping space in the lab for 2d4 months.

This last point is a little silly, but you brought up the speed of light, so... In SpellJammer, the speed of spelljamming is one-hundred-million-miles-a-day and one explantion for this is that that's the speed of magic. Most magic users don't notice, because their magic functions over (relatively) short distances, but when you're out in wildspace, it can matter. Just thought I'd mention it.

paigeoliver
2007-04-21, 04:36 AM
I brought up the speed of light because I had established in a few adventures in the past that magic is normally limited to lightspeed. Even if you wish something to Alpha Centauri it won't get there for a few years. I was just covering it in case the campaign ever went to another star system again.

The couple magical spacecraft that appeared in the game worked by insulating the craft in a magic bubble that separated them from normal space-time (like timestop) while they traveled. The subjective time was usually only a few minutes, while the actual time passed was variable, usually about a day per light year traveled, although malfunctioning ships could arrive many years before or after they left (which was the adventure ark that went into space was all about).