Showing posts with label magic weapons. Show all posts
Showing posts with label magic weapons. Show all posts

Sunday, August 5, 2018

The Three Forms of Magic Weapon, part 3 -- Remnants

In my previous two posts I developed Occultum "magic" items and Temples, which are cantankerous and finicky versions of classic weapons of mass destruction. Remnants are simply GLOG rendition of Fetishes. They haven't been playtested yet, but most of the numbers have been wrangled to one extent or another. Depending on how powerful +1 MD is, I'd modify the level of body horror in the Overload table to your level of comfort. My gut feeling? Make 'em bleed.


Remnants - Just tape it together, you'll be fine


Hopefully you won't end up as someone else's Remnant, credit Oleksandr Serdiuk

Occultum is good for everyone, and Temples are a pretty direct route to powerful weapons, but what about wizards? Wands, staves etc. are difficult objects to create, but jury-rigged substitutes can be cobbled together out of mundane objects that have been regularly exposed to magical energies. It takes 1d10 years for organic material and 1d10 decades for inorganic material to reach sufficient saturation, with a spell cast nearby either continuously or every week or so. It can then be used to channel and focus magical energies in place of a fragile, squishy brain, a property all casters will probably appreciate.

Remnants can be used in a few different ways. In the hands of a skilled spellcaster, it can be used to add 1 MD to a spell as it is cast. It can even be used to grant 1 MD to a non-spellcaster or exhausted wizard, though this is liable to wear out the Remnant even faster. On the flipside, channeling 4+1 MD through a Remnant can pose more than a few risks.

For those feeling exceptionally brave, a spell can be added to a Remnant to allow it to be cast by any mundane plebian. This is a little different to trapping a spell in a scroll. A standard paper book or scroll is a barren, tin cage. An appropriately prepared Remnant would be equivalent to a lush, well-appointed steel vault, which happens to have a cannon attached.

Casting using a Remnant grants 1 MD, and incurs a Break on a 5/6. If cast alongside other MD it incurs a Break if the MD contributed shows a 6, or if a Mishap is rolled. Remnants can withstand 3 Breaks by default, modified below. After that, if it gains another Break, it will... well, it won’t be good for the caster, that’s for sure! Dooms also result in Breaks equal to the number rolled (triple 2 = 2 Breaks), but that is probably the least of your worries.

This Remnant can withstand three Breaks...
-1 if the object is very small (less than an inventory slot)
+1 if the object requires two hands to carry
+2 if it’s exceptionally large (requires a cart)
+3 if it can’t be moved

-1 if it contains a spell
-2 if it contains more than one spell

You need to roll under Intelligence/2 to learn how to cast using a Remnant under its own steam. You incur a Break if you fail the Intelligence check completely.

+1 for every additional minor Remnant attached
Make an Intelligence check for every attachment beyond the first, a failure incurs a Break instead

+1 if it is cleaned, coddled, caressed or otherwise cared for in an exceptional manner
-1 if it is treated poorly, gets wet or otherwise physically mishandled
Incurs a Break if used as an improvised weapon/shield in combat. Nitwit.

Double the chance of breakage for one hour after you incur a Break. You can reduce this time by cleaning off the char marks with a silk cloth, realigning the chakras, or the equivalent.


Quick reminder:

1. "I'm adding 1 MD to my own MD for this spell" - Incur a Break if the MD shows a 6, or if you roll a Mishap. If you broke something in the last hour, incur a Break for 5 or 6.

2. "I'm out of mana and using the MD on it's own" - Incur a Break if you roll a 5 or 6. If you broke something in the last hour, Break on anything above a 2.

3. "Hur-dur, me want magick shpell" - If there is a spell residing in the Remnant, non-spellcasters must roll under half Intelligence to learn how to activate it. If you fail the Intelligence roll completely, Break something. Once you've figured it out, as #2.


Example:

Phlaturgas the Blue helped a cadre of knights take down the cultists that had been sacrificing babies on the stone table beneath the manor. He pilfered the ancient brazier which had been there for years, next to the rune-scarred summoning circle. It’s large enough that he needs two hands to carry, and he uses the troll earwax he collected ages ago for the candles. It smells foul, but works as a minor Remnant. As such it can withstand 3 +1 (size) +1 (earwax) = 5 Breaks. He convinces his spare Magic Missile to live in it, reducing the cap to 4. If he was trying to get an uppity Flight spell, or Zulin forbid, a Lighting Bolt, he’d probably have to make a blood sacrifice, or even lose a few points from a mental stat for a few days. With the new magic item, his buddy Michael (a Fighter) can cast Magic Missile at 1 MD!

Except its not that simple. Michael has to make an Intelligence check and get under half. He only has 8 Int. He rolls a 6 the first time, which isn’t quite enough, but isn’t a disaster either. Phlaturgas takes Michael into town to find a specialist, who grants a +1 to the check. He rolls 17. Now with only three Breaks remaining, Phlaturgas takes it back, grumbling, and uses it to bolster his own casting ability. Some time later, he rolls a 6 and a Mishap at the same time. Ears ringing, he spots a couple cracks in the metal frame of the brazier.

He better not use this one for now… but of course he will, because what kind of wizard wouldn't trade safety for power?

Monday, July 9, 2018

The Three Forms of Magic Weapon, part 2 -- Temples


In my first post I talked about Occultum in detail, especially about the esoteric but fundamentally predictable properties. Occultum is the equivalent of magic Lego, many parts all interlocking, but fundamentally in a predictable fashion. Oh, and hideously expensive. Temples are different. They are much more "traditional" magic items, but have an immense array of potential forms. A few magic items can be created as either Temples or through judicious application of Occultum. For example, an alloy of rare earth metals and Occultum will lock onto the nearest large magnetic field, acting in a similar manner to an Immovable Rod. However, the strangest and rarest of magic items go beyond what can normally be achieved with Occultum. Strange alloys and weird substances merely bend the rules a little. Temples break those rules.

Temples - Brick and Mortar, Soul and Story


Not just this kind of temple, credit Grady Frederick

This kind of temple, credit Jeff Chen


Weapons and Armour

Calling a freshly-forged blade something pretentious like “Heartripper” is the equivalent of a drilled-out starter-pistol: it's dangerous, but unreliably so, and mostly used for the purposes of intimidation. Most weapons are given names only after years of heroic action, as a label and a reminder. Most people don't realise why, but misnaming a weapon is seen as very poor etiquette, primarily amongst the nobility. Names hold power, and the tools of war are not to be labelled lightly.

But what has this got to do with magic items. It stems back to the nature of spells themselves, as the alternate forms of spirits, demons, angels, and other, even stranger things. Some are given homes in corpses, others construct bodies of light and flame, while others still exist solely in the minds of Wizards and Warlocks. The barest few are capable of existing in their true form, and almost invariably are revered as gods. However, this isn't a binary, there's a spectrum from the humblest of Magic Missile to the grandest of Outer Deities. Whatever the case, most spirits/spells that exist in the material world for any length of time require a vessel. Ideally, it is something they are proud of, something that resembles their true form and purpose. Something that can be worshipped. A Temple.

These Temples are not restricted to physical locations. Certainly, nature spirits will inhabit a grove, and some gods have been domesticated by architecture, but many more will choose a form that allows them to actively participate in the mortal world they are now a part of. Of most interest to many adventurers, offensive and defensive spells will gladly* inhabit a suitable weapon or piece of armour.

Now, suitability is a tenebrous and tenuous concept when it comes to Temple items. However, arms and armour that have survived countless battles and adventures and have triumphed over insurmountable odds are invariably hot property for spirits on the rise. Lower class spells will tolerate merely masterfully created pieces, particularly if they given the respect they deserve. Jewels, rituals, solemn oaths, blood sacrifices, all this and more may be required to convince the average spell to adopt physical form. Assume the worst if a spirit deigns to inhabit a sword of a clearly lower class than one would normally expect. Hence, the importance of naming conventions. Swords are only given names after they’ve lasted through enough battles and adventures to warrant a truly magnificent Temple. Misnaming a blade and attempting to coerce a spirit to reside within is liable to result in an insulted spirit and a vaporised enchanter.

Keep in mind, the only spells that are powerful enough to form flashy** magic weapons are Emblem spells, the rarest and most sought-after of arcanum. Spells of a lower potency won’t be able to impact the material world without the power of a mortal caster behind it, and that’s nigh-impossible when sealed in steel. However, these ordinary spells have an obviously supernatural understanding of their host, the Temple, and can grant various bonuses to a wielder... but they can also revoke that bonus if their esoteric demands are not met. Far more reliable to mix a drop or ten of occultum into the molten metal and call it a day.

So, you’ll need an already incredibly rare Emblem spell that will consent to inhabit a material object, a suitable weapon which has probably been in a family of knights for generations, enough jewellery to choke a duchess and the knowledge to combine all of these without blowing your face off.

In theory.
In practice, it’s much harder.

Other Items

The equipment of ancient heroes aren't the only objects that form suitable Temples The spells used to form Bags of Holding have a liking to the containers used in heists, bank robberies etc. and so are often found possessing ratty sacks or unassuming crates. The day-to-day accoutrements of prophets and sages, tea-cups, bits of furniture and the like, can be used to house divination spells. However, objects exposed to magic directly have a slightly different tune to play, which I will explain in the last part of this little trio: Relics.


The Results

It can be hard to predict the the final result of the creation of a Temple. The behaviour of the spell, the quality of the materials used, even the mindset of the creator can have an impact on the final results. However, the majority of Emblem spells can be formed into items that behave in a similar manner within a reasonable margin of error.

Spell Hosts Demands Effects
Fireball Swords, Axes Regular use in combat, burnt sacrifices, arson Flaming - +1d6 fire damage, target must save or ignite
Lightning Bolt Hammers, Spears Jewels, pandering, continual prayer Shocking - Target must save or take 1d6 lightning damage, 1d12 if wearing metal. Item returns to matched gauntlet if thrown
Power Word: Death Bladed weapons Murdering family members, close allies etc. Vorpal - Critical hits behead targets
Heal Any wielded in Holy purport Saving orphans, donating to charity etc. Smiting - +1d8 radiant damage, undead must save vs. fear if brandished
Mutate Any Drinking strange potions, being exposed to radiation Unstable - Reduce die size, deals x1d4 damage, critical hits add a mutation
Wall of ... Any Constructing altars Mutable - Only handle required, blade etc. constructed out of linked element
Fade Any Stealing artwork, creating a shrine Phasing - Ignores physical armor
Magic Missile Thrown weapons Regular, obsessive polishing Returning/Homing - Either reroll a missed attack, or returns to hand at end of round





*Except not at all, evidently.

**Anything involving fire, lightning, or jabberwockies will problem need an Emblem spell. +1 weapons, not so much. Some exceptionally potent "ordinary" spells may exist, but they rarely deign to inhabit mortal forms without significant encouragement, hence their more tractable cousins are used instead. Which would you rather inhabit your brain: A Magic Missile happy with three square meals of Magic Dice a day, or one with raging narcissism and a habit of firing off when displeased?

Friday, July 6, 2018

The Three Forms of Magic Weapon; or, a Flame-Tongue of your own in 2517 easy steps!


When it comes to heroic figures wielding blades of fire and lighting, the ballads usually don’t go into great detail about their composition. Oh sure, all the named weapons have long and storied lives of their own, forged by such-and-such and used in the Great War of whenever to genocidal effect. But the bards singing the songs don’t know a spell from a jar of spit, so they fudge the rest and nobody minds.

Since you are reading this, you probably mind. There are three methods a “magic item” might be created: Occultum, as a Temple and as a Relic. This will be the first of three posts regarding the different formulae and ritual used to bind eldritch power into an otherwise mundane object.


Occultum - The King of All Metals 


Credit, Nihal Rahman

Many pantheons and cults have claimed occultum to be the “metal of the gods”. It certainly isn’t, at least, it certainly doesn’t belong to any god(s) that we know of. Occultum is universally the hardest possible currency, and substantial deposits are likely to instigate, and eventually end, wars. In its pure form, it is completely immune to magic, occasionally reflecting spells directly back at the caster. Occultum plate armour would make a royal treasurer weep, and weigh about half a ton, but would be entirely impervious to spells as well as being extraordinarily resilient. When not being used as coinage (1 occultum = 10 platinum = 100 gold), occultum is sometimes melted down and mixed with base metals. These alloys elevate the properties of the base metals into new and stupendous forms, requiring comparatively little of the ultra-rare active ingredient. For example, Occult-Iron blades are harder, sharper, tougher and rust-resistant, while Occult-Silver wires are used to conduct magic. These alloys are the most reliable and long-lasting of all "magic items" due to simply being a result of unique metallurgical properties. You'll still get songs sung about you though.

Working with occultum is remarkably difficult due to its immunity to magic and high melting point, but never fear! It is highly ductile, and metals wrapped in thin occultum wires or sheets still demonstrate many of the related properties. Liquid occultum has certain properties some magic-users abuse to horrifying effect. Care should be taken that it is not exposed to excessive jostling, as it is liable to decay into octarine light and high-velocity lead shrapnel.

The less said of gaseous occultum, the better. It is a Bad Thing™.

Properties of Occultum Alloys

Now, while players are welcome to read the list below, most of mine have had far more fun experimenting with the tiny tidbits of occultum wire they've dug out of golem corpses in the Chambers. Remember, nothing bad can ever* happen from mixing occultum with other materials.

Iron
Results in incredibly strong, flexible, rust-resistant metal that can be sharpened to a much finer point. Adding lumps or wires of Occultum to ordinary metal provides a +1 damage bonus, reforging it allows for +1 Attack as well.

Steel
Heavier and harder than Occult-Iron, and nigh-indestructible, but the secrets to its manufacture are entirely lost. The dwarves know the secret ways of carbon, but only the elves knew how to keep the Occultum content high enough without total meltdown. Used for +2 weapons.

Tin
The springs produced by Occult-Tin are capable of powering golems, guns and all sorts of gadgets. The Moon Colony is powered almost entirely by a subterranean network of Occult-Tin, with a Mostly Immovable Rod vibrating at its core.

Silver
These wires are used as the "nerves" for golems in the Chambers of God, conducting micro-spell instructions to the limbs, as well as for more... practical purposes. Thicker Occult-Silver wires are capable of conducting a higher spellsurge, but will radiate excess energy at uncomfortable frequencies.

Gold
A room temperature ultraconductor. Effectively has negative resistance, and will actively draw power out of every available supply, acid or electrolyte and send it in colourful, destructive arcs of lightning.

Platinum
Extremely psionically reactive. A normal person, given some meditation tips, could a make an Occult-Platinum coin slowly levitate and wobble about the room. A true master? One shudders to think.

Uranium
Once again, a lost art, this time for good reason. There's a sizeable portion of octarine light mixed into the radiation. However, small animals like rats or cockroaches have a 15% chance to spontaneously develop sentience when continuously exposed.

Copper
Looks solid. Feels heavy. Bends like butter. Will slowly morph back to its original shape, like memory foam.

Lead
Occult-Lead has some strange properties. Left in a laboratory overnight, every single experiment nearby decayed, rotted, fell over or otherwise failed. It seems to somehow draw bad luck into itself. More research required.

Mercury
This amalgam probably isn't sentient. Probably. However, it seems perfectly content to solve mazes, picks locks and open jars. Just pour it in and watch what happens. Breathing the fumes is not advisable.

Silicon
When placed in close proximity to a cube of, say, stone, a lump of Occult-Silicon will slowly twist itself into an identical shape. Higher levels of Occultum are required for smaller, more differentiated objects like a key.

Carbon
Only small scraps of Occult-Carbon have been located in crumbling high-elven facilities, many wizard guilds would kill for a sample. Kill you, for example. It is an extraordinarily durable material, though it struggles to hold an edge, so it's best suited for tools rather than weapons. However, it's properties truly show through when used as armour. Blunt-force trauma will cause it to bulk up into thicker padding, while it will react to a sharp jab by forming hard scales. Fire makes it crisp up into an diffusive layer, while extreme cold has it seal any gaps with insulation. What is even more remarkable, a few minutes later any modified Occult-Carbon armour will reverts to a serene grey sheen, as if it never changed at all.

Aluminium
A simple property, Occult-Aluminium is just as hard as the original metal, but weighs the same as air.

Bronze
Combining the traits of Occult-Copper and Occult-Tin, this alloy is capable of absorbing and diffusing impacts at an astonishing rate. Care must be made during the forging, since no further adjustments can be made. Results in +1 armour and shields.





You'll probably be thinking at this point, most of these properties don't seem particularly... magical. And you'd be right! Occultum is anti-magic, at it's core. It is a mix of phlebotinum and unobtainium. It defies physics, but in a pretty reliable way. It is the exception to all the other rules. Each of these material properties makes it incredibly useful in a wide number of potential projects, limited only by your imagination and how bloody hard it is to find the stuff!

When I give players a 'magic item' and tell the wizard "this object contains a small amount of occultum" I can just watch their eyes light up. As Skerples says: If you want to build something insane, you'll need a bag full of occultum. It's a little bit like residuum, just less crap. Sure, you can just use that +1 sword. Or, you can use the fire trap from two floors back to melt away the lesser metals, leaving behind pearls of occultum and that make something of your own. And I think that's what makes it special.


That's all for now, next time: Temples! Or rather, how to convince a spirit with godlike powers to live inside a metal stick so you can hit things with it.


*Except that one time. So far.