Sunday, August 7, 2016

Minor Runes/Incantations for Weapon/Armor Personalization

A German Enchanter.

This post is a sort of continuation on my previous theme of getting back to the origins of magic items. In these origin legends, magic items are not made wizards in towers, rather their magic comes from the materials and the maker. Another theme that can be found in some legends is the use of incantations, sigils, or runes inscribed upon the surface of an item to make it magic. Presented here is a system where non-casters, and spell-casters, can inscribe a certain set of symbols onto an item and give it minor bonuses. Along with the system, I have included some historical information about rune, sigils, and incantations to assist in 'spicing up' your game world.

Uses in Your Game: You can use the various rules and options as written in the article. You can add the various runes as minor magical enchantments for low level campaigns, or campaigns that have limited magical item powers. Finally, you can uses these as inspiration for your own magic items or whatever you need inspiration for.

A worker of Incantations - Art from Tang Dynasty China.

Across History and Cultures
The idea of symbols or writing possessing the power to alter reality is an age old concept. Potency and efficacy of these symbols or written incantations relied on the exactitude that the incantations were worded or the symbols were reproduced. Numerous cultures codified these magical incantations or systems into complex systems with their own mores and required actions. While this is in no way an exhaustive list, it includes a sample from eastern and western cultures:

Hieroglyphics: The Egyptian culture and its use of Hieroglyphics has become common knowledge. However, its use of Hieroglyphics to form incantations still remains somewhat obscure. A number of examples of their use of incantations still exist, the largest of which is the Book of the Dead, though the correct translation of its title is closer to Book of Coming Forth by Day or Book of Emerging Forth into the Light. Incantations found in the book included: protection against snakebites, prevention of putrefaction, and the ability to transform into any desired form. Protective incantations were thought to be used frequently on tablets or amulets that were commonly used be citizens from all levels of society.

Runes: Fantasy literature and RPG's are rife with references to runes. Runes were commonly used as the alphabet for Germanic languages before the introduction of the Latin alphabet into the area. The earliest example of the use of Runes dates from around 150 AD. The poetic Edda mentions 'victory runes' that can be inscribed on various parts of a sword. Other examples of runes used for magic include the inscription of Tyr's name or the word 'Alu' multiple times in succession. The inscription of meaningless utterances were also common, these utterances were believed to be some sort magical chants.

Shou / Lu / Fu: The inscription of the Chinese characters Shou, Lu, and Fu on clothing, amulets, as well as many commonly used items is a tradition that dates as far back as the Song dynasty (AD 960 – 1279). They represent the three most important general goals in traditional Chinese culture: longevity (shou), prosperity (lu), and happiness (fu). The thought is that when items are inscribed with these characters, often found in stylized forms, these items can attract the concepts they represent.

Theban Alphabet: The origins of the alphabet are unknown, but was first published in Johannes Trithemius' Polygraphia (1518). It's name comes from Honorius of Thebes, an individual who left little to mark his existence from the Middle Ages. Honorius of Thebes is credited with the authorship of the grimoire called The Sworn Book of Honorius (13th Century AD) which purports to contain the combined knowledge of multiple magicians/wizards. This alphabet was, as still is, used as a cypher to write spells and incantations. The Theban Alphabet is still used by practitioners of Wicca and modern forms of witchcraft. 

An Inscriber of Runes and Incantations.
 
Inscribed Enchantments
The central concept for this system is the personalization of equipment, and bonuses that result from the personalization. In this system, the character inscribes their name into a piece of equipment along with other runes/incantations that link certain powers with the name and the item it is inscribed upon. These personalized enchantments only function for the person whose name is part of the inscribed enchantment.

Various Systems for Use in Your Game
These are a set of different rules for use of this concept in your game. There are two different forms that the personalized enchantments system can take: skills as knowledge and skills as recreation. The skill styles used for this system are: X out of 6 and Skill Proficiencies.

General Rules
These rules apply to the use of personalized enchantments, no matter what skill system is used.

Cost: The character has to devote part of their life essence in order for the inscribed rune/incantation. A character must sacrifice a number of HP, which cannot be healed until the character willingly deactivates the rune/incantation. The HP cost is equal to the total number of incantations/runes the character has active, divided by 2. (e.g. One costs 1 HP, Two costs 1 HP, Three costs 2 HP, Four costs 2 HP, Five costs 3 HP, etc...)

Limited Number: The character can only have a number of active incantations/runes equal to the character's level, or half the character's level (rounded up or down, GM's choice).

Optional Rules:
The GM may decide to use any, some, all, or none of these rules depending on the level of power the GM wants to give to the skill in their game.

An object must be reforged or altered if the character wishes to change which runes/incantations are active on the object. To properly reforge or alter the item the character must make a successful crafting or Tinkering skill roll and spend 1/3rd of the original cost of the item (e.g. Weaponsmithing for a sword, Armorer for armor, or Sewing for Clothing).

A character may have multiple inactive runes/incantations on any one object. The character may activate and deactivate these inscribed runes/incantations at will, as long as they pay the cost. This option gives the chosen item a degree of flexibility for different situations the character might encounter. If there is a monetary cost (covered later in the post) it still must be spent to have a rune/incantation to be functional whether it is active or not.

A character may use their knowledge to inscribe a personalized enchantment for another character besides themselves. The activation cost in HP is still paid for by the character the enchantment is tied to, it is just someone else inscribing it on the weapon. Costs for inscription by another person are doubled to cover the cost of labor. The monetary costs can be found later in this post.

If the GM wishes to have a simpler set of magical items for their game, they can forgo the HP cost to the character to have active rune/incantations or they may keep the HP. The enchantments may still remain personalized, meaning they only function for a particular person, or they can become universal if the GM wishes. In any case it is recommended that the GM allow other characters, besides the one using the enchantments, to inscribe runes/incantations onto an item. If the HP cost is removed, use the monetary cost rules (later in the post) and multiply the base costs by 5 along with any other multipliers. 

A man practicing a rune he has mastered. Art by W. Blake

As Knowledge
The amount of points or proficiencies the character has represents the number of incantations/runes that they have mastered. These skills are not rolled, rather they are representations of the amount of knowledge they have.

X out of 6: Each point the character has in the Enchantments skill counts as an incantation/rune the character has mastered. The character can perfectly recreate this incantation/rune without worry about failure. While the character may have knowledge of any number of incantations/runes, they are unable to effectively recreate any but the ones they have mastered. Since most games that use this system have all skills starting at 1 out of 6, it means that all starting characters know at lest one incantation/rune. Specialists/Rogues treat this skill as any other skill. This skill increases by 1 on every even level for Clerics/Priests and Wizards/Mages. The skill increases by 1 on every odd level (e.g. levels, 3, 5, 7, etc...) for Dwarves and Elves if race is treated as a class.

Skill Proficiencies: The Enchantments skill requires three slots to start, with the relevant ability being Intelligence and a check modifier of -3. The character starts with knowledge of two incantations/runes. For each additional proficiency the character spends on the skill, they gain access to an additional incantation/rune. The Enchantments skill is in the Wizard and Priest proficiency groups.

Optional Rules:
The GM may decide to use any, some, all, or none of these rules depending on the level of balance the GM wants to give to the skill in their game.

To place the incantation on a desired object, the character is required to make a successful crafting skill roll or Tinkering roll depending on the item being worked on. (e.g. Weaponsmithing for a sword, Armorer for armor, or Sewing for Clothing).

A failed crafting skill roll or a failed Tinkering roll means the item is inscribed improperly and another attempt on that item may not be made unless it is reforged or altered. To properly reforge or alter the item the character must make a successful crafting or Tinkering skill roll and spend 1/3rd of the original cost of the item.

The cost of putting the rune/incantation on an item costs 100 gp/sp (depending on the base monetary system of the game) per rune/incantation on the item counting the one being applied. (e.g. 100 gp/sp for the 1st, 200 gp/sp, for the 2nd, 300 gp/sp for the 3rd, etc...). If the skill to inscribe the rune/incantation fails, half of the materials/cost is wasted.

Examples of magical and alchemical sigils. - Art by Ebenezer Sibly

As Recreation
The basis of this system is the accurate recreation of specific runes/incantations so that they function correctly on the item. The character may know any number of runes/incantations but the rule for the number of active runes/incantations still applies.

X out of 6: All character's begin with a rating of 1 in 6 in the Enchantments skill. This skill functions as any other skill, with the character having to roll equal to or below the rating each time they wish to inscribe a rune/incantation on an item. Specialists/Rogues treat this skill as any other skill. This skill increases by 1 on every even level for Clerics/Priests and Wizards/Mages. The skill increases by 1 on every odd level (e.g. levels, 3, 5, 7, etc...) for Dwarves and Elves if race is treated as a class.

Skill Proficiencies: The Enchantments skill requires three slots to start, with the relevant ability being Wisdom and a check modifier of -3. This skill is improved like any other skill by spending additional proficiencies on it.

Optional Rules:
The GM may decide to use any, some, all, or none of these rules depending on the level of balance the GM wants to give to the skill in their game.

A failed crafting skill roll or a failed Tinkering roll means the item is inscribed improperly and another attempt on that item may not be made unless it is reforged or altered. To properly reforge or alter the item the character must make a successful crafting or Tinkering skill roll and spend 1/3rd of the original cost of the item.

The cost of putting the rune/incantation on an item costs 100 gp/sp (depending on the base monetary system of the game) per rune/incantation on the item counting the one being applied. (e.g. 100 gp/sp for the 1st, 200 gp/sp, for the 2nd, 300 gp/sp for the 3rd, etc...). If the skill to inscribe the rune/incantation fails, half of the materials/cost is wasted.

The GM rolls the skill secretly, instead of the player. The character must test the weapon out before determining if the inscription was successful or not.

A failed roll means that the opposite effect of the inscribed rune/incantation occurs, turning bonuses into penalties and bonus damage being caused to the character each time they used the weapon.

Runes / Incantations
There are two classifications for runes/incantations: worn and weapon. Worn runes/incantations can be applied to any piece of clothing, jewelry, or item. No matter what kind of worn item the rune/incantation is applied to, the bonus remains the same. Weapon runes/incantations can be applied to any weapon, ranged weapons apply their bonuses to the projectiles they fire. A character may only benefit from a particular rune/incantation type once, no matter how many copies of the rune/incantation the have activated.

Optional: The GM may decide that a character may benefit from a rune/incantation multiple times if it comes from the same item, it is up to the GM the maximum number of times allowable. The cost for the 2nd rune to be placed on the item is doubled, the cost for the 3rd is tripled, the cost for the 4th is quadrupled, etc if the GM is using the monetary costs mentioned earlier in the post. 

An example of a few different items that can be inscribed
 
Worn Runes/Incantations
Protection: This rune/incantation improves the AC protection of an item by +/- 1. If the item does not normally provide an AC bonus, the rune still improves the wearers AC. A character may benefit from this type of rune/incantation once, no matter how many items are inscribed with it.
Optional: The AC bonus only applies to a certain type of weapon or certain type of damage (e.g. ranged/melee or slashing/bludgeoning/piercing). If the rune/incantation only supplies protection against a specific type of weapon or damage, the GM may rule that each type of protection is a separate rune/incantation that must known by the inscriber.

Bolstering: This rune/incantation improves a single save by 1, the save must be chosen at the time of the inscription. An item, or set of items, may provide a bonus to each save.
Optional: Each save that is improved is considered a different rune/incantation, meaning a character must know five different runes/incantations in order to improve every save.

Swift: This rune/incantation improves the base move speed of a character by 5 feet/ 2 yards/ 2 meters / etc.
Optional: The movement bonus only applies when the wearer is moving in a specific type of environment (e.g. mountain, forest, swamp, etc...). If the rune/incantation only applies to a specific environment the GM may rule that each type is a separate rune/incantation that must known by the inscriber.

Increased Range of Motion: This rune/incantation reduces the penalties to Rogue skills by 5%. If the game system uses the X out of 6 skill system, improve the Stealth and Tinkering skills by 1 or reduce the penalties to said skills by 1 if the system places penalties on those skills for wearing armor.
Optional: The bonus or penalty reduction only applies to a specific skill, rather than all the listed skills. If the rune/incantation only applies to a specific skill the GM may rule that each type is a separate rune/incantation that must known by the inscriber.

Agile: This rune/incantation allows the wearer to make 2 rolls, taking the better roll, for attempting to do anything that requires a level of grace and agility, though not for attacking or saves (e.g. acrobatics, stealth, balancing, etc...).
Optional: The rune/incantation only applies to a specific skill or action, rather than all skills and actions that are based on agility and grace. If the rune/incantation only applies to a specific skill or action the GM may rule that each type is a separate rune/incantation that must known by the inscriber.

Powerful: This rune/incantation allows the wearer to make 2 rolls, taking the better roll, for attempting to do anything that requires a level of strength or physical might, though not for attacking or saves (e.g. bending bars, lifting gates, pushing heavy objects, etc...).
Optional: The rune/incantation only applies to a specific skill or action, rather than all skills and actions that are based on strength or physical might. If the rune/incantation only applies to a specific skill or action the GM may rule that each type is a separate rune/incantation that must known by the inscriber.

Potent: This rune/incantation allows a spell-caster to be considered 1 level higher when determining level dependent variables of spells (e.g. duration, range, damage, etc.).
Optional: The rune/incantation only applies to a specific school of magic (e.g. necromancy, enchantment, conjuration, etc...) or to a specific type of magic (divine or arcane). If the rune/incantation only applies to a specific school or type of magic GM may rule that each school or type is a separate rune/incantation that must known by the inscriber.

Wayland the Smith, maker of powerful weapons and Runes. Art by J. Gehrts

Weapon Runes/Incantations
Blood Thirsty: This rune provides a +1 bonus to damage to a weapon.
Optional: If GM wishes, there must be a rune/incantation for each type of weapon or type of weapon damage, meaning someone must know multiple runes/incantations to improve any weapon they wish.

Death Dealing: This rune provides a +1 bonus to-hit to a weapon.
Optional: If GM wishes, there must be a rune/incantation for each type of weapon or type of weapon damage, meaning someone must know multiple runes/incantations to improve any weapon they wish.

Caustic: This rune provides a +1 bonus to damage to a weapon, this bonus damage is considered Acid damage.
Optional: If GM wishes, there must be a rune/incantation for each type of weapon or type of weapon damage, meaning someone must know multiple runes/incantations to improve any weapon they wish.

Arctic: This rune provides a +1 bonus to damage to a weapon, this bonus damage is considered Cold damage.
Optional: If GM wishes, there must be a rune/incantation for each type of weapon or type of weapon damage, meaning someone must know multiple runes/incantations to improve any weapon they wish.

Searing: This rune provides a +1 bonus to damage to a weapon, this bonus damage is considered Fire damage.
Optional: If GM wishes, there must be a rune/incantation for each type of weapon or type of weapon damage, meaning someone must know multiple runes/incantations to improve any weapon they wish.

Shocking: This rune provides a +1 bonus to damage to a weapon, this bonus damage is considered Electric damage.
Optional: If GM wishes, there must be a rune/incantation for each type of weapon or type of weapon damage, meaning someone must know multiple runes/incantations to improve any weapon they wish.

Shattering: This rune provides a +1 bonus to damage to a weapon, this bonus damage is considered Sonic damage.
Optional: If GM wishes, there must be a rune/incantation for each type of weapon or type of weapon damage, meaning someone must know multiple runes/incantations to improve any weapon they wish.

Forceful: This rune provides a +1 bonus to damage to a weapon, this bonus damage is considered Force damage.
Optional: If GM wishes, there must be a rune/incantation for each type of weapon or type of weapon damage, meaning someone must know multiple runes/incantations to improve any weapon they wish.

Optional:
These options are rather powerful, so it is up to the GM whether or not to allow these.

Will For Destruction: Increases the critical range for the weapon by 1 (e.g. a normal weapon would score a critical on a 19 and 20). Rolling the reduced number needed for a critical does not mean an automatic hit, it just means that they score a critical IF their roll would normally hit.
Optional: If GM wishes, there must be a rune/incantation for each type of weapon or type of weapon damage, meaning someone must know multiple runes/incantations to improve any weapon they wish. Optionally, the rune/incantation counts as 2 or 3 for the purposes of limits and costs (GM choice).

Destroyer: This increases the critical multiplier by 1 (e.g. a normal weapon would do x3 damage instead of x2).
Optional: If GM wishes, there must be a rune/incantation for each type of weapon or type of weapon damage, meaning someone must know multiple runes/incantations to improve any weapon they wish. Optionally, the rune/incantation counts as 2 or 3 for the purposes of limits and costs (GM choice).

Powerful: This increases the damage die of the weapon by 1 type (e.g. a D6 would become a D8, a D8 would become a D10).
Optional: If GM wishes, there must be a rune/incantation for each type of weapon or type of weapon damage, meaning someone must know multiple runes/incantations to improve any weapon they wish. Optionally, the rune/incantation counts as 3 for the purposes of limits and costs (GM choice).

Thursday, August 4, 2016

Fire walk with me.

This is a write-up based around a creature-type found in the books Nethereal and Souldancer by Brian Niemeier. I wanted more folks to hear about the books, so I got Brian's permission and made an OSR/AD&D version of his creatures, called Souldancers. This post only covers Souldancers 'aligned' with the Fire Stratum/Plane, if I get interest from this post I will make more for the other planes/stratum. I have included a short background, if you wish to integrate these poor monsters into your game. At the end of this post will be a bit more background about the books, why I like them, and why you might like them, dear reader.

The Souldancer of Fire from the book Souldancer.

 Through the darkness of future's past,
The magician longs to see.
One chants out between two worlds...
"Fire... walk with me."
- David Lynch

They are the hollow ones, heads filled screams of elemental force. They are the unfortunate ones, their souls containing a piece of a goddess. They are the powerful ones, bodies made into conductors for unrelenting power. They are the lonely ones, minds and souls made unrecognizable by pain.

Souldancers are the victims of a cult looking to reconstruct their goddess, and began as people unfortunate enough to be born with a piece of a Void goddess embedded in their souls. They were stolen off the street, leaving loved ones to spend the rest of their lives wondering what had happened. Each person was a solution and an experiment, having a divine part removed from the soul, the cult sought what could be put in its place. Gates, metaphysical ties to the elemental stratum and places far stranger, were used to plug the holes created by divine excision. The bodies of the soon to be Souldancers were altered, pieces removed and replaced with metals that could conduct forces, rather than be destroyed by them. Each person was different, no set rules for what was to be replaced and what was kept. Teeth, limbs, digits, and eyes were just a few of the pieces that were, or were not, replaced, with one even having her entire body replaced. These surgeries were brutal, only enough numbing given to ensure the experiments survived the shock of pain and dismemberment.

Upon activation of the spiritual gates, their souls and minds were twisted and broken, while their bodies thrummed with the power of barely checked elemental force. Those that survived the process often wished they had died, those that died were counted as lucky by the survivors. Some were used as weapons, their will broken by the surgeries, their souls no longer sang the common song of life lived. Others kept their will, despite madness and grief, and were sealed away to be used as power sources. They were no longer people, to the cult they were merely a means to an end, some even having their names stolen to be replaced by puns or project names.

Freedom came with the end of everything, the breaking of worlds, the knowledge of ages slipping into canyons of rubble. The Souldancers were free, their cages broken, their watchmen now dead or just no longer concerned with their jobs. Their souls mutilated, their past now so much rubble in the city streets, their lives now as meaningless as wind through dry grass and rats' feet over broken glass. This is how their world ended. This is how their world began. 

An ancient depiction of a Fire Souldancer.
 
SouldancerOSR/AD&D/LotFP
Each Souldancer has a unique connection to a plane/stratum, the raw power of the stratum funneled through their souls. The connected stratum provides a unique set of capabilities and drawbacks that become inherent to the very nature of the character. A Souldancer can be from any race, they are creature/race that is created through magic, torture, and surgery rather than through natural phenomena.

Construction Materials
The planar gate within the Souldancer's soul causes so much elemental force to be channeled through the person, that the force bridges the gap between the physical and metaphysical. To keep the individual from being completely consumed by the raw power thrumming through them, parts of the person have to be removed and replaced with elementally attuned metal. There is no exact system as to which parts have to be replaced, each person is different, and requires different levels of surgery/torture. The new pieces are animated through arcane means and powered by the very force coursing through the Souldancer. These replacements still conduct the same feelings of touch that the originals possessed. What remains of their original flesh is fortified and made immutable, their skin and bones held in the exact state of when the torture ended and their existence began. Souldancer's aligned with Fire have their unneeded flesh replaced by Orihalcum (brass alchemically altered to survive the heat and energy given off by the Fire Plane/Stratum).

Percentage of Replaced Flesh1D10
While there is no change in the mechanics of a character, no matter the percentage, it can help with creating the background of the character to understand how much torture they went through in their metamorphosis. Some part of the original body must remain, no matter how small, for the soul of the person to cling to in order to stay alive.

  1. 10 – 19%
  2. 20 – 29%
  3. 30 – 39%
  4. 40 – 49%
  5. 50 – 59%
  6. 60 – 69%
  7. 70 – 79%
  8. 80 – 89%
  9. 90 – 99%
  10. 1 – 9%

To give you a practical idea of how much of the person was replaced, here is the percentage breakdown of the human body by weight. The percentages were taken from: Human Body Dynamics: Classical Mechanics and Human Movement by Aydin Tozeren.

Trunk (Chest, Back, and Abdomen) – 50.8%
Thigh (Each) – 9.88%
Head – 7.30%
Lower Leg (Each) – 4.65%
Upper Arm (Each) – 2.70%
Forearm (Each) – 1.60%
Foot (Each) – 1.45%
Hand (Each) – 0.66%

The Fire was with them. The Fire was of them. Art by Harry Clarke

Game Mechanics
These folks are an incredibly powerful 'race', to help mitigate the level of power it is recommended that GM's require 1.5 – 2 times the normally required experience in order to level up (e.g for a rogue to reach level 2 in AD&D 2nd edition they would need 1,250 experience. A Souldancer rogue would require 1,875 – 2,500). While race as a class is a staple of the old-school style, each Souldancer in the series is so unique that creating a single Souldancer class would water down the concept from the books.

Adjustments
+5 to Strength (Max 20)
Constitution is reduced to 0, they never receive bonus hit-points (Their flesh is even less natural than undead flesh).

Bonuses
Fire Souldancers are completely immune to all Poisons and Diseases.

Fire Souldancers do not need to eat or drink, though they still require sleep.

Fire Souldancers receive a +/- 7 bonus to AC.

Fire Souldancers receive Acid and Electricity Resistance 10 + Level.

Fire Souldancers receive Magic Resistance 15 + Level%.

Fire Souldancers are healed by fire damage on a 2 to 1 ratio. (e.g. 8 fire damage would heal 4 HP)

Once per day, a Fire Souldancer can allow the power of the Fire Stratum to cascade out of their bodies. This cascade is treated like a fireball centered on the Souldancer that causes 1D6 points of damage per level. Use of this ability does not heal the Souldancer.
Optional Rule: The GM may allow a Souldancer to heal themselves using this ability, since in the book one character actually does so. The restriction was put in place as a possible balance to the power.

Unarmed attacks by the Souldancer deal an additional 1D6 fire damage.

Unless provoked, Fire Elementals and other creatures from the Plane/Stratum of fire will not attack a Fire Souldancer. These creatures see the Souldancer as being part of the 'family'.

The world, a match. Their souls, a flame.

Drawbacks
Souldancers suffer from an extreme form of PTSD due to the torture and change that was forced upon them. Each character must have a 'trigger' that causes them to enter a fight or flight behavior pattern. Whenever the character encounters their trigger, they must make a save versus Paralysis. A successful save means they are able to stay calm enough in that situation for approximately 10 minutes before they must make another save if they are still in the presence of their trigger. A failed save means they must either run from the trigger or attempt to kill/destroy the trigger or its source.

Souldancers cannot be healed through normal healing spells (e.g. Cure Light Wounds or Heal). To heal a Fire Souldancer, they must be exposed to a source of fire that would normally cause damage to others. They are healed by this fire at a 2 to 1 ratio (e.g. 8 fire damage would heal 4 HP).

Fire Souldancers take double-damage from water or cold based damage, though due to their internal heat they are immune from the detrimental effects of extreme cold due to the environment.

A Fire Souldancer always radiates an incredible level of heat, causing 1D6 points of damage to anyone who touches their exposed 'flesh'. This heat is always on, and can never be turned off no matter how hard the Souldancer concentrates. The Souldancer has to go to great lengths to find non-flammable clothing and equipment. Keep in mind that a standard campfire does about 1D6 damage, much like a Fire Souldancer. A campfire can reach temperatures as high as ~930 degrees Fahrenheit / ~500 degrees Celsius. Paper will spontaneously ignite at 434 – 475 degrees Fahrenheit / 218 – 246 degrees Celsius, while leather will spontaneously ignite at 392 – 414 degrees Fahrenheit / 200 – 212 degrees Celsius. A Fire Souldancer needs to wear/use items that are made out of materials that act as strong insulators, in a fantasy world these materials are very difficult to find. Generally, the skin of a Fire Salamander or a Red Dragon works well, and allows them to touch flammable objects if they wear gloves made out of said material. (The GM is encouraged to highlight the fact that everything that the character physically touches is destroyed, and how a normal romantic relationship with any humanoid being is completely impossible without some kind of magical intervention.)

If a Fire Souldancer dies, everyone nearby has a very short period of time (1D6 rounds) to flee from the area as the Souldancer's body begins to come apart. Once their body has completely broken apart, a screaming gate to the Plane/Stratum of Fire opens, releasing a level of heat that can only be found in the heart of a volcano. Everything in 30 feet of the portal takes 20D6 fire damage, this damage is reduced by 1D6 for every five feet beyond the 30 foot point. This opening is not merely a portal, but the soul of the Souldancer, continually torn and twisted in pure metaphysical agony. The Souldancer cannot be brought back to 'life' by anything short of a Wish, and their agony will continue until some way is found to close the portal. Even after the portal is closed, they still cannot be brought back to 'life' by anything short of a Wish due to the level of damage that was done to their soul.
Optional Rule: The body of the Souldancer has to be healed with fire back to positive hit-points within 1D6 rounds of the character's death. If the body is healed in time, the soul of the Souldancer remains intact and near the body as a ghost that is bound to their lifeless vessel with chains of fire. The soul can be reinserted back into the body with an amended form of a resurrection spell. If the Souldancer's body is not healed within 1D6 rounds, then the previously described situation occurs along with the inability to resurrect the fallen character. 

Read it, you won't be disappointed.
 
The Source Material
As I mentioned before, the Souldancer was taken from two books written by Brian Niemeier called Nethereal and Souldancer. To start with, these books encompass the best science-fantasy, and even horror, has to offer. Lots of action, a plethora of characters with real depth, and even some scares can be found in these books.

I have known Brian personally for almost 16 years now, so this might seem like a friend trying to do another friend a favor by promoting his book, and at one level it is what it seems. But, it extends beyond the duty of a friend, because I really do like these books and if you like my work, you will most likely like Brian's. Brian taught me how to tell a story, and if it wasn't for his support, I would have never started this blog. I inherited a great deal of my aesthetic for the weird and wonderful from Brian, and looking at Brian's stories is like looking at the ideal form of how I want my own ideas to be. I don't want my own world to be just like Brian's, but I want the level of reality he gives his to be in my own. Give his stuff a shot, you won't be disappointed.

Brian's Blog

The Soul Cycle page on Amazon

Brian's Twitter feed

Wednesday, August 3, 2016

Smiths and Artisans are the Real Enchanters pt 3

So, the posts continue. I may be at this for awhile, since to have the level of detail I want with these posts, I need to make each material have more info than I normally put in posts. This post revolves around the mythical Solid Mercury, meaning Mercury that stays solid at high temperatures. I have tried to make each item have certain advantages that can only be used by certain classes. As always, comments and suggestions are always welcome. 

A renowned maker of Frozen Mercury. Art by A. Rackham

Frozen Mercury / Solid Mercury / Mercurius Solidus: Mercury had been the obsession of many alchemists from east to west. It's symbol on the period table of elements (Hg) comes from its Greek name of Hydragyrum. In the Chinese empire Mercury was believed to have a number of medical benefits to improve longevity, grant immortality, or give elderly men back their virility. Due to its water repelling quality, the Chinese alchemist Ko Hung believed that coating the bottoms of the feet would allow a person to walk on water. In the west, it was believed that all metals, especially gold, were combinations of other substances and Mercury, putting it at the center for the search to artificially produce gold. Others searched for a way for Mercury to keep a solid state at high temperatures, similar to steel or even silver. Naturally, this is an impossibility in the real world, but within magic lies the answers to many impossibilities. The items presented for Frozen Mercury, the preferred term for this post, are based off of legends and folklore about Mercury or items made from Mercury.

In Game / Fantasy Explanation: Frozen Mercury can either be made or found, though each path comes at great cost for those who would seek it. Alchemists can create it through the use of incredible pressures and by applying sudden shifts of extreme temperatures with the work of months being required to make a single 1 lb bar (0.45 kg). Those that go through the extreme labor of creating such a bar generally are not want to let such a creation go at any cost, but others might exchange one for a king's ransom. Small amounts of the substance can be harvest from the Pineal Glands of the idiot children of the Formorian Prince, Balor. Care should be taken when harvesting the children of Elatha, called the Lugh, since few survive Elatha's wrath when the Lugh begin their screams of fear and pain. It is said that Elatha and his children reside on the far northern island of Thule amidst the wastes of the arctic. The final source of Frozen Mercury is to steal a spool of thread from the Erdgeist at its loom on the isle of Brasil. Said to be weaving a death shroud for the world, the Erdgeist enters into murderous rages when disturbed from its appointed task. 

A legendary sword.
 
Frozen Mercury Sword: Called a Wraith's Brand for its translucent blade that is in turn reflective as a mirror or clear as glass. Perfect balance from the material of its creation, rather than the skill of its maker, the Wraith's Brand is coveted by duelists and bravos alike. The unique nature of its blade not only makes it difficult to track with the eyes, but so incredibly light as to allow lightning fast strikes.
Game Mechanics: The occasional clarity of the blade makes it difficult to react to, resulting in a penalty of up to 3 to the target's AC. This means that most characters will not get their Dex modifier to their AC. With monsters, big monsters like dragons likely won't get a penalty, while quick monsters like sylphs would. The lightness of the blade allows a character to make an additional attack with the blade with a -5 penalty to their hit/ +5 penalty to their THAC0. Fighters are able to make full use of the abilities of the sword. Other classes, however, cannot make the additional attack if they moved that round unless they are able to roll under their Dexterity with 1D20.
Drawbacks: The Frozen Mercury has a minor aura of madness and mental weakness that it radiates to the wielder of the sword. Anyone wielding a Frozen Mercury item takes a -/+ 2 penalty to resist mind effecting phenomena. There is an additional drawback depending on the origin of the Frozen Mercury:
Alchemical: -/+ 1 penalty to saves versus Cold spells, since it is a conductor/attractor of cold.
Pineal Gland: -/+ 1 penalty to avoid mind effecting spells due to the madness inherent in the Lugh minds.
Erdgeist's Thread: -/+ 1 penalty to avoid necromantic spells since the thread was created to woven into the world's death shroud.

A runic Frozen Mercury Ring.

Frozen Mercury Ring: These rings are said to grant a cloak of invisibility to its wearer, though such claims are slight exaggerations. The rings grant an individual a ghostly appearance, making them difficult, if not impossible to see, if the wearer wishes to be inconspicuous.
Game Mechanics: For percentile based systems, the ring grants a +33% bonus to the Hide in Shadows skill, or grants a 33% rating for those who do not have the skill. For the X out of 6 skill system, the ring grants a +2 bonus, meaning those without points in the skill would have a 3 out of 6 skill. Rogues / Specialists are able to take greater advantage of this ring than others, by allowing those classes to attempt to hide even when being watched.
Drawbacks: The Frozen Mercury has a minor aura of madness and mental weakness that it radiates to the wearer of the ring. Anyone wielding a Frozen Mercury item takes a -/+ 2 penalty to resist mind effecting phenomena. There is an additional drawback depending on the origin of the Frozen Mercury:
Alchemical: 2 extra damage taken from Cold effects, due to Frozen Mercury being a conductor/attractor of cold.
Pineal Gland: Mind effecting spells last 1 round longer due to the madness inherent in the Lugh minds.
Erdgeist's Thread: The wearer is more apt to attract the attention of the Undead, which also means that the bonuses granted by the ring are only +17%/+1 versus attempts to hide from Undead. 

A serpent Frozen Mercury Talisman.
 
Frozen Mercury Talisman: As Mercury repels water, it can protect the wearer from it and grants them a level of freedom from the dangers and perils of water. Frozen Mercury Talismans are highly sought after by sailors and those who work near water.
Game Mechanics: Those that wear the talisman always float in water, no matter the weather conditions or the currents. The wearer can never be pushed below the water for longer than a few moments no matter the strength of the force, or creature, holding the wearer below. Wearers are also unimpeded by water, giving them a swim speed as fast as their land speed. Rangers can take special advantage of the powers of this talisman. Rangers wearing the talisman are able to walk or run across water as if it were dry land.
Drawbacks: The Frozen Mercury has a minor aura of madness and mental weakness that it radiates to the wearer of the talisman. Anyone wielding a Frozen Mercury item takes a -/+ 2 penalty to resist mind effecting phenomena. There is an additional drawback depending on the origin of the Frozen Mercury:
Alchemical: 2 extra damage taken from Cold effects, due to Frozen Mercury being a conductor/attractor of cold.
Pineal Gland: Mind effecting spells last 1 round longer due to the madness inherent in the Lugh minds.
Erdgeist's Thread: The wearer is more apt to attract the attention of the Undead, meaning that undead will target the wearer first before others around them. 

Queen Titania and her Frozen Mercury Virge. Art by A. Rackham
 
Frozen Mercury Virge: Mercury is renown for its speed, and virges made from Frozen Mercury grant its speed to spells cast through them. These virges are sought by spell-casters who require the utmost speed when casting their spells.
Game Mechanics: If the system used for spell casting uses casting times that modify initiative, then the casting time of spells cast is reduced by 5 to minimum of 1. Casting times listed in rounds are reduced to a casting time of 9. (e.g. A spell with a 1 round casting time would be changed to a 9 initiative modifier. A spell with a casting time of 2 rounds would go into effect on their next initiative with a 9 modifier to the initiative.) For systems that do no use casting time initiative modifiers, the virge provides a -/+ 4 bonus to their initiative when the wielder casts a spell. The greatest advantage that the virge provides is the ability to quickly cast a lower level spell the caster has memorized without expending effort, meaning that they can cast an additional spell on their turn. This ability is greater the higher the level of the user:

Level 1 – 6: Quick Casts Per Day: 1 Max Level: 1
Level 7 – 12: Quick Casts Per Day: 2 Max Level: 2
Level 13 – 18: Quick Casts Per Day: 3 Max Level: 3
Level 19+: Quick Casts Per Day: 4 Max Level: 4

Drawbacks: The Frozen Mercury has a minor aura of madness and mental weakness that it radiates to the wielder of the virge. Anyone wielding a Frozen Mercury item takes a -/+ 2 penalty to resist mind effecting phenomena. There is an additional drawback depending on the origin of the Frozen Mercury:
Alchemical: -/+ 1 penalty to saves versus Cold spells, since it is a conductor/attractor of cold.
Pineal Gland: -/+ 1 penalty to avoid mind effecting spells due to the madness inherent in the Lugh minds.
Erdgeist's Thread: -/+ 1 penalty to avoid necromantic spells since the thread was created to woven into the world's death shroud.


Tuesday, August 2, 2016

Smiths and Artisans are the Real Enchanters Pt. 2


The dwarf Alberich with his slaves and horde of Rhinegold - A. Rackham
 
This is the second of two posts focusing on the a more 'traditional' style of magical item creation and rules. By traditional, I mean that it follows theme laid down by many western and eastern legends about magical objects. In these legends it was the smith and the material that made an item magic, rather than a spell-casting murder-hobo. These rules can be integrated into any standard AD&D/OSR game, but may work best in a low-magic setting. This second post will focus on magical materials not normally found in standard fantasy fiction as well as RPG's, each material lists the effects it creates when crafted into one of the archetypal item forms. As a form of review for those who saw my earlier post, or for the edification of those who did not, I have included the basic functionality of archetypal magical item forms. I have also added the minimum amount of a substance needed to create each item type in its entry and the basic level of skill needed to create such an item.

Fafnir the dragon and his horde of Rhinegold. - A. Rackham

Archetypal Item Forms
The Sword/Weapon: While their purposes and abilities would seem obvious, both from common knowledge and experience playing fantasy RPG's, the sword/weapon has a set purview in legends that is occasionally crossed in games like Dungeons and Dragons. The purpose, or ability, most often found in magical swords is the capability to kill something or someone powerful. Other legends have included a number of other powers to protect or enhance the wielder, but the main thread of killing remains the same across all of the legends. Legends of broken sword/weapons of great power are most often symbols of a loss of status or honor which can be reclaimed through a great deed or hard work, much as the reforging of a sword can be time consuming and difficult.
Amount Needed: 3.5 – 5 lbs / 1.6 – 2.27 kg (Sword) Skill Required: High
Examples: Excalibur, Durandal, Tyrfing, and Curtana.
Broken Examples:Anduril and Gram.

The Ring: A magical ring most often, in legends, grants the wearer an ability they would not normally possess or focuses a certain capability of the wearer. While in Dungeons and Dragons a ring can provide protection, protection within legends and myths was almost strictly provided by talismans or amulets.
Amount Needed: 0.5 – 1 lbs / 0.23 – 0.45 kg Skill Required: Moderate to High
Examples: Ring of Gyges, Ring/Seal of Solomon, Ring of Al-Shamardal, and Sir Gareth's Ring.

The Talisman/Amulet: These items provided protection from supernatural and physical harm, as well as granting the wearer luck. Talismans/Amulets are the only item in this list that could be crafted by priests/wizards as well as smiths. While they could be crafted by those in touch with the supernatural, these items still required that they be crafted from certain materials and be inscribed with certain writings or symbols. They are also the most common form of magical item found throughout cultures and histories with numerous examples still being used and made today.
Amount Needed: 0.5 – 1 lbs / 0.23 – 0.45 kg Skill Required: Low to Moderate
Examples: Omamori, Hand of Miriam, Crucifix, and Hamsa.

The Wand/Virge: The rest of this post will refer to these items as virges, since the terms wand and rod already have very specific uses and capabilities within standard Dungeons and Dragons rules. These items were most often signs of a person's authority or power to change the world around them. More mystical/occult interpretations, like those found in the Wicca, have the virge as a tool to focus a users will or energy. Some virges can have very specific uses or require criteria to be present before being used, while other virges allowed the user to focus their abilities for a number of tasks. The primary aspect of the virge is to focus a preexisting ability or power, if one did not possess the requisite skill or ability, the virge was useless.
Amount Needed: 1 – 2 lbs / 0.45 – 0.91 kg Skill Required: Moderate
Examples: Caduceus, Barsom, Ruyi, and Gurz.

Mythical Materials
Rhinegold: The origins of this material, and its uses, can be found in the epic High-German poem The Songs of the Nibelungs (Nibelungenlied) as well as Richard Wagner's The Ring of the Nibelung (Der Ring des Nibelungen). While each piece has its own version of Rhinegold, a synthesis of the two versions was used to create the abilities found here. In Songs of the Nibelungs, the Rhinegold takes the form of a dragon's (Fafnir) treasure that was taken after Fafnir was slew by a hero named Sigurd. With his dying breathe, Fafnir pronounced that anyone who possessed his gold was fated to die, to which Sigurd replied that all men are fated to die, no matter what their actions may be. In The Ring of the Nibelung the Rhinegold is a powerful substance, that if formed into a ring, would allow a person to rule the world if they renounce love. This concept was used by J.R.R. Tolkien to create his One Ring. The Rhinegold was stolen from its protectors, the Rhine Maidens, by a Nibelung dwarf named Alberich after the maidens spurned his romantic advances.

In-Game/Fantasy Explanation: There are only three places within the world that Rhinegold may be found reliably. At the depths of a near-mythical river called Rijin by those who live near it. Protected by three water nymphs, there is a supply that replenishes itself over the ages. Those foolish enough to attempt to steal this Rhinegold should be warned that these are not the amorous nymphs described in bawdy tavern tales, for though they do have a pleasing form, they have teeth like sharks and wield magic that would put a grand magus to shame. Rhinegold may also be stolen from the Eternal Dragon Fafnir, who makes the substance in the form of gallstones. While there have been those who have thought themselves crafty by offering to remove the gallstones peaceably from the dragon, since they cause him pain, these crafty individuals all met the same fate. Fafnir is insane due to the fact that he has been murdered and painfully resurrected for untold ages, the deaths at the hands of legendary 'heroes', the painful resurrection from a curse given to him by a long forgotten deity. Fortunately for the world, Fafnir only finds peace in his dreams, and would sleep forever, not needing to eat. The final place to find Rhinegold is within the Alebrich mines of the Nibelung dwarves. Out of the three sources, the Nibelung dwarves are the most willing to make deals in exchange for the Rhinegold. Be forewarned, the dwarves often demand a near impossible task to be completed or a king's ransom for but a handful of Rhinegold. Those that attempt to steal the gold for themselves will find a hard battle ahead facing the Nibelung Lode Priests.

Siegfried's sword 'Gram' was the inspiration for the Rhinegold Sword. Art by A. Rackham

Rhinegold Sword: Rhinegold is stronger than steel, and can hold an edge as sharp as obsidian (Obsidian Scalpels can be 500 times sharper than steel scalpels with an edge only 3 nanometers thick). The sharpness of these weapons make them incredibly deadly on the battlefield, since they are even able to cut through steel and iron. These weapons are despised by dragons, since the material is a bane to their flesh.
Game Mechanics: Any weapon made of Rhinegold has its critical range increased by 1, generally allowing for a critical to occur on a natural 19 or 20. Armor Classes are considered 3 worse when using a Rhinegold Sword. Rhinegold Swords ignore the first 5 points of Damage Reduction of objects or creatures. Finally, Rhinegold swords do an extra 5 points of damage to dragons with each successful hit.
Drawbacks: No matter where the Rhinegold came from, the wielder will be the prime target of any dragon in combat. In non-combat situations, the dragon will treat the individual carrying the sword rudely.

The ring from Wagner's opera was the inspiration for the Rhinegold Ring. Art by A. Rackham.

Rhinegold Ring: While legends claim that a Rhinegold ring would allow someone to rule the world, such claims exaggerate such powers. A ring of Rhinegold grants the wearer the bearing of a King or Queen, no matter their appearance or state of dress. Townsfolk will bow, knights will salute, and soldiers will make way for the wearer and not know why. Other rulers accord the wearer with greater respect than would normally called for, perhaps even going so far as treating the wearer as an equal. Many armies have been raised and many kingdoms have be founded by dangerous transient wearing a Rhinegold Ring.
Game Mechanics: Firstly, wearing a Rhinegold ring grants the wearer a +4 bonus to Charisma, which may take them over the nature 18 limit. Secondly, those who wear the ring are always assumed to be some kind of visiting ruler by those they encounter. Finally, those who swear fealty to the wearer by kissing the ring are granted a moral rating of 17. This rating lasts as long as the wearer continues to possess the ring, the wearer honors their promises made to those who swear fealty to them, and the swearer remains loyal to the wearer of the ring.
Drawbacks: Keep in mind being considered a King/Queen is not a perfect advantage, since it becomes nearly impossible to move around a crowd without drawing attention, a paranoid ruler may see the wearer is a possible usurper to their throne, or unscrupulous bandits may attempt to capture the wearer to ransom them. Dragons naturally know the scent and sight of Rhinegold, and have instinctual knowledge of how each piece is gained. If the Rhinegold used to create the ring was taken from the body of Fafnir, the wearer will be the prime target of the dragon in combat. In non-combat situations, the dragon will treat the individual wearing the ring rudely.

The Rhinegold Talisman is based on Siegfried's inability to feel fear.  Art by W. Heath Robinson

Rhinegold Talisman: These talismans are said to allow the wearer to know the hearts of those around them. Wearers of the talisman are also shielded from emotions that might darken the heart or cause it to quail. Such pieces are valued by those who delve the darkest places of the world, and seek kill those things which abide there.
Game Mechanics: The talisman allows the individual to perfectly understand the intentions and general feelings others have for them. This knowledge and understanding is limited to general knowledge, such as 'This one wants to help me.' or 'This one hates me', the knowledge come more as a strong hunch rather than a definite statement. It does not grant the ability to understand the intentions others might have for anyone else, though it does not impede the any ability the wearer might have to determine such intentions. Finally, the talisman protects the wearer from feelings of fear, making them immune to any form of intimidation or any ability as well as spell that causes fear in the wearer (e.g. a dragon's fear effect).
Drawbacks: The largest drawback from this item is the disenchantment it causes in the wearer. Without social niceties to hide behind, the true nature of people is revealed, and few are heartened by what they see. The second drawback is the lack of fear the talisman causes, meaning that the wearer is more likely to engage in risky actions and behaviors. Finally, dragons naturally know the scent and sight of Rhinegold, and have instinctual knowledge of how each piece is gained. If the Rhinegold used to create the talisman was taken from the body of Fafnir, the wearer will be the prime target of the dragon in combat. In non-combat situations, the dragon will treat the individual wearing the talisman rudely.

I just made up the abilities for the Rhinegold Virge. Art by A. Rackham

Rhinegold Virge: Rhinegold is a magical substance as much as it is a physical substance. Rhinegold acts as a focus for magic, strengthening the power that flows through it. To those who are unskilled in the ways of divine or arcane magic, the virge is useless to them. When magic is channeled through it, the virge will glow with a light similar to the sun.
Game Mechanics: The virge grants a number of varying bonuses depending on what type of spell being cast through them.
Damage/Healing Spells: The virge grants a bonus equal to the caster's stat modifier (Wisdom for Divine and Intelligence for arcane) to the total damage healed or caused.
Bonuses and Miscellaneous Effects: The virge increases all bonuses granted from spells by +1, as well as spells that grant protection such as Shield or Magic Vestments.
Drawbacks: To properly use the virge, the caster must focus most of their attention and energy. In game terms it means that on the round that the caster uses the virge, they may not move, though they may defend themselves. If the caster wishes to move and cast a spell, they must roll beneath their Wisdom (Divine) or Intelligence (Arcane) using 1D20. If they fail their roll, the caster is unable to focus the spell through the virge, not gaining the bonuses it grants.