Tuesday Toot – G+ is
closing gone. When it was alive things happened. Things unexpected. Great things. Whilst my creative output is only modest, I thought I’d hold something up into the living light, something that came about purely because G+ existed … This is a toot to G+.
The Master’s Hoard is a compilation of quirk-some magic items which I posted on my G+ page over a period of weeks. The compilation of magic items can be downloaded for free here: Link
:: Baton of Three Strikes ::
This item can capture and store up to 3 spells
This item is useful in powering up a cleric or magic user character a bit.
This item allows them to take 3 extra spells into the dungeon, and at a risk, use the item defensively to suck up spells used against the party. The item might for example also allow a fighter to carry a ‘curing stick’ with him with healing spells stored inside.
The item stores spells – Therefore, spell-like abilities do not count, e.g. a stare attacks.
Use – the item has 3 gems on its shaft. Pressing a gem allows a single spell to be captured and stored by that gem. That is, provided the spell effect is directed at/near the item.
To release a spell stored in a gem, the other two gems must be pressed simultaneously. Spell can be released from the item by anyone without penalty.
Failure – there is a % chance that the gem capturing the spell is denatured/destroyed instead of capturing the spell.
Level of spell – The % chance of failure is equal to the spell level of the spell being captured (e.g. a 5th level spell has a 5% chance of destroying the gem).
Hostile spells – The % chance of failure is 10 times larger if the spell being capture is hostile to the user (e.g. a 5th level hostile spell has a 50% chance of destroying the gem).
Class conflict – anyone can use the item to capture a spell, but if they are not familiar with that branch of magic there is a +25% increase in the chance of failure.
||Friendly Base %
||Hostile Base %
||Class Conflict modifier
(a) A cleric (or fighter) trying to store a (non hostile) Web spell (i.e. a 2nd level magic-user spell) would have a % failure chance of 2%+25%=27%.
(b) If the above spell were hostile, then (2%x10)+25%=45%.
If the cleric were a magic user instead, then the +25% class modifier would not apply, so (a) would be 2% and (b) would be 20%.
Therefore, it is far safer to ‘bank’ your own spells prior to an adventure, rather than trying to catch a foe’s spell on the fly. That said, sucking a hostile fireball into the item might save the party’s skin!
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Me on DriveThruDriveThru; at the moment I’m mainly pimping my procedural High Seas ‘Hex Crawl’ – In the Heart of the Sea, and my procedural Wilderness Hex Crawl – In the Heart of the Unknown.
More on Hex Flowers Game Engines.