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osric:chapter6 [2020/05/22 13:31] – [Chapter 6: Treasure] Interlinking in introduction to chapt 5. robertfreemandayosric:chapter6 [2021/07/04 13:56] – Removed duplicate ring of spell turning as per https://knights-n-knaves.com/phpbb3/viewtopic.php?p=281154&sid=653fbfc55ac45d1ffbed9b37f6bfd0b6#p281154 robertfreemanday
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-(For fully randomly-generated dungeons, the treasure table in Chapter 4 should be used instead.)+(For fully randomly-generated dungeons, the [[osric:chapter4#how_to_create_a_random_dungeon|treasure table in Chapter 4]] should be used instead.)
  
 ===== Maps ===== ===== Maps =====
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 | ::: | 66-00 +5| ×5 | | ::: | 66-00 +5| ×5 |
 |  18  |Cursed|—| |  18  |Cursed|—|
-|  19-20 Special  |Variable   |+|  19-20  | Special Variable |
  
 **Miscellaneous Weapons Table 1 — form** **Miscellaneous Weapons Table 1 — form**
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 | ::: | 66-00 +5| 50,000 | | ::: | 66-00 +5| 50,000 |
 |  18  |Cursed|—| |  18  |Cursed|—|
-|  19-20  |Special|Variable||3,500+|  19-20  |Special|Variable|
  
 **Potions Table 1 — properties** **Potions Table 1 — properties**
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 **A Battle of the Wills: Swords vs Characters** **A Battle of the Wills: Swords vs Characters**
  
-Each unusual sword has a personality score, determined by adding its intelligence score to its ego points. These swords will be very conscientious in following their align- ment and if the sword owner is not, a personality conflict arises. If the sword has a substantial ego, 19 or higher, the weapon will consider itself superior to its wielder and if he or she does not agree with the sword's decisions a personality conflict will arise.+Each unusual sword has a personality score, determined by adding its intelligence score to its ego points. These swords will be very conscientious in following their alignment and if the sword owner is not, a personality conflict arises. If the sword has a substantial ego, 19 or higher, the weapon will consider itself superior to its wielder and if he or she does not agree with the sword's decisions a personality conflict will arise.
  
 A player character's personality is determined by the formula: Character Level+Intelligence+Charisma = Personality Score. This score will be modified by damage he or she has taken, reducing Personality Score by 1 point for each group of hp equivalent to the character average hp per level. A player character's personality is determined by the formula: Character Level+Intelligence+Charisma = Personality Score. This score will be modified by damage he or she has taken, reducing Personality Score by 1 point for each group of hp equivalent to the character average hp per level.
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 **Bag of Tricks Colour** **Bag of Tricks Colour**
  
-|  **Grey**  |  **Rust**  |  **Tan**  ||||+|  **Grey**  ||  **Rust**  ||  **Tan**  ||
 |  **d%**  |  **Animal**  |  **d%**  |  **Animal**  |  **d%**  |  **Animal**  | |  **d%**  |  **Animal**  |  **d%**  |  **Animal**  |  **d%**  |  **Animal**  |
 |  01-30  |  Bat  |  01-30  |  Wolverine  |  01-30  |  Brown Bear  | |  01-30  |  Bat  |  01-30  |  Wolverine  |  01-30  |  Brown Bear  |
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 **Sagacious Volume (any, see below):** This magical book grants the reader one complete level of experience, provided he or she is of the correct class. Determine which class the volume enhances according to the following table: **Sagacious Volume (any, see below):** This magical book grants the reader one complete level of experience, provided he or she is of the correct class. Determine which class the volume enhances according to the following table:
  
-|  **d10**  |  **Class**  |    |  **d10**  |  **Class** +|  **d10**  |  **Class**  |  **d10**  |  **Class** 
-|  1  |  Assassin  |    |  6  |  Magic user  | +|  1  |  Assassin  |  6  |  Magic user  | 
-|  2  |  Cleric  |    |  7  |  Paladin +|  2  |  Cleric  |  7  |  Paladin 
-|  3  |  Druid  |    |  8  |  Ranger +|  3  |  Druid  |  8  |  Ranger 
-|  4  |  Fighter  |    |  9  |  Thief  | +|  4  |  Fighter  |  9  |  Thief  | 
-|  5  |  Illusionist  |    |  10  |  Re-roll  |+|  5  |  Illusionist  |  10  |  Re-roll  |
  
  
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 |  **Bead Type**  |**Ability Granted**| |  **Bead Type**  |**Ability Granted**|
 |  Blessing  |Cast //bless// spell| |  Blessing  |Cast //bless// spell|
-|  Healing  |Cast choice of //cure serious wounds//, //cure blindness// or //deafness//,  +|  Healing  |Cast choice of //cure serious wounds//, //cure blindness// or //deafness//, or //cure disease//|
-or //cure disease//|+
 |  Karma  |Cast spells at +4 user level of ability for 10 rounds| |  Karma  |Cast spells at +4 user level of ability for 10 rounds|
 |  Smiting  |Cast //spiritual weapon//, //flame strike//, or //cause blindness//| |  Smiting  |Cast //spiritual weapon//, //flame strike//, or //cause blindness//|
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 //Example of Ring of Spell Storing Creation:// Jerry the GM decides to place a //**ring of spell storing**// in a red dragon's treasure hoard. He rolls a 57 on d%, indicating the ring contains magic user spells. A second d% roll yields a 05 and this means the ring really contains spells of the illusionist class. Jerry now rolls 2d4 and gets 1 on both dice, meaning the ring will contain 2 spells total. Jerry now rolls 1d6 twice, one for each spell to determine the level of that spell. The first result is a 2, the second is a 6. The 6 needs to be re-rolled on a 1d4 and rolling that die generates a result of 4. So, the GM now knows the ring will hold 2 illusionist spells, one of level 2 and one of level 4. Jerry decides to let fate take a hand in the selection of the exact spells the ring stores and takes a look at the illusionist spell tables (see Chapter 2). There are twelve level 2 illusionist spells, and eight level 4 spells, so Jerry grabs a d12 and a d8 and rolls them both. The d12 rolls a 4 so Jerry notes the result of //detect magic//. The d8 rolls an 8 and Jerry notes the result of //shadow// //monsters//. Now that the exact properties of the //**ring of spell storing**// have been determined, they can never be changed; the ring will ever after only hold the two illusionist spells noted. If the finder of the ring uses it to cast a detect magic spell, then an illusionist must cast a detect magic upon the ring to recharge that spell slot. //Example of Ring of Spell Storing Creation:// Jerry the GM decides to place a //**ring of spell storing**// in a red dragon's treasure hoard. He rolls a 57 on d%, indicating the ring contains magic user spells. A second d% roll yields a 05 and this means the ring really contains spells of the illusionist class. Jerry now rolls 2d4 and gets 1 on both dice, meaning the ring will contain 2 spells total. Jerry now rolls 1d6 twice, one for each spell to determine the level of that spell. The first result is a 2, the second is a 6. The 6 needs to be re-rolled on a 1d4 and rolling that die generates a result of 4. So, the GM now knows the ring will hold 2 illusionist spells, one of level 2 and one of level 4. Jerry decides to let fate take a hand in the selection of the exact spells the ring stores and takes a look at the illusionist spell tables (see Chapter 2). There are twelve level 2 illusionist spells, and eight level 4 spells, so Jerry grabs a d12 and a d8 and rolls them both. The d12 rolls a 4 so Jerry notes the result of //detect magic//. The d8 rolls an 8 and Jerry notes the result of //shadow// //monsters//. Now that the exact properties of the //**ring of spell storing**// have been determined, they can never be changed; the ring will ever after only hold the two illusionist spells noted. If the finder of the ring uses it to cast a detect magic spell, then an illusionist must cast a detect magic upon the ring to recharge that spell slot.
- 
-**Ring of Spell Turning (any):** This magic ring creates a powerful magic aura around the wearer that will partially reflect any spells cast at him or her back onto the spell caster. There are three exceptions to the spell turning ability the ring bestows: 
- 
-  *Area effect spells which are not directly targeted upon the ring bearer cannot be turned. 
-  *Touch-based spells cannot be turned. 
-  *Spell effects delivered by devices are not turned. Examples include: rods, staves, wands, rings. Note: spell scrolls are not considered devices. 
- 
-When a spell is cast at the wearer of the //**ring of spell turning**//, he or she rolls a d10 and multiplies the result by 10. When damage from the spell attack is determined, the number generated by this roll indicates what percentage of the damage is reflected back upon the attacker. Thus if "6" appearsonthed10, 60% of the damage rolled would be deducted from the attacking spell caster's hit points and 40% from the target. Further, for each 10% of difference between the damage percentage rolled and 100%, the ring-bearer gains +1 to his or her saving throw. Going back to the example above, the spell's target would get a +6 to his or her saving throw and the spell caster would gain a +4. 
- 
-The //**ring of spell turning**// also grants a saving throw against spells which normally do not allow one. In such a case, the save will be half of the percentage die roll for spell reflection. Returning once again to the example above, the ring wearer rolling a 60% chance of reflecting an attacking spell would gain a 30% saving throw, reducing or negating effects as appropriate to the spell. 
- 
-Spells that only affect a certain number of levels must be able to affect the target's and caster's levels combined, otherwise the spell has no effect on either party. If the ring's wearer wishes to receive the effects of a targeted spell, he or she must first remove the ring. (Healing spells are exempt, since they are touch-based.) If both caster and target are wearing //**rings of spell**// turning, roll d% and consult the table below. 
- 
-|  **d%**  |**Result**| 
-|  01-70  |Spell fails completely, no effect on target or caster| 
-|  71-80  |Spell takes full effect on both target and caster| 
-|  81-97  |Spell fails and both rings are destroyed| 
-|  98-00  |A rift into the Positive Material Plane opens, both target and caster are sucked in| 
- 
- 
  
 **Ring of Spell Turning (any):** This magic ring creates a powerful magic aura around the wearer that will partially reflect any spells cast at him or her back onto the spell caster. There are three exceptions to the spell turning ability the ring bestows: **Ring of Spell Turning (any):** This magic ring creates a powerful magic aura around the wearer that will partially reflect any spells cast at him or her back onto the spell caster. There are three exceptions to the spell turning ability the ring bestows:
osric/chapter6.txt · Last modified: 2021/07/05 18:58 by robertfreemanday

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