Showing posts with label Magic. Show all posts
Showing posts with label Magic. Show all posts

Saturday, April 4, 2015

D: Doll Golem


Doll golems are the simplest of constructs.  An apprentice animator will often have several to assist with chores. Even powerful animators may keep a doll golem to fetch spell components.























Doll Golem

AC: 12 MV: 20ft, HD: 1, HP: 3,

Ability Score Modifier
Met
7
-2
Dex
10
--
Bra
7
-2
Wts
7
-2
Cha
10
--
Per
10
--

Small:
Construct Traits:

Lightweight: A single Doll Golem may carry / equip 1ENR worth of equipment (several may combine to carry / use heavier objects).

Teamwork: Up to 4 Doll Golems may occupy the same space and work together to perform an action.

Attacks:
(no attacks unless equipped with a weapon)

Dagger: -- to hit, 1d4 slashing/ piercing dmg,

----

Comments and questions are welcome.

Thursday, July 5, 2012

Equipment for Necromancers

The Necromancer requires a ready supply of mortal remains as subjects for their dark magic. Keeping fresh (or not so fresh) body parts can be difficult however, especially in large quantities. These items are essential for any serious practitioner of the Necromantic arts.

Body Bag
Although you could just stuff a body in any old sack the Body Bag is a vastly superior choice. This huge leather bag has a thick double lining and is waterproof. It can shut air-tight when drawn closed. A Body Bag can hold up to ten hit dice worth of body parts and weighs 1ENR if empty ( it can fold up fairly small when not in use). If in use the Body Bag weighs 1ENR + 1ENR per hit dice worth of body parts contained within. A Body Bag can be used by non-necromancers as well as a means of transporting the body parts of exotic creatures to market, or even to safely transport the remains of a fallen comrade. A Body Bag costs 10gp.


Preservative Agents
These alchemical potions help greatly to stave off the effects of rot and decay. If a single dose if poured into a Body Bag and left overnight all the remains inside the bag will stay "fresh".  If a Body Bag receives daily applications of  Preservative Agents and is kept in a cold and vermin-free environment it will continue to preserve the remains nearly indefinitely. The alchemical ingredients required to make Preservative Agents are expensive and rare however, thus each dose costs 5gp.

Flesh Scarabs
These vile little creatures are of invaluable help to Necromancers who prefer to work with skeletal remains. Each Scarab is only slightly larger than a coin and they are typically sold in small colony groups of a few dozen individuals. A colony of Flesh Scarabs comes in a small sealed iron box which contains a small quantity of sand. If the open box is placed inside a Body Bag which contains "fleshy" remains and left overnight by morning the bones will be stripped nearly clean of flesh and the scarabs will have retreated back into their sandy home. A colony of Scarabs which are given a steady supply of flesh to eat will be able to reproduce and replenish their numbers indefinitely but it is impossible to breed additional colonies. Each colony of Flesh Scarabs must be imported from distant lands and thus each box costs 50gp, The iron box they are housed in weighs 1ENR.  

Peddler's Bag
A Peddler's Bag is a small cloth bag which contains simple supplies of the sort usually used by peddlers to mend shabby clothes. Each bag usually contains a random assortment of soiled rags, strips of leather, wooden sticks, nails, small twisted bits of metal, pins, needles, string and twine. Each bag weighs 1ENR and contains 20 uses. You could scrounge up the materials that make a Peddler's Bag by paying any shopkeeper 3 copper pieces for the privilege of searching through their waste-bin.


( Note: Many Necromancer spells such as "Create Skeletal Wretch" require 1d6 uses from a Peddler's Bag, as well as many of the spells used by Animators.)

Saturday, April 7, 2012

Familiar Tables

Random tables for generating a familiar. Roll or simply choose. I suggest one roll on the animal table followed by one roll for either color or a special feature, but you could roll on all three if you want. Go nuts.This is really just meant to get the ball rolling.


Familiars

Animal
1- toad/frog
2- owl
3- rat
4- raven/crow
5-snake
6-rabbit
7-fox
8-hawk
9-bat
10-cat
11-lizard
12-ferret

Color
1-deep blue
2-green
3-golden
4-spotted crimson
5-glowing pink
6-rainbow

Feature
1-antlers
2-unicorn horn
3-sharp fangs
4-spikes
5-bat wings
6-strange eyes

Wednesday, February 15, 2012

Animate Object

Animators believe that every object or tool created by intelligent beings is "alive" - that in the process of creation a magic force infuses an object. Thus every object has a dormant life force or spirit dwelling within it. Animators claim that they simply provide the magical energy to rouse the spirits and sustain them.

Another core principal of the Animator craft is the belief that "Function Follows Form". In the creation of an object the spirit of that object becomes predisposed toward a desire to accomplish it's function.  A chair given animating force will strive to be a comfortable or at least stable place to sit, shears will try to cut, and rope will attempt to bind and tie.

The actual way this animating force (Anima) manifests is a form of self-directed telekinesis. The power of this animating telekinesis is directly proportional to the weight and mass of the object,and usually just slightly higher - the object has enough strength to act upon itself.  This means that an object could not will itself to levitate and fly through the air. Animating force usually manifests similarly to a push or tug to the object- of about the same strength of a creature of similar size and dimensions to the object. A chair could push itself along a flat surface, a statue could tip itself forward, and a sword could tug in it's wielder's grasp. Animating force does not allow an object to bend or change any of it's characteristics- an animated table could not for instance move its legs in an imitation of quadrupedal locomotion, nor could a metal sword flex and stretch.

It is easy to think of objects and by extension animated objects as soulless nonliving things, but Animators maintain that every object has a unique spirit- unique to it's specific moment of creation. It is certain that animated objects can seem to manifest certain peculiarities or even some would say personalities. Also it is interesting to note that complex hierarchies and relationships seem to form between animated objects and their owners, as well as amongst themselves.  These personalities become more pronounced in the more complex forms of animated beings- mainly the various types of Golems. 

Some folk believe a bond can form between a person and their possessions which can slowly infuse some Anima into owned objects. This theory is used to explain how over time a person can own a "lucky" or "Trusty"  item that they feel particularly attached to.

-More on this later...