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Showing posts with label planes. Show all posts
Showing posts with label planes. Show all posts

Tuesday, February 26, 2019

Moldvay Musings XIV, Part B: Item Creation


The second part of this section has to do with making physical magic items. Either reproducing one listed in the books or making a brand-new one. A few guidelines are given but, even more so than with spell research, DM discretion is involved.

Unlike new spells, making a magic item requires a caster of name level. MUs, Elves, and Clerics can all create items, but clerics are somewhat more limited than the others. They can only make items that they themselves could use. Note that this is not the same as cleric-only items. Magic armor would be one example that comes to mind.

It's also worth noting that nothing says the caster has to be the only person involved in the item's creation. Perhaps a jeweler crafts the actual ring or medallion that is to be enchanted to the wizard's specifications.

Another thing to keep in mind is that acquiring the materials required are potential adventures in and of themselves. Minotaur bones, meteoric iron, or a mirror that's held a medusa's reflection are not things one can buy in town.

"These items should be difficult to obtain, and the spell caster will often have to adventure to acquire the items, for there are no magic stores."
-X51 (emphasis mine)

Side Note: I don't know that this line was intended to populate over into all facets of a BX setting, but the idea that a place to buy magic items is by default nonexistent is an interesting one. I know that I have ignored this quite frequently in order to give the players more options when it came to what to spend their money on. I am led to ponder a bit about the scope of the game and what the original intentions were, but that's a much larger topic than the one in front of us. Another time, perhaps.

Back on topic, without getting into the specifics of costs and crafting times it's important to look at them in terms of the investment they represent to the PC spellcaster. This includes money and time.

PCs creating items are going to be out of the normal day to day of the campaign for a while. They aren't going to be dungeon crawling while creating a carpet of flying or a ring of spell storing, but they may need to go on adventures ahead of time to get what they need for the task. Alternately, they may hire lower level PCs (or send apprentices) to get the goods. In fact, that is a great way to run a multi-tiered campaign: where the lower level PCs are in the employ of the higher leveled ones. Or as hooks for low level parties working for a high level NPC.

The investment of money is another factor to consider. Magic items can cost tens, if not hundreds, of thousands of gold pieces to make. The crafting PC would likely need at least one of the following ways to raise the necessary capital:

  1. Have saved a lot of cash from earlier adventures.
  2. Work for a wealthy patron. Possibly royalty or rich merchants.
  3. Plan on selling the item and/or take commissions.
It's also important to note that in both spell research and item creation, there is a 15% chance of failure. This is rolled after the time and money are spent! So the PC's investment is gone either way. An important factor when weighing the costs and benefits.


Finally, it's worth looking at a brief passage on X52:
A spell caster may want to use magic in a way not covered by spells or production: cleansing a defiled temple, opening a gate to another world, setting magical traps, and so on.
This opens up a whole wealth of opportunities within a campaign. Perhaps that party wants to time travel back to when a lich was still a living mortal? Or travel to another plane (not something expressly covered in BX)?  DMs and players alike should see this as a great opportunity to get creative and really give a campaign a distinct flavor beyond "We kill it and take its stuff!"

Friday, January 26, 2018

RMA: Efreeti (Lesser)

A little while back, I talked about djinn. Specifically summoning them with a magic ring. Today I want to talk about their fiery counterparts, the Efreet.


Right off the bat, I should mention a small thing that I can't help but speculate over: both the djinn and efreet listed in the BX monsters are labeled as "Lesser" varieties of their respective types. Were Greater versions ever presented in classic D&D? Perhaps in a module? If anyone knows, I'd love to hear! I assume, since they are both elemental types, this is a callback to the differences between "staff" and "conjured" fire/air/earth/water/elementals. Perhaps a topic for another day?

Moving on, specifically about our smoldering subject, let's look at the stats.

Efreet (Lesser) from Cook:

AC: 3
HD: 10
Move: 90' (30')
Fly: 240' (80')
Att: 1
Dmg: 2d8 (+1d8 fire)
No. App: 1 (1)
Save: F15
Morale: 12
Treasure: nil
AL: C

We can see that efreeti are a bit more powerful than their airy nemeses. Better AC & HD. Better saves and damage, too. In addition to their basic stats, they have an assortment of powers.

"Efreet can create objects, create illusions, and turn invisible
like djinn. They are also able to create a wall of fire up to 3 times
per day. An efreeti may transform its body into a pillar of flame that
will set fire to all flammable items within 5 feet. They can retain the
flame shape for 3 rounds maximum. The fire will also do an additional
1-8 points of damage to all creatures struck by the efreet.
They may fly and carry up to 10,000 en weight while flying."

So a bigger, scarier version of a djinn, right? The wall of fire and the pillar of flame thing are impressive in a fight, but not that much more dangerous, To me, the key part of this creature lies in its description's final paragraph:

"Efreet can be summoned by high level magic-users who 
have researched the special spells required. Once summoned, 
Efreet can be forced to serve for 101 days. They are reluctant and difficult 
servants and will obey their instructions exactly, attempting to distort the 
meaning of whatever they have been told to do in order to cause trouble for 
their masters. Efreet hate Djinn and will attack them on sight."
(emphases mine)

Firstly, I really like spell research call-out. It expressly says "Sure this is possible, but it's not your run of the mill magic item or spell slot." Next, the built-in animosity of an efreet servant reminds me of spells like Contact other Plane or Spiritwrack and dealing with "allies" that are not squarely on your side. Following instructions exactly is reminiscent of wishes, too (X59).

What's interesting is that the description says that efreeti "hate" djinn and will attack on sight, but there is no mention in the djinnis' description of how they feel about efreeti. It's worth noting the alignment. Efreet are chaotic, whereas djinn are neutral. One can imagine a great deal of fodder for world-building in that. Perhaps there is some ancient hatred stemming from an interplanar war? Maybe a trip to the City of Brass would yield some answers?



Thursday, December 3, 2015

RSA: Spiritwrack (-wrath)


Now, this spell is technically a 1st edition creation, but I decided to do a write-up for it because:

  • A version of it is in Labyrinth Lord's Advanced Edition Companion ("Spiritwrath")
  • It fits the obscurity test I generally apply to these kinds of posts (I've never seen it used or mentioned in play)
  • It is so darned cool!
The nature of the spell can be briefly summarized thusly:

The MU can create a scroll which, when read in the presence of a specific infernal/nether creature (e.g. a demon or similar), will A) root it to the spot, B) torture it for a for a bit, then C) banish to imprisonment on its home plane.

Nasty, huh?

Here are the basics (from AEC)

Spiritwrath
(MU) Level: 6
Duration: Special
Range: 10' +1/level

For starters, this isn't a spell that you'll memorize "just in case." You need blood from the type of creature you're preparing the scroll against. the individual creature's true name, and 100's of GPs worth of gems ground into the blood ink.

Spiritwrath can be used against demons, devils, powerful vampires, or liches. The description mentions that the spell is "often used to extort something from its victim, and may be stopped at any time short of imprisonment." This bespeaks a level of premeditated nastiness not typically seen in dungeon crawls.

The scroll is recited for several rounds, basically in effect until the mage stops reading it. It is interesting to note that the intervals listed are in turns (10 minutes). So this is an extended process, not fire & forget.

Another fun tidbit is while the entity gets a saving throw, even if it does resist, it can't directly attack the caster. The scroll acting much like a scroll of warding. It is most likely the creature will flee.

If the spell works and is read through to completion, the demon (or whatever) is banished to its home plane (undead are sent to the plane of negative energy) and imprisoned there for one year per caster level! Since this is a 6th level spell, under normal circumstances the caster is at least 11th level. So the nasty is gone for a decade or more. in practical terms, this means most campaigns will not see the banishee again. Of course, that demon the PC MU's mentor banished a decade ago might show up any time!

The description makes a point of explaining that the banished entity will likely harbor ill will against the caster. Also, if the spell is used to broker a deal, the caster better be pretty darn careful about the letter of the agreement, because you know the baddie will be looking for a loophole to screw him over with.

This spell is one of those very evocative and fun uses of magic that so rarely gets any table time that it's a shame. While I can totally understand PCs not prioritizing this one, I would love to drop a book or scroll into a game describing the ritual so that MU gets to add this to his grimoire. Once a PC has the spell available, who knows when they might decide to give it a whirl?