The intent of the spell was to target a machine and make it saves vs death. If it fails it is destroyed and explodes. Overall its a bit like a death spell with a partial fireball that only goes off it the target dies. I had to stretch the spell design system a little, using an “environmental” modifier to get me a trigger effect. Overall though it comes in around level 5 which seems about right.
Oh, and the Almanac has converted me to Eldritch spells, the more I look at them the more I like the change. Also it has the Terran Engineer in that system so I classified the spell below as experimental (I think i followed the guidelines correctly).
New Spell: Overload
Arcane 5, Eldritch 6 (grey, experimental)
Range: 90’
Duration: Instantaneous
Overload (5): Death, target slain (85), 1 creature (x1), able to target object (x1.25), only targets robots/machines (x0.75), range 90' (x0.8), instantaneous (x1). Saving throw avoids spell effect (x0.5), eldritch (x1), cost 31.9; and blast, 1d6 damage per level (27), maximum 6d (x0.8) (damage varies between 3D min and 9D max), spell draws on specific environmental power source (x0.67) (device destroyed by death spell), 20’ diameter sphere (x2), range 90’ (x0.8), duration instantaneous (x1), saving throw reduces spell effects by half (x0.75), arcane (x1), cost 17.4; total cost 49.2. [Eldritch blast x1.5 for second part, cost 58]
Magic Items: Rods in my game
I am populating out some treasure items for the dungeon I am creating and have decided that for my game rods will be “large wands”. In this a wand has a single spell and 20 charges, while rods will have three spells and 20 charges. They still have the caster leave at +3 to give them an advantage over cheaper wands. Staffs will have varied effects in addition to being weapons to further differentiate them.
Some current rods are:
Rod of healing [E]: This white birch rod is engraved with runes of healing and may be used to heal sickness and injury. It holds up to 20 charges and may use them to cast cure disease (E3 as 8th level caster), cure serious wounds (E4 as 10th level caster), and neutralise poison (E4 as 10th level caster). None of the spells may be reversed. Value: 75,000gp (7.5 spell level gives 3,750 per charge, at 20 charges).
Rod of the technomancer [E]: This short staff is made from the same blueish steel material used in visitor craft and is adorned with a sapphire gem. It holds up to 20 charges and may use them to cast network shutdown (E5 as 12th level caster), magnetic pulse (E5 as 12th level caster), and overload (E6 as 14th level caster). Value: 110,000gp (11 spell level gives 5,500 per charge, at 20 charges).
Rod of the warrior [E]: This silver rod with a ruby tips allows its wielder to summon a small army and join the fray with its eldritch armor. It holds up to 20 charges and may use them to cast summon barbarian (E1 as 4th level caster), summon hero (E2 as 6th level caster), and eldritch armor (E2 as 6th level caster). Value: 35,000gp (3.5 spell level gives 1,750 per charge, at 20 charges).
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