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(TFT) Suggested house rules: Tool Elementals



All,
	Comments welcome and solicited!


Preface:
This class of item was created in direct homage to the stories "Sword's Man" and "Symmkin's Edge", by Timothy Zahn, published The Space Gamer #43 (I think) and #48, respectively. In trying to create a rationale for the items' existence, the best I could come up with was a "training wheels for Jedi Knights" approach, and the history section reflects this.


New Magic Items and Enchantments:

Tool Elemental:
This spell is based in part upon the "Create Elemental" spell, but includes some significant enhancements as well as some restrictions relative to that spell. The elemental created by this spell is in fact an Earth elemental, made of fine metal, and in the form of a weapon (usually) or other implement. The cost of the spell is 5 ST plus the *total* of the attributes of the elemental created (ST, DX, and IQ). A tool elemental in the form of a weapon may be a "Fine" weapon if the creating wizard also has the Master Armorer talent himself; in this case the fST cost to create the elemental multiplies in the same way as the cost for such weapons made in the ordinary way. The weapon may be Silver or Gold if the creating wizard is also a Goldsmith or is linked to a Goldsmith via the Telepathy spell (or item); there is no additional ST cost for working with Gold or Silver. The elemental is not capable of motion beyond miniscule deformations of its original shape so it is not self-mobile. By slightly deforming itself in the area of the grip, however, it *can* have effects on the attack of its user. Some Talents, if known to the elemental, may be applied to attacks made by its user; these include the following: Knife, Sword, Ax/Mace, Pole Weapons, Shield, Peculiar Weapons talents (allowing an untrained user to fight effectively with the weapon), Thrown Weapons, Fencing, and Two Weapons (but only if both weapons are Tool Elementals that know the Two Weapons talent). By working *against* the user, an Elemental Weapon can also conceal the fact that it is a fine weapon, should it desire to do so, but it cannot become less effective than a plain weapon of its type would be. The Elemental can also behave as an inert weapon in that further enchantments may be cast upon it, making it a "magic item" wielded by its user. The original spell (creating the elemental) counts in the Rule of Five, so only four more enchantments may be applied. Either the user or the Elemental may choose to activate, and (for enchantments that are not self-powering) power additional enchantments; this is the only way in which the Elemental can use magic. The elemental loses fatigue ST when doing so. The Elemental can recover fatigue ST in only two ways. First, it can be recharged by the user at 5 (fatigue) ST lost from the user per ST put into the elemental. (Any user may do this, not just a wizard; it is actually a limited form of the "Drain ST" spell requiring cooperation from the supplier of the ST.) Second, if an Elemental in the form of an edged weapon is plunged into a rich vein of ore, deep underground, it can replenish its own ST at 1 ST per turn. A tool elemental in that situation would be *very* hard to withdraw again against its will. Initially, Telepathy is the only way to communicate with the Elemental, but it can learn talents (not spells), and can communicate by speaking, if taught a human language (it will initially know only a language common to most Elementals). It does so by vibrating its surface, resulting in a very quiet voice. The elemental can see, if given jewel insets to act as eyes; a matched pair of gems worth at least $1000 each must be used for this purpose. The elemental is subject to both "Control Elemental" and "Destroy Elemental" spells. Under the former, it may be made to stop powering spells it is powering, or to behave as inert (see above).

Immunity to Break Weapon:
	See "Immunity". Suggested costs are:
   $5,000
	200 ST/day $740 /week
    			live silver slime ($150)
    			2 scorched troll ribs ($150)
    			$40 common ingredients


Holster Of Replenishment:
An extension of the "Quiver of Replenishment" item creation spell, this spell works in the exact same manner, except that instead of retrieving an arrow, it works instead on a thrown Axe-type weapon or spear (the one with which the Holster was made), returning the weapon to its holster or sling when the thrower reaches for the weapon again. The increased cost of the spell is due to the larger mass and volume of the retrieved item and the fact that the thrown weapon may carry other enchantments in addition to this one. This spell counts as one of the five allowed in the rule of five on the holster and thrown weapon. It does not confer immunity to breakage (other than by magical means) as does Quiver of Replenishment.
  $10,000 6 weeks  200 ST/day  $350/week  (must start with Fine Weapon)


History:
The Gil E'al were a series of weapons created by the Elven kingdom of Isladranil, a minor nation surrounded by powerful and warlike foes. Realizing that battlefield conflicts were sure to destroy their military eventually, through attrition if not by catastrophic defeat, they placed their faith in the use of individual agents, sent to spy, disrupt, and foment revolution and quarrels among their enemies. These agents served alone, far from any hope of assistance, and in dangerous circumstance, with a premium placed upon inventiveness and experience. Training of such agents became the bottleneck in this scheme. To permit less-experienced agents to take the field with a reasonable hope of survival, the Isladranil wizards created, in greatest secrecy, the Gil E'al. These weapons were imbued with the talents and knowledge that a new agent would need to survive his or her first missions. They were carefully designed and instructed to become teachers and partners as well as tools for their users. The intent was that after a few missions, a new agent would have learned enough to survive and be effective on his own, and would pass on the Gil E'al to another trainee. Tragically, despite, or perhaps because of, the resources channeled into creation of the Gil E'al, Isladranil fell. It is a measure of the loyalty and bravery of the agents they chose and of their wizards that none of those captured ever revealed the existence of the weapons they had created and used; and it is a measure of the effectiveness of their indoctrination that all of the weapons remained true to this desire, and all continue to seek the restoration of the Isladranil crown and lands. Continuing to disguise their existence, the weapons are scattered across the land, lain fallow in armories, rusting in burial mounds, or in use by brigands or soldiers who know nothing of their true capabilities. Occasionally two will, by chance, pass within a few feet of one another, and then one who knew to listen carefully might hear whispers of a forgotten realm passing between them. One day, a Gil E'al might fall into the hands of a noble descendant of Isladranil, and would certainly reveal itself, once it had been assured of the character of that elf. Until then, the Gil E'al remain a hidden footnote in the annals of magical research.

A few examples:


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			Gil E'al Saroth:

Saroth was the first Gil E'al, and was a compromise between the weapon of an agent and one of a battlefield commander. The list of talents taught to it were those of the noble class, although in a better reasoned moment, Butcher was added to the list to allow the agent to have a less visible "cover" identity. The weapon itself was made Fine (+2 Damage only).

Shortsword;  	Damage 2+3 (2-1, +2 fine, +2 Weapon/Armor Enchantment)
ST: 10		Note: Fencing talent applies at all times
DX: 12		DX bonus: +3 to hit (Weapon/Armor Enchantment)
IQ: 30

Talents:
(1) Orc			(1) Elven		(1) Human
(1) Dwarven		(1) Goblin		(1) Literacy
(2) Sword		(2) Horsemanship	(2) Alertness
(2) Charisma		(1) Expert Horsemanship (1) Butcher
(2) New Followers	(3) Fencing		(1) Diplomacy
(1) Courtly Graces	(1) Driver		(1) Tactics
(3) Scholar		(2) Strategist

Further Enchantments:
Weapon/Armor Enchantment, +3 DX +2 Damage
Immunity to Break Weapon
Reverse Missiles
Spell Shield

Five levels of Conceal are added to protect all of the other enchantments.

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			Gil E'al Kreleth:

Kreleth was a better-conceived attempt to provide a serious weapon which could justifiably accompany an ordinary citizen. Providing talents allowing the agent to earn a living while still giving him the ability to perform serious acts of sabotage or espionage made this weapon much better suited to its purpose. The success of Saroth was a powerful inducement, but the fST cost of trying to make the weapon full Fine were simply out of reach at this time, and it too was made (Fine +2 damage only).

Small Axe;  	Damage 1+5  (1+2, +2 fine, +1 Weapon/Armor Enchantment)
ST: 8
DX: 12		DX bonus: +4 to hit (Weapon/Armor Enchantment)
IQ: 32

Talents:
(1) Orc			(1) Elven		(1) Human
(1) Dwarven		(1) Goblin		(1) Literacy
(2) Ax/Mace		(2) Thrown Weapons	(2) Detect Traps
(2) Charisma		(2) Alertness		(2) Joiner
(2) Remove Traps	(2) Engineer		(2) Architect/Builder
(2) Shipbuilder		(1) Tactics		(3) Scholar
(2) Strategist

Further Enchantments:
Weapon/Armor Enchantment, +4 DX +1 Damage
Immunity to Break Weapon
Reverse Missiles
Spell Shield

Five levels of Conceal are added to protect all of the other enchantments.

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			Gil E'al Lethsal:

The near-loss of Kreleth on two separate occasions when it was thrown in an attempt to end a battle spurred development of the "Holster of Replenishment" item. The original application of this item was with Lethsal, intended to be a weapon for an agent acting as a foot soldier or scout in an enemy's army. Lethsal consists of a metal spear-head and body a bit longer than 2 feet. The stock of the spear is an added wooden spear shaft which must be periodically replaced. A Master Armorer would normally perform such work between trainees, but Lethsal itself can supervise an Armorer to do an adequate job in the field.

Spear;		Damage 1+4  (1+1, +2 fine, +1 Weapon/Armor Enchantment)
ST: 10		DX bonus: +4 to hit normal (Weapon/Armor Enchantment)
DX: 10			+6 to hit set vs. charge
IQ: 32			+6 to hit thrown (Thrown Weapons)

Talents:
(1) Orc			(1) Elven		(1) Human
(1) Dwarven		(1) Goblin		(1) Literacy
(2) Pole Weapons	(1) Spear Thrower	(2) Thrown Weapons
(3) Acute Hearing	(2) Alertness		(2) Silent Movement
(1) Climbing		(2) Naturalist		(1) Tracking
(2) Armourer		(1) Tactics		(1) Woodsman
(3) Spying		(3) Scholar

Further Enchantments:
Weapon/Armor Enchantment, +4 DX +1 Damage
Immunity to Break Weapon
Holster of Replenishment
Spell Shield

Five levels of Conceal are added to protect all of the other enchantments.


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			Gil E'al Melareth:

Melareth was an innovative idea to place an agent into the highest circles of almost any social function by making the agent an excellent entertainer. The fact that the "flute" contained no moving parts, only finger holes, and was in fact not dissimilar to a well-balanced club, was easy to overlook in view of its ornate decoration and silver composition. Melareth's ability to augment its users' tone by the use of its own "voice" made it, and its owner, highly desirable at most state events. Unfortunately its very visibility led to its unsuitability as a training item, as it became instantly recognizable in most of the neighboring courts. Because Melareth was not "Fine" in the sense of enhanced damage or balance, it could be given the highest attributes, and hence most talents, of all the Gil E'al.

Club;		Damage 1+5 (1 at ST 9/10, +5 Weapon/Armor Enchantment)

ST: 14
DX: 15
IQ: 45

Talents:
(1) Orc			(1) Elven		(1) Human
(1) Dwarven		(1) Goblin		(1) Literacy
(2) Ax/Mace		(2) Disguise		(3) Acute Hearing
(1) Sex Appeal		(2) Alertness		(2) Silent Movement
(2) Bard		(2) Mimic		(2) Charisma
(1) Diplomacy		(1) Courtly Graces	(2) New Followers
(1) Tactics		(3) Scholar		(2) Ventriloquist
(2) Thief		(2) Detection of Lies	(3) Spying
(2) Master Thief	(2) Master Bard

Further Enchantments:
Weapon/Armor Enchantment, +5 Damage
Immunity to Break Weapon
Spell Shield
Unnoticeability

Five levels of Conceal are added to protect all of the other enchantments.

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			Gil E'al Shelareth:

The restriction of Melareth to almost an ornamental function spurred the weapon makers to make the next Gil E'al more subtle. Back to iron, and a weapon more suitable to the classical spying function - a dagger. By this time, there were adequate resources to make the weapon a full Fine (+2 Damage, +1 Dexterity) weapon, while still retaining enough attribute points to allow the educational functionality.

Dagger;		Damage 1+5 (1-1, +2 fine, +4 Weapon/Armor Enchantment)
ST: 8		Note: Fencing talent applies at all times
DX: 10		DX bonus: +2 to hit (+1 Fine, +1 Weapon/Armor Enchantment)
IQ: 27		+4 to hit thrown (above, +Thrown Weapons)

(1) Orc			(1) Elven		(1) Human
(1) Dwarven		(1) Goblin		(1) Literacy
(1) Knife		(2) Thrown Weapons	(2) Alertness
(2) Silent Movement	(2) Detect Traps	(2) Thief
(2) Master Thief	(3) Spying		(3) Scholar
(2) Disguise

Further Enchantments:
Weapon/Armor Enchantment, +4 Damage +1 DX
Immunity to Break Weapon
Holster of Replenishment
Spell Shield

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			Gil E'al Ganfrandol

It was realized that, given the very high IQ's most of the Gil E'al possessed, it might well be possible for a wizardly Gil E'al to cast spells, silently and without gesturing. Alas, "Create Tool Elemental Wizard" proved to be a different and much more difficult spell; no elemental was ever created which could itself cast spells (as opposed to activating the magic-item spells overlaid upon it). Nevertheless, one silver elemental staff was created, to serve as a kind of side-kick to a warrior wizard. A complication was the need for the wizard to cast Staff (or Staff of Power) on the Gil E'al, thus necessitating a Dissolve Enchantment each time it was passed to a new owner.

Staff (silver); 	Damage 2 + 5 (Staff, +4 Weapon/Armor Enchantment,
ST: 10					1 + 1 Flaming)
DX: 10			Note: Add one die damage if Staff of Power
IQ: 43			DX bonus: +1 to hit (Weapon/Armor Enchantment)
			+4 to hit with Wizard's Wrath (Missile Weapons)

(1) Orc			(1) Elven		(1) Human
(1) Dwarven		(1) Goblin		(1) Literacy
(3) Missile Weapons	(3) Acute Hearing	(1) Sorceror's Tongue
(2) Naturalist		(2) Alertness		(2) Business Sense
(1) Diplomacy		(2) New Followers	(2) Silent Movement
(2) Detect Traps	(2) Architect/Builder	(1) Woodsman
(2) Detection of Lies	(1) Courtly Graces	(2) Expert Naturalist
(1) Tactics		(3) Strategist		(3) Scholar
(2) Mathematician

Further Enchantments:
Weapon/Armor Enchantment, +4 Damage +1 DX
Wizard's Wrath Rod, 20 Dice
Immunity to Break Weapon
Flaming Weapon

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			Referee's notes:

My favorite application for these weapons is to give a new character, joining an experienced party, a "leg up" so that he or she can immediately contribute, despite his/her lack of experience. I do not envision the Gil E'al becoming a permanent part of any character's equipment - the Elemental would become increasingly uncomfortable as the character became more experienced, and would eventually begin to agitate to be traded or given away. The Elemental would *only* reveal itself to the right character or under *just* the right conditions, so there may be some serious constraints on its use (or a re-write of the history section may be needed). A legitimate descendent of the royal family or its master wizards would definitely qualify. A character of high enough ethics and the ability to keep a secret *might* qualify if the Elemental thought it could gain some benefit by working with that character - but the secret of its own existence, and those of its brother and sister elementals, is a pretty precious commodity. In general, the referee should communicate for the elemental by passing notes to the player, and attempt to conceal the actual source of the information. The Elemental, being an ancient being of high intelligence and scholarship, could and should be a conduit for any amount of information concerning history, motivations of nations and kings, and geography of the terrain from the referee to the players. However, as it has motivations of its own, it should also continually try to divert the party to serve its own ends. Gathering and empowering the descendants of its creators, wreaking revenge on the descendants of their conquerors, or locating other lost Gil E'al are all reasonable "quests" that it would pursue. It would not hesitate to bargain - offering to help the players in exchange for help with its quest.

You may want to consider carefully before adding the "Holster of Replenishment" to your campaign. I tried to crank the cost to the point where it would not unbalance things too badly, but giving an axe-thrower or spear-thrower virtually unlimited ammunition is different from what has been done before. I'm hoping that the $10,000 cost is enough to be fair, and in any case the spell would not be in normal mage's tomes and may have died with the creators, but once the idea is out.... However, I cannot see any metaphysical reason the "Quiver of Replenishment" should not be extended in this manner, and the creators and users of these weapons would have wanted that particular spell *really* badly.

--
						- Mark     210-379-4635
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