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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:
v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v
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.
v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v
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.
v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v
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.
v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v
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.
v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v
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
v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v
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
v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v
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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