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Magic Items
#2
Create Magical Staff
Magical Staves are personal items, attuned to its creator due to the use of Character Points in its creation.

As a reminder:
Quote:A Staff will be one of eleven Ranks. When casting a spell with a Staff, add the result of the Staff's die roll minus 1 to the result of the Sorcerer roll (a 1 st Rank Staff has a range of 0 and 1 while a 6 th Rank Staff has a range of 0 through 9). If the Sorcerer roll is a 1, the spell fails regardless of the Staff roll. Spells can be cast without moving or speaking, but the usual restrictions and penalties still apply. A character cannot use a Staff of higher Rank than his Sorcerer Rank.
Character Point Cost: Rank of Staff
Spell Number: Equal to the cumulative CP required to achieve Rank:
1 - 1
2 - 2
3 - 3
4 - 5
5 - 7
6 - 10
7 - 13
8 - 17
9 - 22
10 - 29
11 - 39

In addition to its primary use, Staves of sufficient Rank can be imbued with a secondary function at an additional Character Point and Spell Number cost. The Rank of the staff determines which spells are available. Staves of higher Ranks can have a spell of a lower Ranking.

dS - The Staff's die: 1 less than the result of the roll, explosion applies.

5th Rank (2 CP)
Heal (3) Once a Travel Turn restore dS Health to a character
Light (1) Create a sphere of light, 20' in radius, for dS Adventure Turns
Strike (5) Once per combat (Adventure Turn), deliver an additional dS Damage with the Staff

8th Rank (3 CP)
Darkness (2) Once a Travel Turn, Create a 10' radius sphere of Darkness centered up to 30' away lasting dS Combat Turns
Luck (4) Once an Adventure Turn, add dS to another character's Aspect Roll
Silence (6) Once a Travel Turn, create a 10' radius sphere of Silence up to 30' away

11th Rank (5 CP)
Elemental Blast (16) Deal dS Damage to all creatures in a 10' radius sphere up to 50' away. The type of element is determined at the time of the Staff's creation
Fly (8) The character is able to Fly for dS Adventure Turns
Lightning Bolt (12) Once an Adventure Turn, do d2 per dS Damage to a creature up to 50' away

Special Note: When casting a spell boosted by a Staff with the same spell, roll the Staff's die twice and use the better result.

Heidrick (6th Rank) wants to cast Heal, but not use his 5th Rank Staff's Heal power (Heidrick has yet to upgrade). He rolls d10 for the character, and d8 twice for the Staff.
1d10 rolled for a total of: 8 (8)
1d8 rolled for a total of: 8 (8), explosion: 1d8 rolled for a total of: 2 (2), total: 9
1d8 rolled for a total of: 6 (6)
The total result for the casting is 17


Mêlée with a Magical Staff
Don't. Roll a Resist against the Staff's Rank every time a mêlée attack rolls a 1 when using a Magical Staff. On a failed Resist, the Staff explodes doing dS Damage to everyone in a 10'-per-Staff-Rank radius for each Point of Failure. This does not apply to the Strike Staff, which can be used as normal mêlée weapon.
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Maybe I got it rite this time.

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Messages In This Thread
Magic Items - by Oedipussy Rex - 04-07-2014, 07:04 AM
RE: Magic Items - by Oedipussy Rex - 08-14-2014, 11:47 AM
RE: Magic Items - by Oedipussy Rex - 08-15-2014, 02:05 AM
RE: Magic Items - by Oedipussy Rex - 04-24-2017, 08:19 AM
RE: Magic Items - by Oedipussy Rex - 01-03-2017, 02:10 PM
RE: Magic Items - by Oedipussy Rex - 05-04-2017, 06:19 PM
RE: Magic Items - by Oedipussy Rex - 05-14-2017, 12:28 AM
RE: Magic Items - by Oedipussy Rex - 05-17-2017, 10:41 PM
RE: Magic Items - by Oedipussy Rex - 12-13-2017, 09:45 PM
RE: Magic Items - by Oedipussy Rex - 12-19-2017, 08:03 PM
RE: Magic Items - by Oedipussy Rex - 12-22-2017, 02:58 PM

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