Archive for May, 2023

(3.5/PF1) Wearing Rings Like a Lord

May 20, 2023

The following is an addendum to my previous article regarding magic rings in the d20 System. While that article outlines several ways that a character can get around the two-ring limit, I also wanted to present an original option that lets characters push that limit rather than circumvent it. Hence the following new item:

QUINTESSOR (MINOR ARTIFACT)

Aura strong universal; CL 20th

Slot ring (see text); Weight

DESCRIPTION

A quintessor appears to be a bracelet with five short lengths of chain dangling from it. As a standard action, a magic ring can be touched to one of the lengths of chain, which mystically attaches to it. A character can then wear the ring normally, with the chain stretching taut over the back of the finger. Up to five rings may be attached to a quintessor in this manner, and all attached rings function normally, superseding the standard limit on how many magic rings a character can benefit from at once. An attached ring is treated as having a caster level of 20 (unless its normal caster level is higher).

Wearing a quintessor disables all other ring slots that a character has, including if they have more than the standard two. They are similarly unable to make use of items such as a hand of glory or a meridian belt. A character can only benefit from a single quintessor at a time.

The person wearing a quintessor may remove a ring as a standard action. For all other characters besides the wearer, the rings are considered to be part of the artifact, and cannot be separated from it while worn. Attempts to steal or sunder attached rings automatically fail (though the quintessor itself may be targeted). If a quintessor is not currently worn, anyone may add or remove a ring from it. Adding or removing rings from a quintessor does not provoke an attack of opportunity.

DESTRUCTION

A quintessor can be destroyed if it is worn for a full year with five cursed rings attached. At the end of this year, the quintessor (and the rings) corrode into nothing.

(3.5/PF1) The Return of Protection Scrolls

May 8, 2023

For all that D&D 5th Edition isn’t my game of choice, I have to give credit where credit is due: its designers were quite earnest in looking to the whole of the game’s history for inspiration.

Nowhere is that more true than in 5E’s reintroduction of protection scrolls.

Last seen in AD&D 2nd Edition, protection scrolls (also called scrolls of protection) are the lesser-known cousins of spell scrolls. Whereas the latter have inscribed spells that are just waiting for a spellcaster to unleash them (though certain non-spellcasters can also make use of them), protection scrolls are able to be used by anyone. As their name suggests, they’re entirely defensive in nature, serving to safeguard the user against certain types of monsters, damage, or harmful situations.

Being scroll-specific, but not fitting in with the basic spell-in-a-can formula that scrolls otherwise used, it’s perhaps no great surprise that protection scrolls were dropped when D&D 3rd Edition came out, particularly since it was easy to scribe a defensive spell down and call it close enough. 4th Edition likewise had no use for them (though a ritual scroll for a protective spell effect was vaguely evocative of the same idea). And so that particular brand of magic items were ignored until 5E brought them back.

But what if we wanted to have protection scrolls in a d20 System game? What would they look like? What follows is my take on those questions.

d20 Protection Scrolls

The characteristics of a protection scroll are that they’re single-use items, that anyone can use them, and that they ward the user against (as noted above) some sort of damage, monster, or other hazard.

Fulfilling the first characteristic is fairly simple; the d20 System is full of single-use items, ranging from potions to feather tokens to ordinary spell scrolls. Likewise, the game has a vast array of defensive spells and abilities that can be made use of. It’s that second component, that anyone can activate them, which sets protection scrolls apart from spell scrolls. As written, the Scribe Scroll feat only allows for the latter, and their nature as spell completion magic items (which sets the conditions as to who can activate them) are an issue.

The resolution, therefore, is to simply say that protection scrolls aren’t actually scrolls (i.e. magic items made via the Scribe Scroll feat) at all: they’re wondrous items, albeit in scroll form.

If that seems like a rather convenient leap in logic, consider that there are already several other categories of magic items that are textual in nature and are wondrous items. These include blessed books, golem manuals, and various stat-boosting manuals and tomes. So we’re simply adding protection scrolls to that group.

And with that, most of the pieces fall into place…emphasis on “most of.” Since we don’t need to reinvent the wheel where protective effects are concerned, these are going to be a category of single-use spell effects. To that end, looking at the rules for estimating magic item gold piece values tells us that a single use, use-activated magic item has a formula of spell level x caster level x 50 gp.

Here’s where we’re going to start making a few changes. First, we’re going to tweak the cost modifier to spell level x caster level x 35 gp, and have the activation method be a command word. The command word reflects that, as scrolls, these need to be read out loud to take effects, and so can’t be activated in an area of magical silence, will alert anyone nearby who can hear you speaking (albeit possibly requiring a Listen/Perception check), etc.

A secondary restriction that justifies this lower price is that protection scrolls can only be used in conjunction with spells of the abjuration school. At the GM’s discretion, certain spells of this school are incompatible with protection scrolls (see below).

Safety First

Given the multiplicity of spells in the d20 System, and how arbitrarily some of them can be assigned to various spell schools, it’s possible that limiting protection scrolls to abjuration effects only might not be narrow enough. While protection scrolls are still more expensive than other types of scrolls, they’re markedly less expensive than potions, and have no corresponding cap on the level of the spells that can be used.

To that end, consider imposing the following additional restrictions. These necessarily require some GM discretion, since the d20 game rules don’t systematize what constitutes a defensive effects versus other kinds of powers, but shouldn’t be unduly difficult to adjudicate:

  • Protection scrolls cannot be used to attack creatures (including inflict hit point damage, ability damage or drain, or other “debuff” status effects such as confusion, paralysis, negative levels, etc.).
  • Protection scrolls cannot restore hit points, negative levels, ability damage or drain, etc.
  • Protection scrolls cannot be used to create or summon, or banish or dismiss, any creature or thing.
  • Protection scrolls cannot use movement/transportation effects (i.e. avoiding is different than protecting).
  • Protection scrolls keep characters from harm, rather than suppressing an enemy’s ability to act (e.g. antimagic field is thematically incompatible with how protection scrolls are supposed to function).
  • Protection scrolls serve to defeat incoming damage/conditions rather than overcome them (e.g. they don’t add to Armor Class or saving throws, but would instead grant damage reduction or energy resistance), though spells with multiple effects such as protection from evil can serve as exceptions.

Taking these guidelines into account, here are some example protection scrolls.

SCROLL, PROTECTION FROM ELEMENTS

Aura faint abjuration; CL 3rd

Slot –; Price 210 gp; Weight

DESCRIPTION

This scroll grants the reader the benefits of resist energy. The type of energy to be resisted is chosen when the scroll is activated.

CONSTRUCTION

Requirements Craft Wondrous Item, resist energy; Cost 105 gp

SCROLL, PROTECTION FROM MINOR MAGIC

Aura moderate abjuration; CL 7th

Slot –; Price 980 gp; Weight

DESCRIPTION

This scroll grants the reader the benefits of lesser globe of invulnerability.

CONSTRUCTION

Requirements Craft Wondrous Item, antimagic field; Cost 490 gp

SCROLL, PROTECTION FROM PARALYSIS

Aura moderate abjuration; CL 7th

Slot –; Price 980 gp; Weight

DESCRIPTION

This scroll grants the reader the benefits of freedom of movement.

CONSTRUCTION

Requirements Craft Wondrous Item, freedom of movement; Cost 490 gp

SCROLL, PROTECTION FROM SCRYING

Aura faint abjuration; CL 5th

Slot –; Price 575 gp; Weight

DESCRIPTION

This scroll grants the reader the benefits of nondetection.

CONSTRUCTION

Requirements Craft Wondrous Item, nondetection; Cost 312 gp

SCROLL, PROTECTION FROM VERMIN

Aura moderate abjuration; CL 7th

Slot –; Price 980 gp; Weight

DESCRIPTION

This scroll grants the reader the benefits of repulse vermin.

CONSTRUCTION

Requirements Craft Wondrous Item, repulse vermin; Cost 490 gp

REPULSE [CREATURE TYPE]

School abjuration; Level cleric 5, sorcerer/wizard 4

Components V, S, F/DF (a pair of feline statuettes worth 10 gp)

Range 10 ft.

Area 10-ft.-radius spherical emanation, centered on you

This spell functions like repulsion, except as listed above, and only affects a single creature type as per a ranger’s favored enemy (e.g. evil outsiders, humanoids of a specific subtype, etc.); at the GM’s option, other groups of creatures may be designated (e.g. lycanthropes).

Each creature type counts as a different version of this spell; repulse dragons and repulse elves, for example, are two separate spells that must be scribed separately into a spellbook, count as two spells known, etc.

The takeaway here is that protection scrolls have a narrower range of effects than what standard spells scrolls or potions allow for, but are cheaper and can have higher-level spells than the latter while not requiring spellcasting or ranks in Use Magic Device the way the former would. Judicious use of protection scrolls can help safeguard your PCs from the dangers of your campaign world…or help safeguard your campaign world from them!

Random Thought Encounter: Draconic Lifespan and Virtual Age Categories

May 2, 2023

“A dragon can survive for centuries after reaching the great wyrm stage, but a dragon is mortal and cannot stave off death forever.”

Draconomicon v3.5, p. 15

In most campaign worlds, dragons who’ve reached the maximum age category, i.e. great wyrm, rank as some of the most powerful beings in the setting, a rank that they share with few other creatures. Only the most ancient of undead, elder titans, outsiders lords who sit at the top of their various planar hierarchies, and of course the gods themselves, can pose any real challenge to them, alongside the occasional mortal exemplar.

However, as the above quote makes clear, dragons are still beings with finite lifespans, and while they have alternative options available to them, such as guardianship (i.e. becoming a genius loci), undeath, or even trying for divine ascension, the default expectation is that they will eventually die. Insofar as the v3.5 iteration of D&D is concerned, this process is covered in detail in pages 14-17 of the 3.5 Draconomicon.

That same book puts forward an interesting discrepancy in this regard, though. On pages 99-100, it reprints (from the Epic Level Handbook) the rules for advanced dragons, central to which is the idea of “virtual age categories.”

Now, the operative word there is “virtual,” in that a dragon which has been advanced this way isn’t necessarily intended to connote that the dragon has advanced in age beyond the lifespan of its counterparts…but given that this is something which is only applied after it’s already reached great wyrm status, it certainly lends itself to that idea!

On a tangential note, I’ll confess myself to being partial to the idea put forward in The Immortals Handbook Epic Bestiary, Volume One, that each virtual age category a dragon has appends another “great” in front of its “great wyrm” designation. So a dragon that has two virtual age categories is a great great great wyrm.

But if we adopt the idea that these epic dragons (since the original presentation of virtual age categories in the ELH makes it clear that they’re a step beyond anything which could be called “normal” monsters) are indeed dragons who’ve simply kept on living, and growing, where their counterparts died of natural causes, we need to answer why that’s so. Why do some dragons continue to grow older and more powerful – presumably indefinitely – while others simply expire?

The v3.5 Draconomicon notes, in its section on the end of a dragon’s life, that a dragon who wishes to become a guardian must consume either 135,000 gp or 90% of its hoard, whichever is greater. In this regard, the book makes what I think is an insightful observation: that the hoard plays a key role in what happens as the dragon nears the end of its mortality. Rather than requiring it to consume its hoard, however, I’d posit that epic dragons need to have spent sufficient time sleeping atop a pile of sufficient treasure (nicely answering why dragons seem so intent on making beds out of coins, gems, and other valuables, and spending so much time napping on them).

Exactly how much time needs to be spent atop how much treasure is a variable I haven’t worked out, but in a very real way it doesn’t matter; the process requires a draconic lifetime to complete, so it’s not something the PCs or even the GM will ever need to work out over the course of a campaign. My personal benchmark is about three million hours’ worth of time sleeping (i.e. a little shy of four hundred years) atop one hundred fifty thousand gp worth of treasure, but that’s more of a placeholder than anything else (and probably needs to be adjusted upward, given the table for when great wyrms near the end of their lives on page 14 of the 3.5 Draconomicon).

A key aspect of this is that dragons don’t know that this is why they’re driven to sleep on treasure. That drive, which is propelling them toward immortality, is entirely subconscious. Even those few dragons who eventually figure it out have no desire to tell anyone; the good dragons don’t want evil dragons to find out, evil dragons don’t want more competitors, and neutral dragons are naturally self-absorbed even by draconic standards. So the greatest secret of dragons is one that remains secret even from dragons themselves. Even epic dragons may not know why they ascended where their fellows all died.

Or at least, that’s my take on squaring that particular circle. What do you think? Let me know in the comments!


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