Showing posts with label Elemental Resistances. Show all posts
Showing posts with label Elemental Resistances. Show all posts

Saturday, May 25, 2019

Even Dirt-Simpler Magic Resistance

I wrote this magic resistance ruleset a while back, and decided it was too complicated. A chance to avoid spells works better. Let's tie it into an existing mechanic.

You wear Armor to avoid attacks. This is called AC.
You wear Ward to avoid spells. This is called WR. Could also be short for “Witchcraft Resistance”.

Spells that already give a saving throw have no effect on ward, they avoid it entirely. The save is avoiding the physical or magical energy causing the effect. Spells that do not grant a saving throw must content with warding, as they are directly attempting to alter the target of the spell. Things like Sleep and Magic Missile therefore require a roll to bypass the Ward of a target.

The Ward of any creature is base 10, or base 1 if you want spells to function similarly with most creatures not being able to resist them. Wisdom modifier is added to this protection, similar to AC adds your Dexterity bonus. (Or Con bonus, if you're a hipster like me.) Casters roll a d20 + Int modifier + level of spell equal or higher to the Ward to hit.

Wards are increased by wearing a Talisman. In the same way you can only wear one suit of armor at a time, and better armors just increase your AC, Ward can only be gained from one talisman at the time. Homespun protective charms protect like leather, high end crystal talismans made by shamans protect like chain or plate.

Friday, May 17, 2019

The Second Shimmering Shield

The Second Shimmering Shield - 2nd Level
This shield spell is quite powerful, and popular in Wizard duels. When cast, it creates a semi-translucent “sheet” around the caster or the caster's target, which flows and billows like a sail, always attached to its target. Every combat round, it changes its color and proceeds to block incoming damage. However, the shield only blocks a single type of damage each round- it shifts to block the first type of damage and doesn't change again until next round. This spell only blocks 5 spells or attacks before dissipating.

All sources of the same damage type are protected against by the power of the shield. When blocking physical attacks, the shield is gray in color and grants +4 AC for the first and every attack put against the character. When the sheet is blocking elemental or magical damage, it turns an appropriate color and instead reduces incoming damage by -4. If it's absorbing fire damage, turns red and reduces damage from a dragon's breath along with any other sources of fire that round by -4, etc. When dealing with esoteric sources of damage, such as from otherworldly creatures, mutant powers, or divine smiting by the Gods, the shield flickers between several crazy color and texture patterns and blocks only -2 damage or none at all, depending on rarity and strangeness.

The shield here also seems to have a bit of an animal mind attached to it. By making a saving throw versus spells, whoever is holding the shield can command it to leave them and go to someone or something else, protecting them or it from harm. On a failed saving throw, the shield cannot leave that character and becomes stuck to them until it ends.

Sunday, January 13, 2019

Dirt Simple Magic Resistence

Do you want an easy method to allow PCs highly specialized to fight against magic to resist it without just relying on saving throws or an X% chance to avoid the spell entirely? Then use this. Due to the broadness of this concept, it could also easily be ported to be used as a Legendary Resistances for demigod like or high level characters.

Dirt Simple Magic Resistance
When your character fails a spell saving throw, use your character's HD as a monster to factor in their vulnerability. Your character's HD is calculated as a combination of your level + your magic resistance and your magical vulnerability (if any). Magic Vulnerability counts as things like curses and weak willpower, and is only applied occasionally. Magic Resistance can still apply versus spells that do not grant saves; this is your protection instead.

To determine Magic Resistance, use the rule of threes.
  • Every singular item that grants +3 to an elemental resistance or spell saves
  • Every three items that grant +1 resistance to a specific save, element, or magic effect
  • Any item that blocks the effects of a specific spell of at least third level or higher.
For example; if your character carries a wooden leg that makes them immune to the spell Tessoc's Marionette, and carried a cluster of 3 or more coins that granted them bonuses against evil fairy trickery, then you could consider their magic resistance as +2. When calculating their HD against spells, consider it as their actual HD + 2, which could render them immune to some spells.

If the spell is not affected by HD, then instead spell elements may be blocked. If your magic resistance is equal to or higher then the spell level or at least half the monster's HD for spell-like abilities, then you can block a single spell element. For example, if an ice spell freezes you to the ground in addition to dealing cold damage, your resistance lets you block one of the two elements automatically, even if you fail your save or the spell isn't changed by HD. Whichever would be worse to hit you is the one that is resisted. So if you're on death's door, you get stuck to the ground but take no damage. If you have plenty of HP but need to move to strike your target, you take the damage but don't get frozen to the ground, and so on.

Magic Resistance could also be applied when you succeed a saving throw, but the spell has secondary or extra effects beyond the first. Spells that deal multiple dice in damage, but have one or more still apply on a successful saving throw, may have extra damage dice blocked by the magic resistance. Each time you resist a spell or spell effect, your magic resistance number drops by 1. This means as your resistance is depleted you both start becoming susceptible to spells of weaker levels and gain less protection from spells.

Monday, October 15, 2018

4 Elementally Challenged Undead

Dry-Vine Skeleton (1+2 HD, +2 AC, 1d6+1 rusted sword, vine entangles on hit, immune to arrows, takes only 1 damage from spears, weak to fire)
Numbers- 2d6+2 in places overgrown by nature, 1d6 everywhere else

The Dry-Vine skeletons are animated by necromantic energies and magic, but are primarily animated by the dead and dried out vines entangled through their bones. This gives them more structure and speed then normal skeletal undead, as well as advanced strength. Also, whenever they successful hit a target, the target must save or be entangled in vines, which take a round to cut themselves out of or they cannot move or attack for the next turn.

As with all skeletons, they are not hurt by arrows or spears, as they have no organs or flesh to stab. Blunt weapons are required to effectively fight skeletons. Unlike normal skeletons though, the vines help hold these ones together, meaning a simple bash on the head with a club usually isn't enough to scatter their bones across the crypt.

However; these skeletons are weak to fire. Any fire damage at all ignites their vines, dealing 1d6 fire damage against them each round; once their vines are burned away the skeletons fall apart from losing all structure. The Dry-Vine skeletons naturally fear fire, as much as an undead can fear anything, and a confident priest can use a torch or lit candle as a substitute for a holy symbol.

Dust Wraith (2 HD, +4 to hit, 1d4 damage touch, save or level drain, Ethereal, blown away by wind)
Numbers- 1 or 2 in a closed dusted casket, 1d6+1 everywhere else

Dust Wraiths appear as ghostly wraiths animated as clouds of dust. The dust that make up their bodies are the dust from old human graves and the dust of crypts; as such their features are vague as they are probably reanimated from the dust of several dead humans and animals, lacking any sort of personality or resemblance to their living past self.

The Wraiths can float and touch people to deal damage; the life draining energy can cause characters to have their levels drained. Whenever you are hit by a wraith, take the 1d4 damage roll and drain a level if you fail a save. The save is either unmodified or modified by save vs death.

As they are made of dust; treat their AC is 20 vs nonmagic weapons, giving a very low chance to harm them without magical weapons or spells. The dust that makes up their bodies can be easily blown away by the wind or flow of air; as such the dust wraiths only appear in the deepest levels of a catacomb and fear the open spaces of the surface. If you use something like a palm fronds, billows, or hand fan you deal 1d6 damage against them each round if you try to blow them away. Spells that create winds or blast of air kill them instantly, their dust scattered back to the floor of the tomb.

Lotion Zombie (3 HD, +4 AC, 1d6 flabby slaps, easy to smell, sliding motion, water weakness)
Numbers- 1d8 in a loft, 1d3 everywhere else

Loton Zombies appear as regular, bloated zombies with extremely smooth skin. Their whole skin has a pale white thin cream or lard spread across it, which gives them an unusual and distinct smell; doesn't smell like rotting flesh, so it makes them easy to pick out in a crypt. This makes getting surprised by them impossible, along with their wet slapping feet and constant blubbering groans.

Because of both their fat, smooth skin, and unusually powerful method of animation, lotion zombies are very hard to kill. Many attacks may just slide right off their skin from how slippery their lard is. In the same vein, the lotion zombies can slide across the ground, especially smooth tile, very easily. If at a full run and stopped by a warrior's shield or spear, the zombie might just be able to slip underneath to attack the backline. They can build to great speeds if marching downhill, and will deal 1d4 damage plus bowl anyone over who stands in their way.

Lotion Zombies have a weakness; water. Any amount of water splashed on their skin washes away the lotion, and unanimates that area of their body. If their hand is dipped or splashed with water, then it falls limp and instantly begins to rot, losing its power. A bucket full of water deals 2d6 damage to the zombie, and being submerged in water or being put out in the rain will end their animation. Because only very fresh bodies can be animated by the magic cream, once a zombie is washed off it can't be used again as a lotion zombie.

Clay Mask Mummy (1 HD, +2 AC, +2 to hit, 1d8 old weapons, magic shield blocks 1d8 magic damage each round, cunning, fragile)
Numbers- 1d4 in sealed tomb, 1 anywhere else

Clay Mask mummies are specially preserved undead, retaining almost all of their intelligence and skill after death through special preservation methods. However, their entire body is covered by a clay covering to preserve their flesh, especially their face, and they have become so brittle as any physical damage could kill them. Despite being quite powerful, they only use a single hit die for HP, and physical attacks that normally wouldn't do much damage, such an unarmed punch or an improvised weapon, do a minimum of 1d6 damage again them. Any weapon that deals less then 1d4 damage, like a sling or dagger, does 1d6 damage against them as well.

The Clay Mask mummies sit in sealed rooms to avoid all potential damage from animals or other undead; as well as to meditate on the nature of their powers. Clay Mask mummies also carry a magic hide shield that grants them +1 AC and absorbs the first 1d8 magic damage they take each round. This is rolled when the first spell or attack that hits them deals magic damage, and lets them absorb that much of it and all further attacks.

While very fragile, they are also very cunning and prefer to use the dungeon environment or ranged weapons to fight. Some may also carry around a magic scroll that can rot flesh or drain levels, and use that before leading intruders into larger hoards of lesser undead.

Sunday, August 27, 2017

Serf's Magic Resistances

I've always been a big fan of folklore and folklore-inspired elements in tabletop games. They tend to fit the theme of low fantasy mud and grime dungeon crawling a lot of OSR seems to fit into.

Much of magical traditions in real life revolve around protection and curing of 'negative energy' and curses cast by other people. I've decided to combine that with some ways for players to get elemental resistances at low levels using similar methods, for the following tables.

The Serf's Elemental Resistances

Fire
Doing one of these reduces all Fire Damage taken by 1. Doing all of them reduces it by 2
  • Wear a shard of an iron or ceramic cookpot woven into your armor or as a talisman.
  • Powder your skin with ash, enough to cover you from head to toe.
  • Carry a paper kite flown on the same day as a dragon was sighted overhead.
  • Deal 1d4 damage to yourself and quench a candelabra with your blood. Lasts 1 day.

Cold
Doing one of these reduces all Cold Damage taken by 1. Doing all of them reduces it by 2
  • Adorn your cap or staff with a feather. Must be taken from a migrating bird.
  • Bear paw talisman worn on the belt. You must kiss the paw each morning.
  • Carry a glass bottle of melted snow from at least one winter ago, older is better.
  • Carry a hot stone warmed by a fire. Only counts for as long as the stone is warm.

Shock
Doing one of these reduces all Shock Damage taken by 1. Doing all of them reduces it by 2
  • Wear any garment sown from eel skin. Gloves are traditional.
  • Wear a piece of polished rose quartz. Can be by itself or set in a ring/amulet.
  • Put leaves in the bottom of your boots. Works until leaves become dust.
  • Touch a building which is taller then a giant. Lasts until you wash that hand.

The Serf's Hex Breaker

Curse Resistance
Each of these grant +1 to saving throws vs magic against curses up to a maximum of +3.
  • Carry a lock of your sister's hair. Blonde sisters work best, red hair sisters actually grant -1 so don't even ask them for any hair.
  • Tie a Gordian knot around your shield. Must be tied by someone with a higher Intelligence score then you, you can't know the solution to the knot.
  • Wear any piece of clothing sown by your mother or grandmother. Not wife.
  • Carry any 'lucky' item. Rabbit's foot, horseshoe, four leaf clover, etc.
  • Throw a pinch of salt over your shoulder the moment the curse is laid upon you.
  • Swear using your God's name. Take 1d4 Charisma damage from blasphemy.
  • Kiss the standing stone. If your village doesn't have one, a neighboring town probably does. Lasts for a season, only works if you have kids.

Curse Breaking
Each of these has a 1 in 6 chance of breaking a minor curse. You can only attempt each method once. Your village elder knows and can teach you one of these, roll 1d6.
  1. Partake in a great feast. Can only be done for a 'legit' reason, like a new chief is selected or a good harvest, etc.
  2. Mock marriage with a pig. You have to actually throw the whole ceremony and pay a dowry. Very embarrassing. Pig gets the curse after you give it a kiss.
  3. Everything you drink for the next month must have a bezoar in the cup.
  4. Have sex on a powerful animal's fur made into a rug. If its the same beast that gave you the curse, 5 in 6 chance instead.
  5. Get really high and go on a spirit quest. Take 1d6 Wisdom damage whether the curse is lifted or not.
  6. Take a bath filled with special flowers, herbs, and spices. Costs 1d10x10 copper worth of materials.
    Now you're ready to fight dragons, right?