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Post Posted: Fri Dec 23, 2011 8:34 pm 
 

Keith the Thief wrote:
That's a good idea.
I'd been thinking a staff might be good workaround.
The staff could have charges (i.e, spells) available to the MU.
And that would give the MU a Gandalf look, but I hadn't figure out how to incorporate the MU's Intelligence into that scheme.

In your scroll idea the MU could gain some advantage from a higher intelligence.


Here's a homebrew stick for you, too (vintage 1980's, sometime from my high school campaign days):

Staff of Spell Storing

       This magical staff functions much like a ring of spell storing.  It can store either cleric spells, magic user spells, or any combination of the two.  It is usable by a member of either the cleric or magic user class, or any subclass thereof, regardless of the type of spells stored.  The staff can contain any number of first through fourth level spells, up to a limit of 25 total spell levels.  The spells stored in the staff function at the 8th level of magic use for all spells stored, regardless of the level of the caster who stored them in the staff.  Casting a spell from the staff requires no components other than the staff itself, however standard device activation time still applies to initiative.  
       An attempt to store a spell of 5th or higher level of any type in the staff , or attempting to store more spell levels than its capacity, will cause it to explode as per a retributive strike.  The wielder may also voluntarily break the staff in a retributive strike.  (For information regarding the retributive strike, see the description of the staff of the magi; count each spell level in the staff as equal to one charge.)  If a staff of spell storing is left "empty" of spells for longer than 30 days, it loses all magical properties and becomes a normal, nonmagical staff.

  

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Post Posted: Fri Dec 23, 2011 8:40 pm 
 

In the opposing direction, how long would it remain charged without expenditure or usage of the stored spells before there is a magical decay affect, and the stored magics drain away or do something else?

Serian wrote:
Here's a homebrew stick for you, too (vintage 1980's, sometime from my high school campaign days):

Staff of Spell Storing

       This magical staff functions much like a ring of spell storing.  It can store either cleric spells, magic user spells, or any combination of the two.  It is usable by a member of either the cleric or magic user class, or any subclass thereof, regardless of the type of spells stored.  The staff can contain any number of first through fourth level spells, up to a limit of 25 total spell levels.  The spells stored in the staff function at the 8th level of magic use for all spells stored, regardless of the level of the caster who stored them in the staff.  Casting a spell from the staff requires no components other than the staff itself, however standard device activation time still applies to initiative.  
       An attempt to store a spell of 5th or higher level of any type in the staff , or attempting to store more spell levels than its capacity, will cause it to explode as per a retributive strike.  The wielder may also voluntarily break the staff in a retributive strike.  (For information regarding the retributive strike, see the description of the staff of the magi; count each spell level in the staff as equal to one charge.)  If a staff of spell storing is left "empty" of spells for longer than 30 days, it loses all magical properties and becomes a normal, nonmagical staff.


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Post Posted: Fri Dec 23, 2011 9:03 pm 
 

Scathaigh wrote:In the opposing direction, how long would it remain charged without expenditure or usage of the stored spells before there is a magical decay affect, and the stored magics drain away or do something else?



It is an interesting concept.  
If one uses simply the established rules and examples in the DMG, a charged magical device can remain so indefinitely, as there is no precedent for such magical decay.  
On the other hand, to use such a ruling would certainly keep the players attentive. :-)

  

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Post Posted: Fri Dec 23, 2011 9:53 pm 
 

Serian wrote:
It is an interesting concept.  
If one uses simply the established rules and examples in the DMG, a charged magical device can remain so indefinitely, as there is no precedent for such magical decay.  
On the other hand, to use such a ruling would certainly keep the players attentive. :-)


And adding a half-life like that could help add balance if it's is making magic users too strong.

And what if it's just "low"?
Can you get a jump start from another magic user?
Say using Jumper Cables of Vecna? :)


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Post Posted: Fri Dec 23, 2011 11:15 pm 
 

Scathaigh wrote:In the opposing direction, how long would it remain charged without expenditure or usage of the stored spells before there is a magical decay affect, and the stored magics drain away or do something else?



Given such a rule...wouldn't one expect those magic items, long lost in dungeons deep, to be totally decayed and worthless when the adventurers find them?


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Post Posted: Fri Dec 23, 2011 11:27 pm 
 

FormCritic wrote:
Given such a rule...wouldn't one expect those magic items, long lost in dungeons deep, to be totally decayed and worthless when the adventurers find them?


Good point.

Perhaps the magic items would be like firearms.
If you found a 100-year-old pistol in a cave it probably wouldn't work, right?
But it could be cleaned and restored.

Maybe the staves could work the same way, and the MU would have to get the artifact back to a city do it could be restored and somehow linked to him, like a "familiar".

Mostly thinking out loud here and fat-fingering from my phone.

Interesting topic.


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Post Posted: Sat Dec 24, 2011 1:16 pm 
 

Long time non-use of magical re-chargeabe storage devices....

Perhaps instead of loosing spells, a magical re-chargeabe storage device simply looses Charges when stored or unused for long periods of time.

Example 1: If left in a dungeon for centuries, the staff (or whatever) must be recharged to work.
Maybe a staff would loose one charge per one year of inactivity.
A hundred charge capacity staff looses all charges after 100 years of inactivity.

Example 2: Perhaps a ring might hold the charges much longer but could not store nearly as many charges as a staff would.
Perhaps place a limit of 10 charges (Max) for rings, loosing one charge per decade of non-use.
Unless of course an un-dead creature is wearing that magical ring...  :lol:


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Post Posted: Sat Dec 24, 2011 2:19 pm 
 

One year per charge would not affect player characters and would only cause problems for the DM.

Better just to go with the rules as written rather than hassle over this rule varient.


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Post Posted: Sat Dec 24, 2011 7:56 pm 
 

Gnat the Beggar wrote:Maybe a staff would loose one charge per one year of inactivity.
A hundred charge capacity staff looses all charges after 100 years of inactivity.

Example 2: Perhaps a ring might hold the charges much longer but could not store nearly as many charges as a staff would.
Perhaps place a limit of 10 charges (Max) for rings, loosing one charge per decade of non-use.


What if the magic item uses dark energy, should an inverse function of the above work?

  

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Post Posted: Mon Dec 26, 2011 12:38 am 
 

sauromatian wrote:
What if the magic item uses dark energy, should an inverse function of the above work?


Meaning the staff, ring, or scroll gains spells over time?
That'd give advantages to evil magic users.
Unless you only play law, neutrality, chaos alignments, in which case morality wouldn't/shouldn't matter, right?


My brain is half-fried from our Griswold family Christmas -- so forgive my dumb question -- but how did wizards cast spells in REH, Moorcock, or Zelazny?
Any of those use anything that could be incorporated into an old school rules set?


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Post Posted: Mon Dec 26, 2011 11:34 am 
 

Keith the Thief wrote:how did wizards cast spells in REH, Moorcock, or Zelazny?
Any of those use anything that could be incorporated into an old school rules set?


Maybe someone can fill in for REH, but I mostly recall a barbarian's perspective, that magic is too weird to understand. Moorcock's wizards summon spirits to perform the work, while Zelazny used a number of descriptions - Amber had the Cosmological Anthropic Principle from quantum physics, alongside gnosticism.

Players of magic users could incorporate these systems into gaming like so:
Howard inspired: I'm too dumb to figure out this magic chart.
Moorcock inspired: Will you figure out this magic chart for me? I'm too much of a prima donna, & besides you owe me for the last pizza.
Zelazny inspired: The DM doesn't properly understand this magic chart, only I do, for I am a god among rules lawyers. I'm going to march off in a huff to form my own gaming group, although I might return with obnoxious friends from time to time, just to cause trouble.

  

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Post Posted: Mon Dec 26, 2011 12:15 pm 
 

sauromatian wrote:
Maybe someone can fill in for REH, but I mostly recall a barbarian's perspective, that magic is too weird to understand. Moorcock's wizards summon spirits to perform the work, while Zelazny used a number of descriptions - Amber had the Cosmological Anthropic Principle from quantum physics, alongside gnosticism.

Players of magic users could incorporate these systems into gaming like so:
Howard inspired: I'm too dumb to figure out this magic chart.
Moorcock inspired: Will you figure out this magic chart for me? I'm too much of a prima donna, & besides you owe me for the last pizza.
Zelazny inspired: The DM doesn't properly understand this magic chart, only I do, for I am a god among rules lawyers. I'm going to march off in a huff to form my own gaming group, although I might return with obnoxious friends from time to time, just to cause trouble.


Well said!  LOL.

As a physicist, I can say with authority that the cosmological anthropoid principle from quantum mechanics is something that I can pronounce.

Perhaps the more prudent approach is this one:
FormCritic wrote:Better just to go with the rules as written rather than hassle over this rule varient.


That'd solve a lot of problems ;-)


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