Saern |
Sphere of the Wormgod: Moderate abjuration; CL 10th; Remove Disease, creator must have access to the Death domain; Price 10,000gp.
This green orb is about 8 inches in diameter. The edges are pale and translucent, but the center quickly darkens to a dark opaque forest green.
The Sphere grants its possesser total immunity to the effects of Kyuss worms, including slow worms. Any such creature that comes in contact with the worm or its possessor immediatly shrieks, writhes, and dies, burnt to a black crisp.
This sphere gives no protection or advantage against actual Spawn of Kyuss or other Kyuss related undead.
How's this? I was thinking about slipping it into the 3FoE in place of the pearl of power. I'm retooling the story so that the Kyuss-Triad connection, and the Kyuss threat in general, seems secondary for a long time, so they won't immediately know a use for it. Also, I was thinking of having a Nystul's Magic Aura on it so that it doesn't innitially seem magical. I was going to use this as the link to Marzena in EaBK- Allustan would send the party to her so she could look at it. So, here are my questions:
1. Is this too powerful? Even to begin with, all they will learn is that it protects against the "children of the Wormgod," whatever that means to them. I'd like to have something that the party needs to take to Marzena to have examined that doesn't obviously involve Kyuss or the Ebon Triad, and use that as a story hook, rather than the procession of "let's go ask this mage about the story, even though he probably knows nothing." Also, please remember the circumstances when deciding if this is too powerful or not: The party has very few magic items at this point, and may be a little underpowered compared to normal. I also want some insurace against a TPK, since I want to run AoW all the way through. TPKs have a nasty habit of stopping that.
2. If it is too powerful, what should I substitute it with?
3. What are some ways to help make sure the party doesn't just try to sell it when they don't immdeiately Detect Magic in it? I don't want a simple Identify to work, or I don't want them to think to use it (thus Nystul's Magic Aura), so that it actually takes some research.
Bocklin |
Hi,
Actually it seems quite powerful and expensive for something you'd want to drop in 3FoE. Especially to replace a "Pearl of Power" (that costs 1,000 gp, right?).
And it takes so much fun away from the Kyuss undead. Maybe you could introduce Worm-proff equipment later on, but I think that it belongs to the fun of the campaign to have the heroes be really afraid of the Kyuss Spawns and other undead, at least at the early stage.
Bocklin
JaenChronicler |
I like it. Its very specific in its effect and as such should not unbalance the game.
Twinsun has a great point - being as specific as it is (and the fact that it only works for the possessor, not the entire party), it keeps the balance nicely.
The fact that you're dropping it into the setting and using it as a lead to the mage is just a sign of your mad-cool GM'ing skills. Good job - I'm thinking of using this myself...
There might be a tweak or two for my game, but that's to be expected. Thanks for sharing.
Bocklin |
Twinsun has a great point - being as specific as it is (and the fact that it only works for the possessor, not the entire party), it keeps the balance nicely.
As far as I am aware, there is no definition of "possessor" in the rules. You would have to make it function like the "ring of regeneration" if it was to work how you want it to (i.e. the effects kick in 24 hours after it was put on and stop once it is removed).
I still think it removes a lot of the AoW's fun. Why would any DM want to offer their players immunity to the worms so early in the campaign??
Bocklin
Saern |
My original idea would be that the players would have no idea what these "children of the wormgod" were. A worm would come into contact with whoever had the orb and just die. This protects just one person from the Kyuss worms. Everyone else is completely prone. I was hoping that it would be somewhat mysterious as to why this was happening, but it probably wouldn't take long for them to realize they have this strange orb, and they'd just start passing it around.
Good point on the definition of "owner". The owner is someone who is physically in contact with the orb, and it only applies for one person. It also functions if kept in a container of some sort that is carried on the person's body, such as a backpack but not a chest any distance away from the character, unless he was actually holding the chest. Also, it might be a good thing to add that it does nothing against an already existing infestation of Kyuss worms in a host. All that is moot if I remove it, however.
I can see how it would be a bit unbalancing, since the party has total shielding against one of the AP's major threats. Isn't there a chest in the Champion's Belt, or some trap similar to this if not there, that subjected the PC to a large number of Kyuss worms (I'm not thinking of SoLS's worm sea). The orb would just trade hands, everyone else would clear out, and there would be no harm.
I do like the thought of introducing a strange magical item into the game, however, that is unique and sets it apart from just about everything else the party will get. My original thought was a spellweaver's Chromatic Disk, although broken and greatly weakened, to function somewhat like a pearl of power. I was thinking of the lich in Kuluth Mar, but decided it was too big of a leap for this little Ebon Triad cell to have anything of spellweaver make, since there was only one associated with Kyuss that I know of, and that is extremely, extremely obscure knowledge.
So, what can I substitute here? Or, here's a thought- I could make the item dormant and the party have to do something to activate it, thus providing plot hooks at various points throughout the rest of the campaign. Or perhaps it could just activate when the Age of Worms is imminent, coming into play sometime during the Champion's Belt, or perhaps Spire of Long Shadows. Therefore, I could rule that it still gives off abjuration magic when subjected to Detect Magic, but Identify does nothing since it has no function at the time. Thoughts? And, thanks to all the people who like the idea, but you may wish to wait until we collectively decide on a fix to steal the idea!
Demiurge 1138 RPG Superstar 2013 Top 8 |
I like the idea of activating the sphere, and the detects-as-abjuration-but-doesn't-do-anything-quite-yet hook works well, I think, as long as Marzena can determine that the symbols inscribed on it are those pertaining to Kyuss. The right time to activate it, I think, would be at the end of The Champion's Belt.`Breaking Raknian's ritual and slaying the ulgurstasa is a potent enough magical effect to imbue the sphere to its full power. And maybe it only works for the person who killed the Apostle of Kyuss...
Malkari Durant |
I like the idea of activating the sphere, and the detects-as-abjuration-but-doesn't-do-anything-quite-yet hook works well, I think, as long as Marzena can determine that the symbols inscribed on it are those pertaining to Kyuss. The right time to activate it, I think, would be at the end of The Champion's Belt.`Breaking Raknian's ritual and slaying the ulgurstasa is a potent enough magical effect to imbue the sphere to its full power. And maybe it only works for the person who killed the Apostle of Kyuss...
Another thought is to instead have it provide an effect similar to protection from evil, but have it apply to the worms. So the orb would give the bearer a bonus on his saves against the fear aura and disease and a deflection bonus against the ranged touch attacks to transfer worms. And the final ability I would give it instead, is you become aware of being infested. (My players have to roll a spot check to see the worm burrow in, otherwise they just feel something enter into them
Chris P |
I like Malkari's idea. It gives some protection, keeps the theme but doesn't give total protection. I also thought that maybe it could just detect children of Kyuss. It could have a really long range and not be impeeded by barriers, but doesn't give exact locations. That way it could help by giving some warning, but ultimately it would help build suspense before an encounter.
Saern |
All right, how's this? It's a bit wordy, but very specific, and I don't think it's too powerful, since the person is by no means invulnerable to the attacks of Kyuss' dread minions.
Sphere of the Wormgod: Moderate abjuration; CL 10th; Remove disease, protection from evil, detect evil, detect undead; Price 10,00gp (The problem with this is that it requires Protection from Evil, which is a Good spell, and I somewhat desired this to be crafted by servants of Kyuss as a way to safely interact with the worms; oh well)
This green orb is about 8 inches in diameter. It is translucent around the edges, but quickly darkens to a deep, opaque forest green in the center.
Anyone holding or in physical contact with the sphere, or holding the sphere within a container kept on their person, such as a backpack or Bag of Holding, gains protection from many of Kyuss' minions. They must, however, have been in possession of the orb for at least 24 hours to gain the benefits described below (although the orb can be stored away within a chest or other container for that period, so long as it is never more than 30 feet away from the would-be possessor). Once the sphere recognizes an owner, it continues to do so until another creature has gone through the same bonding process, regardless of distance and time spent separated from the possessor.
Firstly, the possesser of the sphere recieves a +4 deflection bonus to AC against attacks utilizing Kyuss worms. This also applies to the attacks made by Overworms.
The possesser also gains awareness of any Kyuss worm(s) currently present within his body, and is entitled to a DC 20 Fortitude save to immediately end the effects of their infestation. This does not heal ability damage already taken due to the infestation, but kills the worm and thus stops further ability damage and eventual transformation into a Spawn of Kyuss. The possessor of the orb also gains a +2 bonus on his saves to resist the effects of the supernatural disease known as the Gift of Kyuss.
The wielder of the sphere also gain awareness of any Kyuss related creature (including preists that directly and knowingly worship Kyuss ((Thus excluding the Ebon Triad))) that is within 100 feet. The detection is able to penetrate double the thicknesses of materials that normal Detect spells are capable of. This effect is otherwise identical to the Detect Evil spell. (This last part could be left out if this sort of divination ability would ruin too many "surprise encounters" in the AP; simply remove Detect Evil and Detect Undead from the required spells)
Campaign Specific Note: The orb is a unique, though non-artifact, magical item. It has been dormant for several centuries due to the lack of a large presence of Kyuss' minions in the world. Detect magic senses its aura as usual, but attempts to learn of its properties via means such as Identify and Analyze Dweomer fail until it is activated again. Only a substantial event relating to the coming of the Age of Worms can reactivate the sphere, such as the death of an Apostle of Kyuss at the hands of a would-be possessor (who does not need to know the implications of his actions to activate the sphere).
Peruhain of Brithondy |
This sounds like a good magic item, but it seems a bit of a stretch that keeping it in one's bag of holding allows one to benefit from its protective powers. I like the description of the item, but maybe it could be transformed into a disc with a hole in the middle that could be worn as an amulet? Or maybe it retains its "attunement" to the character as long as it's in possession, but must be carried in the hand to provide the desired protection?
Olmac |
The only problem with that I can see is it will take no time for each member of the party to have one. It only takes one cleric with Create Wonderous Item to make copies. Then you are back to the same problem of taking some of the fun out of the worms.
I know my group not waste any time getting these things made. They can be very resourceful.
Otherwise a wonderful idea.
Saern |
Good point, Peruhain. I'll take out the part about the Bag of Holding. I was just thinking of typcial containers that an 8-inch sphere could fit in that one still carries on the body. You might be right, and it would be better and simpler to just say that you have to hold the thing, though it will need to be shrunken a bit, since an 8-inch sphere is a little large to hold comfortably. A 6-inch orb should do.
Ah, here's the thing, Olmac- I have no cleric in the group! Even if someone died and made a cleric for a new character, this isn't a problem, as there is only one that the party will ever find, and so far as I know, there is no in game way to discover how to make an item. Identify and Analyze Dweomer don't work, and none of the NPCs in my world will know how to make them, and I'm not telling them out of game, leaving the party with only one sphere, just the way I want it. I think they will assume that is meant to be a unique magic item and not pursue making one for themselves. I don't think they'll be that greedy, actually.
I also don't want to make it an amulet or some such thing. I like it as an orb. I've always liked such things, and so I want to introduce it as is, description wise.
Peruhain of Brithondy |
Good point, Peruhain. I'll take out the part about the Bag of Holding. I was just thinking of typcial containers that an 8-inch sphere could fit in that one still carries on the body. You might be right, and it would be better and simpler to just say that you have to hold the thing, though it will need to be shrunken a bit, since an 8-inch sphere is a little large to hold comfortably. A 6-inch orb should do.
Ah, here's the thing, Olmac- I have no cleric in the group! Even if someone died and made a cleric for a new character, this isn't a problem, as there is only one that the party will ever find, and so far as I know, there is no in game way to discover how to make an item. Identify and Analyze Dweomer don't work, and none of the NPCs in my world will know how to make them, and I'm not telling them out of game, leaving the party with only one sphere, just the way I want it. I think they will assume that is meant to be a unique magic item and not pursue making one for themselves. I don't think they'll be that greedy, actually.
I also don't want to make it an amulet or some such thing. I like it as an orb. I've always liked such things, and so I want to introduce it as is, description wise.
Can't the players use magical research rules to reverse engineer the thing? Of course, as DM, you can always prevent this from working, but . . .
Anyhow, I also liked your "orb" description, and if I use it, I'll probably rule that it has to be held to work. This creates a trade-off for effective immunity from the worms.
Olmac |
Saern wrote:Good point, Peruhain. I'll take out the part about the Bag of Holding. I was just thinking of typcial containers that an 8-inch sphere could fit in that one still carries on the body. You might be right, and it would be better and simpler to just say that you have to hold the thing, though it will need to be shrunken a bit, since an 8-inch sphere is a little large to hold comfortably. A 6-inch orb should do.
Ah, here's the thing, Olmac- I have no cleric in the group! Even if someone died and made a cleric for a new character, this isn't a problem, as there is only one that the party will ever find, and so far as I know, there is no in game way to discover how to make an item. Identify and Analyze Dweomer don't work, and none of the NPCs in my world will know how to make them, and I'm not telling them out of game, leaving the party with only one sphere, just the way I want it. I think they will assume that is meant to be a unique magic item and not pursue making one for themselves. I don't think they'll be that greedy, actually.
I also don't want to make it an amulet or some such thing. I like it as an orb. I've always liked such things, and so I want to introduce it as is, description wise.
Can't the players use magical research rules to reverse engineer the thing? Of course, as DM, you can always prevent this from working, but . . .
Anyhow, I also liked your "orb" description, and if I use it, I'll probably rule that it has to be held to work. This creates a trade-off for effective immunity from the worms.
I have a set of house rules that allows reverse research of an item you possess. Based a lot on Knowledge Arcane, Spell Craft, Knowledge Religion, or whatever is appropriate.
Item Creation Feats
1. Item creation feats will be as per the Players Handbook with the following exceptions. These rules apply to all item creation feats, from craft arms and armour to create wondrous item.
2. The item to be made magical must be of masterwork quality.
3. You can add enhancements to any magical item you own or get someone to do it for you.
4. Scrolls, wands and potions need only pay the cost of creating the item. The inks and paper are included in the cost and assumed to be imbued with the magic of the spell. Potion bottles are also included in the cost. Wands are also included in the material costs. Once the magic in the wand or scroll is used, the wand breaks and the scrolls burn up. Potion bottles can not be reused and will contaminate anything put in them after they have been used.
5. You have to be in a place where you can work undisturbed, and have all the required equipment to make the items. For instance, if you’re brewing potions you will need a lab to do it. Inside a rope trick is not an expectable place to make any type of magic item. This pretty much means that you can only do this in a town. Even scroll writing requires a calm, quiet, and safe place to work. It would also require a level and smooth writing surface to write on.
6. Too make items that are standard in the three core books, the usual costs to make it are required. To make a nonstandard item (i.e. something from any other book or your own creation) would require research to develop the recipe. If you have a working copy of the item in question, the cost to build it would be double the market gold price. On the other hand, if you are going from scratch, it will cost quadruple to amount of market gold price(knowledge Arcane or Religion skill check can lower this to triple the cost. The DC for this check is 25 -1 per 5 points of spell craft). This is all subject to DM approval of the nonstandard item.
7. Spell research will be handled a similar way. If it is standard spell from the core books, it will cost 50 gold per level of the spell plus the cost to write in your spell book (100 gold per page and two pages per level). If it is a standard spell from the core rules then a normal Spellcraft check is made to learn the new spell (15 + spell level = DC). If it is a nonstandard spell, then the Spellcraft check is harder (20 + spell level – 1 per 2 points knowledge Arcane or Religion = DC). On a failed rule, 10 gold is added to research cost and a re-roll can be made the next day.
I think this is a pretty fair way to do it and it makes the Knowledge Arcane and Religion a more useful skills to have.
So to make this item would cost them 20,000 gold for the first one (assuming they had a copy)and then 5,000 per copy after word. Of course there is the experience costs as well (800 and 200 respectively).