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Hello All,
I have a question regarding the Spirit Planchette from the first adventure. My question is, as the topic suggests, if the item is too over priced for what it can do (or perhaps I have it wrong).
The items says that it can only be used once per day and can only be asked a number of questions (in the first type's case only 1). Should that be one question per user? In other words, if there are 4 PCs using it that they get to ask 4 questions (1 question each).
If its only 1 question per use no matter how many people can use the item, then its a little pricey don't you think?
I'm considering have the uses of the Spirit Planchette being as follows:
The Spirit Planchette can only be used in one ceremony per day with up to a maximum of 4 participants. Each participant can ask a number of questions in that sitting as per the type of Spirit Planchette used. Each time the Spirit Planchette is used in that setting, a new Will save is required from each participant. Each use above the first provides a cumulative +1 to the DC of the Will Save.
I was also thinking that the effects are not long enough and should be in hours not rounds.
Thoughts?

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4 people marked this as a favorite. |

I gave my version another go, and here is what I came up wit:
A spirit planchette is typically found in a wooden case along with a thin wooden board printed with numerous letters and numbers. Nonmagical versions of these divination tools can be purchased in curiosity shops (typically costing 25 gp); while these items can be used as alternative components for augury spells, only magical spirit planchettes allow users to communicate with the other side. Three types of spirit planchettes exist—brass, cold iron, and silver. Each in turn allows an increasingly potent form of divination effect to be utilized. A spirit planchette requires a board to move upon, but this “board” can be made up of letters scribed upon any smooth surface—it need not be a prepared board for a spirit planchette to work.
To use a spirit planchette, in what is called a 'séance', you must rest your fingers lightly upon the planchette’s surface and then concentrate on the planchette (as if maintaining a spell with a duration of concentration) for 2d6 rounds while the planchette attunes itself to the ambient spirits of the area.
After this time, the planchette begins to slowly slide in random patterns across the board — at this point, questions may be asked of the spirits by any of the individuals involved in the séance. The consequences of each question asked of the spirits depends upon what type of planchette is used for the divination. The spirits reply in a language understood by the character who asked the question, but resent such contact and give only brief answers to the questions. All questions are answered with “yes,” “no,” or “maybe,” or by spelling out a single word from the letters arranged on the board. The spirits answer each question either in the same round the question is asked (in the case of a yes, no, or maybe answer) or at a rate of one letter per round (in the case of a single word being spelled out).
A the maximum number of questions you can ask with it depends on the type of planchette being used.
A 'séance' can only be performed with the same Spirit Planchette once per day with up to a maximum of 4 participants taking part in the ceremony. Each participant can ask a number of questions in that 'séance' as per the type of Spirit Planchette being used.
Communication with spirits can be a dangerous task, for many spirits are jealous or hateful of the living. Every time a spirit planchette is used, the user must succeed on a Will save to avoid being temporarily possessed and harmed by the angry spirits. In some areas where the spirits are particularly violent or hateful, this Will save takes a –2 penalty. The DC of this save depends on the type of spirit planchette being used. Anyone who fails the Will save becomes confused for a number of rounds (depending on the type of planchette being used), and no answer is received. The spirits in the area are not omniscient — the GM should decide whether or not the spirits would actually know the answer to the question asked, and if they do not, the answer granted is automatically “maybe.” If the GM determines that the spirits are knowledgeable about the answer, roll d% to determine whether the spirits speak truthfully or whether they lie.
Each time the Spirit Planchette is used in that 'séance' to ask a question, a new Will save is required from each participant. Each question above the maximum number of questions for the item provides a cumulative +1 to the DC of the Will Save. If a person, for whatever reason, breaks their connection during the 'séance', the use for that day is expended, and no further questions may be asked.

Leonal |

Nice writeup Kalraan! I think I might change that version for the one in the book (which is practically useless since it gives wrong info 40% of the time).
One could change the effects on the confused table for something more exiting perhaps, but otherwise keep the same values as when rolling for confuse).

Darkstrom |

Nice writeup Kalraan! I think I might change that version for the one in the book (which is practically useless since it gives wrong info 40% of the time).
One could change the effects on the confused table for something more exiting perhaps, but otherwise keep the same values as when rolling for confuse).
I don't know if you need that. It's all about description :) My player's used it and I rolled "injure self with item in hand" It's supposed to do 1d8 damage but all they had on hand is the candles they were using to light the Lorrimor Parlor room. This character began screaming about flames and burning, etc. picked up the candle and lit her hair on fire.
They were speechless but everyone loved it.

Power Word Unzip |

Also, the phrase "temporarily possessed and harmed by the angry spirits" seems to indicate something more disturbing than "confused for a number of rounds".
Anyone have anything more to suggest that would be more fitting?
I rather like the idea of a particularly nasty spirit manifesting as an ectoplasmic version of the PC and attacking for a given number of rounds. Only drawback to that, of course, is that you then need a version of that PC with the ectoplasmic template laid over the top for every time the planchette is used. Maybe you could work up a simple version of ectoplasmic for on-the-fly use?

Leonal |

Here's a variant my player came up with.
I'm posting since this is a GM thread. :D
It does of course require more GM involvement, but I think it might be fun, risky and useful.
Spirit Planchette.
Minor Artifact.During a séance players can use this device to call upon departed spirits that died within 5 km of their current site. At least two individuals must use the device together and pronounce a question clearly at the same time. At this time the GM will chose 1-6 plausible spirits (if there are no spirits with an interest in the question or any dead spirits within 5 km (~3 miles) the attempt simply fails and the needle does not move). The GM arranges these 1-6 spirits in order of helpfulness and weighs their number to a d6 roll.
If asked "Who killed Mr. Green and his son?" the spirits of Mr. Green, his son and the housekeeper (the real murderer) will come forward. The GM deems that Green and the housekeeper are the most powerful spirits and "assigns 1-3 to Green, 4-5 to the housekeeper and 6 to the son. He then rolls a d6 to determine which spirit is contacted.
Green might answer "My trusted Mary" (the housekeeper)
The housekeeper might answer "A dwarven thief" (a lie she clung to during the police investigation)
The son might answer "She is coming for me!"
In general the point of view/choice of words will shed some light on who is answering - and the truthfulness/accurateness of the answers depends entirely on whether the contacted spirit has something to hide or not.The first question asked per WEEK has a 10% chance of failure - each consecutive question increases this chance by 10%.
In the case of a failure one randomly chosen individual of the séance participants must make a WILL SAVE vs. DC 10+CR of the contacted spirit (this is a mind-affecting effect).
If the save succeeds the individual suffers from confusion for 1d4 rounds as the spirit wrestles for control.
If the save fails the departed spirit inhabits the body as the host suffers 1d4 wisdom damage. Most spirits will not properly be able to use its host's senses but are able to use the full range of their abilities. Most spirit will relive the last few moments of their life before they died or other important parts of their lives. This might mean seeing their surroundings as how they looked a century ago and attempt to walk through doors or over bridges that are no longer there, oblivious to the falls they might suffer when attempting to do so. They might repeat the last conversation they had in life. More aggressive spirits might attack the rest of the party - seeing in them their murderers or a target of their vengeance. Other spirits might break down and cry or fly screaming into the night.
In general little direct contact can be made with these spirits as they will generally not recognize contemporary people.The host may attempt a new will save every minute. Any positive energy may also help force the spirit out and allows a new save with a + modifier equal to spell level/die. Every additional save failed will increase the wisdom damage by 1.
Should the hosts wisdom be drained to 0 it will become permanently possessed and a powerful exorcism must be performed if there are to be any chance of the poor host getting control of their body back.

Voomer |

I haven't used it yet in my game, but I'm thinking of taking a different approach. If the point is to have a creepy medium for conveying information to the PCs, why waste time with strict limitations on use or big failure chances? Why only give one word answers once per day?
I plan to be much more casual. The PCs can use the planchette whenever they want. If they overdo it, they may get false or no info, or bad things may happen. Ultimately, I can give them as much or as little information as I want, so rule based limits on the item seem pretty unnecessary in my book.
What am I missing?

bkowal |

I'm not going to get too worked up about mechanics with the old Planchette. I want them to use the damn thing. I'm going to go out and get a Ouija board and pull it out of my bag and hand it to them when they find it. I think it will be pretty fun when they get frustrated they just pull it out and start asking questions. I might make it only work for the Oracle in the party since everybody else isn't attuned enough. I doubt I'll limit them on uses per day, but that doesn't mean that obnoxious spirits aren't going to mess with them if they overuse it. I think it will be necessary for them to figure things out about things they don't really know anything about like haunts. Maybe I'll Knowledge(Religion) check to determine how quality my answers are.

ANebulousMistress |

I gave unlimited uses per day. But with each questions the spirits got more and more touchy. They were more willing to lie and more than ready to start throwing random items in the room around. Enough questions and I'd have pulled from old horror movies and had my PC (singular) start rolling for resisting angry possession.
My PC (singular) got wise once the spirits started getting pissy. She never took it too far.

Vaellen |

I really like the spirit planchette. The PCs pull it out any time they get stuck and it is a great way to nudge them in the right direction. They can use it only once a day and it doesn't always work so they can't abuse it/over use it, but it's a great tool to keep the PCs on the railroad and the flavor makes the PCs love it too.

ANebulousMistress |

[Asking for spoilers]I would like to know if the spirit planchette has any use after Trial of the Beast, it is expensive, not very useful and the party wants to sell it, but they won't do it if it's a "plot" item.
Here ya go

Joseph Mandato |

The item does seem pretty overpriced to me.
To avoid having my players just sell an item that could strengthen the thematic elements of the AP, I'm considering making it more reliable. I'm thinking of allowing the Oracle in the party (who has the Life mystery and the Channel revelation) expend one of her daily channel uses to have the brass planchette temporarily function as reliably as the cold iron one. Spending two uses will crank it up to a silver.