New Character and New Magic Items (AD&D)
Posted: Sun Jul 08, 2007 9:27 am
New Character
Richard Foran
Richard Foran (locally known as Foran the Wanderer or by his own introduction as Foran) is a magicuser. He grew up in a small dusty town as a ranch hand on a cattle ranch, the location and climate of which was similar to the Wild West seen in western films. He rides a horse named 'Smoke' and dresses in leather boots, chaps, shirt and a horseriders leather coat. A wide brimmed hat sits on his head to protect him from the noon sun.
He has a great talent for Magic and was taken in my a local magicuser as an aprentice at the age of 25. Although he has a great talent he was taken in by Magicusers at such a late stage in life he is stuck in his labourer mentality and can not bring himself to correclty visualise and correctly activate spells using components, words and semantics. He feels much more at home herding cattle, drinking 'sipping' whiskey and entertaining the ladies. . . .
This mental block has handycapped his development as he stuggles to learn new spell effects (He has the usual percentage chance to be able to learn a spell which is based on his intelligence; however, when casting the spell he has a 95% chance of failure adjusted in his favour by 1% per level when casting the spell thusly it takes multiple times for him to cast the spell before it activates correclty. Note; once done correclty he can cast the spells as a normal magicuser). His mentor eventually died and Foran decided to journey the world in an attempt to break his mental block through stressful encounters.
He can cast very few spells, however, his teached created two magic items during his lifetime to help protect him until he can discard the physical and accept and embrace the etherial. The two items are listed below.
New Magic Items
'Six Shooter' Wand of Magic Missiles
This Magicuser weapon appear to be similar to a wild west pistol. It has an ivory grip and a highly decorated floral pattern on the silver barrel and six 'bullet' chamber. The wand is activated by cocking the item and gently squeezing the trigger. When the trigger is released the hammer hits one of the six chambers the sound of the hit acts as the command word for the item and fires one magic missile at the intended target. The magic missle causes 1-4+1 points of damage and will always hit the intended target as the first level magicuser spell Magic Missile. The device can be activated once per round.
The item can only hold six magic missiles at any one time. A magicuser can 'reload' the wand by casting a magic missile spell into the opened chamber. The magic missiles will shoot into one of the chambers and fill it with a coloured aura (indicating a loaded chamber!). The number of chambers 'loaded' in this manner depends on the level of the magicuser. One magic missile equals one loaded chamber. If the magicuser can create more than six missiles the rest are wasted.
Note: A silence spell will prevent this item from working correctly as the sound of the hammer hitting the chamber will not be heard. This sound activates the device.
Double Barrelled Stave of Fireballs
This Magicuser stave appears to be similar to a wild west shotgun. There are two hihgly decorated silver barrels, a wooden grip, metal trigger and hammer. As a shotgun the stave can be cracked open to 'load'. A loaded stave will store upto two fireballs, one in each barrel. The stave is activated by cocking the hammer and squeezing the trigger. The sound of the hammer hitting the stave acts as a command word to activate the device. Once activated one fireball will be released as the third level magicuser spell Fireball. The stave is 'reloaded' by cracking open the barrel and casting a Fireball spell into the barrel. A coloured aura indicates a loaded chamber. The Fireball will be of the same power, area of effect and damage as dictated by the level of the magicuser who casts the spell. The device can be activated once per round.
Note: A silence spell will prevent this item from working correctly as the sound of the hammer hitting the chamber will not be heard. This sound activates the device.
Let me know what you think people!
Richard Foran
Richard Foran (locally known as Foran the Wanderer or by his own introduction as Foran) is a magicuser. He grew up in a small dusty town as a ranch hand on a cattle ranch, the location and climate of which was similar to the Wild West seen in western films. He rides a horse named 'Smoke' and dresses in leather boots, chaps, shirt and a horseriders leather coat. A wide brimmed hat sits on his head to protect him from the noon sun.
He has a great talent for Magic and was taken in my a local magicuser as an aprentice at the age of 25. Although he has a great talent he was taken in by Magicusers at such a late stage in life he is stuck in his labourer mentality and can not bring himself to correclty visualise and correctly activate spells using components, words and semantics. He feels much more at home herding cattle, drinking 'sipping' whiskey and entertaining the ladies. . . .
This mental block has handycapped his development as he stuggles to learn new spell effects (He has the usual percentage chance to be able to learn a spell which is based on his intelligence; however, when casting the spell he has a 95% chance of failure adjusted in his favour by 1% per level when casting the spell thusly it takes multiple times for him to cast the spell before it activates correclty. Note; once done correclty he can cast the spells as a normal magicuser). His mentor eventually died and Foran decided to journey the world in an attempt to break his mental block through stressful encounters.
He can cast very few spells, however, his teached created two magic items during his lifetime to help protect him until he can discard the physical and accept and embrace the etherial. The two items are listed below.
New Magic Items
'Six Shooter' Wand of Magic Missiles
This Magicuser weapon appear to be similar to a wild west pistol. It has an ivory grip and a highly decorated floral pattern on the silver barrel and six 'bullet' chamber. The wand is activated by cocking the item and gently squeezing the trigger. When the trigger is released the hammer hits one of the six chambers the sound of the hit acts as the command word for the item and fires one magic missile at the intended target. The magic missle causes 1-4+1 points of damage and will always hit the intended target as the first level magicuser spell Magic Missile. The device can be activated once per round.
The item can only hold six magic missiles at any one time. A magicuser can 'reload' the wand by casting a magic missile spell into the opened chamber. The magic missiles will shoot into one of the chambers and fill it with a coloured aura (indicating a loaded chamber!). The number of chambers 'loaded' in this manner depends on the level of the magicuser. One magic missile equals one loaded chamber. If the magicuser can create more than six missiles the rest are wasted.
Note: A silence spell will prevent this item from working correctly as the sound of the hammer hitting the chamber will not be heard. This sound activates the device.
Double Barrelled Stave of Fireballs
This Magicuser stave appears to be similar to a wild west shotgun. There are two hihgly decorated silver barrels, a wooden grip, metal trigger and hammer. As a shotgun the stave can be cracked open to 'load'. A loaded stave will store upto two fireballs, one in each barrel. The stave is activated by cocking the hammer and squeezing the trigger. The sound of the hammer hitting the stave acts as a command word to activate the device. Once activated one fireball will be released as the third level magicuser spell Fireball. The stave is 'reloaded' by cracking open the barrel and casting a Fireball spell into the barrel. A coloured aura indicates a loaded chamber. The Fireball will be of the same power, area of effect and damage as dictated by the level of the magicuser who casts the spell. The device can be activated once per round.
Note: A silence spell will prevent this item from working correctly as the sound of the hammer hitting the chamber will not be heard. This sound activates the device.
Let me know what you think people!
