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From: Dreamer <dreamer@??????.?????.??.uk> Date: Thu, 16 Feb 2006 09:57:26 +0000 Subject: Re: Weaving Wood
These are some notes on an ability to shape wood, which I thought might be of SJ interest given how important wood is to most ships. Maybe usefully recycled as a spell or racial ability? This is drawn from the (Space) Dryad spec: http://www.romsys.demon.co.uk/frpg/dnd/race/dryad.htm Wood Weave - ROM, 01/Dec/05 Dryads normally dress in a loose garment of the colour of their grove in that season. They create this from plant materials, for example fallen leaves from their tree. Space dryads can similarly create clothes for themselves, from any loose plant material, in several hours work, always in the browns and greys of winter, though they may well wear more utilitarian clothes than a loose gown, such as a tunic, leggings, and boots/gloves. Some even wear hooded cloaks. Like most things associated with dryads these may be assumed to look elegant. Any damage to these clothes less than their near destruction can be repaired by the will, and a few gestures, of the dryad, in a few minutes. This capability to make clothes for themselves, and a personal dagger from hardwood (that is as effective as a standard iron one), is the Basic Wood Weave ability, which all dryads are assumed to have. The only other woven weapon that a dryad might have is a sling. If this equipment is taken from the dryad it falls to pieces after a few (1+D3) days. Some dryads can create clothes for others, again with several hours work, and even hardwood daggers (as effective as a standard iron one), but without some stabilising magic (such as Protect Wood) these will fall to pieces after a few (1+D3) days outside 'the wood'. A single casting of Protect Wood will permanently preserve this equipment. This is the Wood Weave ability, which is represented by dryads having a NWP in Wood Weaving. DMs may choose that standard dryads have this, in particular if they have had those dryad-charmed within their trees for any length of time. All dryads who have a character class can be assumed to automatically have the Wood Weave ability, though those who are not users of arcane or divine magic will need to spend one of their NWP slots on Wood Weaving. Dryads who are arcane magic users (typically necromancers) automatically have the Advanced Wood Weave ability, and other dryads may have this by taking a slot in the NWP Advanced Wood Weaving (which has the Wood Weave ability or NWP Wood Weaving as a prerequisite). Advanced Wood Weave allows the making of permanent clothes from any plant material, with several hours work, which even have a slow self-repair capability (damage short of total destruction will be repaired in minutes). These resemble any clothes made from once-living material, i.e. things like leather or bone, but not metal or stone/crystal. These clothes may be re-coloured at will to any of the season colours by any wearer with at least some magical capability, or with the wearer's permission by any dryad with Wood Weaving. Strong thread, cord or rope, and even if known of paper, can similarly be woven. With enough time and care almost anything of wood can be woven, though NWP Carpentry will be needed for the most complex work. DMs may wish to distinguish between what can be made from softwood and hardwood, but for simplicity assume a dryad can ignore this distinction. All this can be done without any use of spells. Dryads who do not have clothes made by Advanced Wood Weave may use magic (Life Infusion, Polymorph) to change their colours, priests typically to other season colours, other dryads to any colour (preferably those found in nature) which suits them. One use of a spell will last for several (1+D3) days. With extra magic (Protect Wood) these permanent clothes can resemble any material. Armour can be made, to the limits of the same weight and as protective as studded leather or hide armour, or wooden shields, and wooden weapons, which are as tough as bronze or soft iron. A single spell has a permanent effect for this purpose. All clothes and equipment, even that treated with Protect Wood, does not detect as magical, instead it detects as faintly living. Enchanted equipment does detect as magical, but also detects as faintly living. If equipment is destroyed then it reverts to loose plant material. With enchantment (Protect Wood) armour does not become any more protective, but it and weapons become as tough in all respects as iron. Further enchantment (Enchant +1) is then possible, which makes the armour as protective as chain mail, while weighing as much as leather. Shields count as +1 iron. Weapons count as +1. All these items are now as tough in all respects as mithral. While in theory dryads could do further enchantment of wood, up to +3 (the armour would then count as +2 chain mail), they rarely do so, considering +1 to be sufficient. These armour and weapons are typically used to equip the more warrior-like dryad-charmed if the dryad is going to keep them for any length of time. Armour and non-dagger weapons are rarely carried by any dryads other than (the rather rare) warriors. Dryads will very rarely make enchanted weapons and armour for non-dryads, as they fear these would be abused. If they do then the enchantment will often be keyed so that it only works for that single individual. Note that most dryad weapons are pointed, for stabbing, and the closest they get to bashing weapons tends to be slings; for some reason dryads do not tend to make or use axes. For reference: Protect Wood: makes a wooden item as tough in all respects as iron. Must be applied before any other enchantments. One large item, such armour, a shield, a bow, or a (short) sword is possible, or three medium items, such as daggers, or six small items, such as arrow heads. This is done by binding life energies into the wood. This spell is mainly of use during the process of enchanting an item. Alternative (non-enchantment) uses for this spell are given with the Weave Wood ability. If arms or armour is to be as tough as iron then enchantment is required. Non- reversible. No saving throw. Necromancy. Range: touch. Duration: enchantment/permanent. Level: 1st (divine/arcane). Lesser Life Infusion: allows a space dryad to take on one of the other season looks, than winter, by infusing her Life Jewelry with life energy. The autumn/fall appearance is particularly popular for appearing more elven, and not as a space dryad. This spell might have other applications, probably related to minor healing, but the space dryads have not investigated these. Non- reversible. No saving throw. Necromancy. Range: touch. Duration: 1 turn per level. Level: 1st (divine). Life Infusion: is as the Lesser Life Infusion spell, but with a better duration. Non-reversible. No saving throw. Necromancy. Range: touch. Duration: 8hrs. Level: 2nd (divine). Polymorph Enhanced: functions to allow taking any of the dryad season appearances, and to change apparent materials from which any clothes or other equipment are made, at will. This is a very minor form of Polymorph Self, which works by enhancing the natural abilities of the dryad. Duration: 20mins/level. Level: 2nd (arcane). Enchant +1: makes a weapon which has previously been enchanted with Protect Wood into a +1 weapon, or armour which has previously been enchanted with Protect Wood as protective as chain mail, while weighing as much as leather. Further toughens the material so it is as tough in all respects as mithral. Multiple medium or small items can be enchanted with a single spell, as Protect Wood. This is done by binding life energies into the wood. This spell is only of use during the process of enchanting an item. Non-reversible. No saving throw. Necromancy. Range: touch. Duration: enchantment. Level: 2nd (arcane). -- Dreamer dreamer@??????.?????.??.uk http://www.romsys.demon.co.uk/
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