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Month Index: February, 2006


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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