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Gingwatzim


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I found a web site that claims that the Gingwatzim was introduced in AD&D1 - C3 - The Lost Island of Castanamir (TSR 9110). They appear to be native to the Ethereal plane.
Follows is a bit I cut and pasted from another web-site.

Gingwatzim, Graegzim (4HD) A noncorporeal creature summoned to The Realm by a powerful wizard. Graegzim have an unarguable mean streak in them, and may be found bound in the form of a humanoid or magical item.

Gingwatzim, Naranzim (6-14HD) The most powerful of the gingwatzim, and the most evil. The naranzim is summoned in the same way as its cousins, but is difficult to bind. The most intelligent gingwatzim.

Gingwatzim, Pakim (2HD) A smaller, less angry gingwatzim than its graegzim cousins. Found in the same forms as all of its brethren: free form, item form or humanoid.

Gingwatzim, Tim (2HD) The least gingwatzim, Tim are merely pranksters.

Don't know if this is any help to you?
 


The above information is correct. Gingwatzim first appeared in module C3: The Lost Isle of Castanamir, an adventure for 1st to 3rd level characters. They are Ethereal Planar natives, discovered by Castanamir "the Mad" (act a little eccentric and disappear, and all of a sudden, everyone's a critic.)

And JEEPERS, did I just set a record for thread necromancy or what?

I just ran this module for a new group, and their mage's player is a flat out fricking genius. She gave the naranzim her share of the loot, and asked for the control passwords for Castanamir's island lab. I placed the island in White Fanged Bay, not too far out from Vlekstraad, so I didn't mind the party having a largely inaccessible hideout that an extremely powerful archmage may someday show up to re-inhabit, so the naranzim coughed up the master password, and they've got themselves a home. Just recently, they decided to have their characters winter there, and she used the library to create this:

Delrissa’s Eoluzim Archer (Conjuration/Summoning)

Level Two Components: VSM, then VSM, possibly VS
Range: 1”, then ½”/level Casting Time: 1 day, then 2 segments
Duration: P, then 1R/level Saving Throw: Neg, then none
Area of Effect: 1 eoluzim

This spell is similar in some ways to Find Familiar, for it calls forth a special spirit (a gingwatzim, see C3 Lost Isle of Castanamir) to possibly ally with the caster as an aid in battle. There are two entries each for Components, Range, Casting Time, Duration, and Saving Throw. The first entry is for the original casting of the spell, when the eoluzim’s aid is first sought out and an alliance established. The second entry is for all subsequent castings of the spell.

During the first casting, the material components are a bow and arrows, and an offering. The better these things are, the more likely the pact is to succeed, and the greater its efficacy. If a magical bow or arrows are offered, then when the eoluzim appears to do battle on subsequent castings, it will be using those weapons, and thereby be able to deal damage to creatures only struck by magical weapons. Note that magical arrows will eventually be consumed, but that a bow will always be around, so a bow is clearly preferable in this respect. The offering is a simple means of increasing the gingwatzim’s likelihood of accepting the offer of service. The offering should consist of incense, gems, precious metals, or even magical items. For every 1,000gp worth of incense, gems, and precious metals, add 10%. For a temporary or charged magical item, add +5%, for a permanent one of +1 to +3, add 10%. More valuable items should add more at the DM’s sole discretion. The first casting must beat the eoluzim’s magic resistance, and it must fail its save vs. spells. If it does not, the offerings are taken, but there is no other effect and the spell may be tried again. The value of the bow does not affect the reaction roll, and unless the offer is accepted, the bow is not consumed in the casting.

If the spell succeeds in beating MR and the eoluzim fails its save, a reaction roll is made. Using the modifiers for offerings, and the caster’s Charisma modifier, roll a reaction roll. If the result is 56-75 with modifiers, check again on d%. If the result is 55 or less (no modifiers on this roll), the caster has successfully made a pact with this eoluzim, but the components for each subsequent casting must include a gem of at lest 50gp value, or the eoluzim will refuse to serve for that summoning. If the result is 76-95, there is no second roll, but the 50gp gem requirement stands. If the result is 96 or higher (with modifiers), the eoluzim serves eagerly, and all future castings will only have VS components. At the DM’s option, a reaction result over 150 (with modifiers) indicates that a maronzim answers the summons instead. A maronzim archer will attack as a fighter with bow specialization, at equal level to the caster‘s level, as a fighter (ThAC0=21-level).

Asuming it is an eoluzim that answers the call, it will attack as a fighter of ½ the caster’s levels (in all classes for multi or dual-class casters), using the offered bow’s modifiers. If a composite bow is offered, the gingwatzim will have exceptional strength, rolled randomly. Should it be a maronzim, it will have an 18/00 strength. When summoned, the gingwatzim will appear as a warrior of the caster’s race, but solid red (purple for maronzim) in color, with glowing amber (violet) eyes. It will have 4HD+4 (5HD+4) hp, and can only be struck by magical weapons. It will attack targets in whatever order its summoner mentions, but if they are out of range or fall in battle, it will choose it’s own targets. If its material form is reduced to 0 hp, the spell will end immediately, and that gingwatzim cannot be summoned for 24 hours.

The caster may only have as many subsequent castings of this spell active at one time as the number of gingwatzim she has made pacts with via this spell. A caster may only make as many pacts of this nature with gingwatzim as their Max # of Henchmen rating afforded by their Charisma. (These pacts do not, however, count as henchmen, so the number of actual henchmen is unaffected.) All results of first castings of this spell should be recorded carefully, and kept handy for when it is used. Should an Eoluzim (or Maronzim) Archer’s ethereal form be slain (possible by foes able to combat ethereal creatures) during a battle, a pact with a new gingwatzim must be established, as this pact will be ended perforce. If a gingwatzim bound by this pact is not summoned, to do battle or not, at least once every 30 days, the pact will have to be re-established with a new first casting and offering process. Should the caster make an effort to actually befriend the gingwatzim thus bound, this requirement may be waived at the DM’s option. This could be as simple as summoning it solely for discourse instead of battle, sharing treasure with it, etc…


Now, mind you, the original was just offer it a bow and get a free archer. I added the stuff about reaction rolls, offerings, and what-not, and the player seems pleased. (Side note, I absolutely LOVE the players having a ready money-sink to dump their treasure in in the form of that naranzim! They just eagerly put themselves in poverty without me even trying!) My question is, did I give away the farm, or is this balanced?
 

And JEEPERS, did I just set a record for thread necromancy or what?

I remember someone else replying to posts from 2002 a while back, but I have no idea whether that was the record for thread necromancy on this board. Still, 11 years is nothing to be sneered at.

Unfortunately, Gish Makai is unlikely to notice since he hasn't posted here since 2004.
 



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