Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
Artificial Limbs?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Janx" data-source="post: 1562735" data-attributes="member: 8835"><p>In our 2nd Edition campaign, a PC of mine created spells to recreate the artificial limbs mentioned in the Complete Book of Elves. It seemed to be fairly balanced.</p><p></p><p>The end result was for a character like Wolverine (cool claws, no healing factor). He had a wrist blade thing on each arm. Right arm and left leg was artificial. He also had mount points all over his body for attaching full plate armor. The limbs had 18/20 strength or so (not too high for a fighter) and since all his gear was custom, he really couldn't use magical items (like armor). For us, the spells were designed so we could build the character. They might need tweaking for more serious use.</p><p></p><p>Here's the relevant spells (from 2nd ed.):</p><p></p><p>Bovart's Right Touch (Enchantment) 3rd</p><p>Author: Bovart Seeslom </p><p>Availabiltiy: Author Only</p><p>Range: Touch</p><p>Duration: 1 year per 3 Levels of the Caster</p><p>Casting Time: 60 minutes</p><p>Area of Effect: one limb/item</p><p>This spell was designed to work with Janx's Artificial Control spell to enable recipients of artificial limbs to have normal feeling sensation in their mechanical parts. It conveys a sense of touch and texture, but not temperature or pain. The material component of this spell are limbs to gain this spell and the person to wear the limbs. This spell is cast immediately after the limbs are attached. If the target of this spell is unwilling, a saving throw vs. magic is allowed to negate the effects.</p><p></p><p></p><p>Janx's Binding (Alteration) 3rd</p><p>Author: Janx Jelantru</p><p>Availability: Author Only</p><p>Range: Touch</p><p>Duration: Special</p><p>Casting Time: 1 round</p><p>Area of Effect: 1 object</p><p>This spell is used to attach artificial limbs to their recipients. The spell is permanent, as it is magically fused to the body. It can only be removed if specifically dispelled or the recipient wills his limb to fall off. The spell must be recast to re-attach the limb. The material component of this spell is the limb to be attached and a small ball of pitch or honey.</p><p></p><p></p><p>Janx's Artificial Control (Enchantment, Alteration) 4th</p><p>Author: Janx Jelantru</p><p>Availability: Author Only</p><p>Range: Touch</p><p>Duration: 1 year per 3 levels of the caster</p><p>Casting Time: 60 minutes</p><p>Area of Effect: Special</p><p>This spell allows the recipient to manipulate any mechanical device that was attached to him at the time of the spell's casting. In short, it allows the usage of mechanical limbs that have been attached to somebody by that person. For example: a victim of an accident has lost his arm. A mechanical replacement can be made, but must have a value of 1000 GP or more. The limb is attached, and then the spell is cast. From then on, as long as the spell is in effect, the recipient of the spell can control all the joints and levers on that limb. A recipient may have as many functions as his Intelligence, because the wearer must concentrate a little bit more than an ordinarily limb. A single limb is counted as a function, but creative designers can add crossbows, blades, and many other devices that each count as a function. This spell can allow the manipulation of hinges, levers, pulleys, and wheels. If the limb is sepparated from the body, the recipient can still control its functions to a range of touch. This spell does not bestow the benefits of a sense of touch. The operating strength is equal to the caster's level times 1.5 rounded up, but only grants 10% per point past 18 Strength. Thus an arm enchanted by a 14th level mage would have a strength of 18(20) for attacks made with that arm only. Because the rest of the person doesn't have 18(20) strength, he is still considered as having his normal strength. Artificial Limbs are much sturdier than their natural counterparts, except under very extreme stress, are not likely to take damage. The material component of this spell is the Artificial Limb to be used. If the recipient is unwilling, a saving throw vs. Magic can be made to negate the effects. This spell must be cast for each limb to be enchanted. This spell can also be used to turn wheels. A wheel of 3' diameter can be turned at Level times 4 RPMs.</p></blockquote><p></p>
[QUOTE="Janx, post: 1562735, member: 8835"] In our 2nd Edition campaign, a PC of mine created spells to recreate the artificial limbs mentioned in the Complete Book of Elves. It seemed to be fairly balanced. The end result was for a character like Wolverine (cool claws, no healing factor). He had a wrist blade thing on each arm. Right arm and left leg was artificial. He also had mount points all over his body for attaching full plate armor. The limbs had 18/20 strength or so (not too high for a fighter) and since all his gear was custom, he really couldn't use magical items (like armor). For us, the spells were designed so we could build the character. They might need tweaking for more serious use. Here's the relevant spells (from 2nd ed.): Bovart's Right Touch (Enchantment) 3rd Author: Bovart Seeslom Availabiltiy: Author Only Range: Touch Duration: 1 year per 3 Levels of the Caster Casting Time: 60 minutes Area of Effect: one limb/item This spell was designed to work with Janx's Artificial Control spell to enable recipients of artificial limbs to have normal feeling sensation in their mechanical parts. It conveys a sense of touch and texture, but not temperature or pain. The material component of this spell are limbs to gain this spell and the person to wear the limbs. This spell is cast immediately after the limbs are attached. If the target of this spell is unwilling, a saving throw vs. magic is allowed to negate the effects. Janx's Binding (Alteration) 3rd Author: Janx Jelantru Availability: Author Only Range: Touch Duration: Special Casting Time: 1 round Area of Effect: 1 object This spell is used to attach artificial limbs to their recipients. The spell is permanent, as it is magically fused to the body. It can only be removed if specifically dispelled or the recipient wills his limb to fall off. The spell must be recast to re-attach the limb. The material component of this spell is the limb to be attached and a small ball of pitch or honey. Janx's Artificial Control (Enchantment, Alteration) 4th Author: Janx Jelantru Availability: Author Only Range: Touch Duration: 1 year per 3 levels of the caster Casting Time: 60 minutes Area of Effect: Special This spell allows the recipient to manipulate any mechanical device that was attached to him at the time of the spell's casting. In short, it allows the usage of mechanical limbs that have been attached to somebody by that person. For example: a victim of an accident has lost his arm. A mechanical replacement can be made, but must have a value of 1000 GP or more. The limb is attached, and then the spell is cast. From then on, as long as the spell is in effect, the recipient of the spell can control all the joints and levers on that limb. A recipient may have as many functions as his Intelligence, because the wearer must concentrate a little bit more than an ordinarily limb. A single limb is counted as a function, but creative designers can add crossbows, blades, and many other devices that each count as a function. This spell can allow the manipulation of hinges, levers, pulleys, and wheels. If the limb is sepparated from the body, the recipient can still control its functions to a range of touch. This spell does not bestow the benefits of a sense of touch. The operating strength is equal to the caster's level times 1.5 rounded up, but only grants 10% per point past 18 Strength. Thus an arm enchanted by a 14th level mage would have a strength of 18(20) for attacks made with that arm only. Because the rest of the person doesn't have 18(20) strength, he is still considered as having his normal strength. Artificial Limbs are much sturdier than their natural counterparts, except under very extreme stress, are not likely to take damage. The material component of this spell is the Artificial Limb to be used. If the recipient is unwilling, a saving throw vs. Magic can be made to negate the effects. This spell must be cast for each limb to be enchanted. This spell can also be used to turn wheels. A wheel of 3' diameter can be turned at Level times 4 RPMs. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Artificial Limbs?
Top