Saturday, March 10, 2018

Final Fantasy XV Elemancy for Into the Odd

Introduction
I know I'm late to the party, but I've been playing Final Fantasy XV and thought I'd adapt the magic system to Into the Odd. It's not even really a great system because every spell is just a zap, but I like idea of modifying spells even if it's never really used in a clever way. I'm still thinking about a way to make it more interesting, but for now this is a pretty straightforward adaptation.

The system revolves around pulling magical elements (which I'll call mana) from sources (which I'll call springs), and combining them into exploding flasks. In the game, the flasks are permanent however I'd have them be single use, if only because I'm always looking for more ways to spend the players' money. This essentially makes them the same as bombs, but with added effects. I'd put the cost of elemancy flasks at between 5 and 10 shillings. This makes them more expensive than your typical tool, but much less than a bomb (which deals d12 damage on its own). Even then you still have to find springs and components. Canonically, this ability is restricted to royalty. You can decide yourself who has access to elemancy and who doesn't in your game.

Elemancy
There are three elements: fire, ice and thunder. Magic-users will need to keep track of how much mana they have stored of each of the elements. I'd recommend a hard cap of 10 per element, just so the numbers don't get out of control. When pulling mana from a spring, roll 1d10 to determine how much of that element you are provided with.

Fire and lightning spells ignore armor (as Heat Ray/charge monsters from Supercapacitor). Ice spells freeze the target in place until they pass a STR save (as Chilling Cloud). Certain enemies may be resistant or weak to certain elements.

Basic Spell Crafting
When crafting a spell, you spend mana equal to the level of the spell you want to cast. You may mix elements, however only the majority element counts as the spell type. For example, a spell composed of 4 Fire and 3 Ice would be a fire spell. If there is every a majority tie, flip a coin to determine the spell type. 

You cannot craft Level 4 spells, as they can only be created with special components outlined below.

Elemancy Table
LEVEL
MANA
DAMAGE
1
3
d6
2
7
d8
3
11
d10
4
NA
d12

Advanced Spell Crafting
Adding certain components when crafting a spell will change its properties. The components are left intentionally broad, so feel free to make them more specific to fit into your game.

Multi-Cast
Component: Animal bones, claws, antlers, gemstones
Allows you to roll multiple dice for a spell and keep the highest result. The more components added, the more dice can be rolled up to a maximum of 5. 

Venomcast
Component: Poison barbs/stingers/bristles, antidotes
Inflicts additional poison damage directly to STR. The damage is equal to 1 per component spent, up to a maximum of 5 damage. 

Cursecast
Components: Animals hoofs, insect parts, fish fins
Causes an opponent's next few attacks to be impaired. The duration of the curse is equal to the number of components spent; with 1 causing d4, 2 causing d6, and so on.

Failcast
Components: Metal shavings, rust
Each component increases the level of the spell by 1, however the caster must succeed in a WIL save when casting the spell or it backfires and damages them instead.

Blastcast
Components: Crab pincers, bird talons, scorpion pincers
Damages everyone within a 30ft radius, including the caster. The range can be increased by 10ft with every component added up to a maximum of 80ft. 

Healcast
Components: Curatives, healing herbs, fresh tomatos
The pain inflicted by this spell heals the caster's HP. The amount healed is equal to the number of components spent; with 1 healing d4, 2 healing d6, and so on.

Monday, March 5, 2018

Simple Weapon Table

The following was made for Into the Odd but you could apply it to any kind of dungeon game. Roll for the weapon type, and then for the description.

Weapon Type
1 Sling (d4)
2 Dagger (d4)
3 Spear (d6)
4 Staff (d6)
5 Mace (d6)
6 Bow (d6)
7 Short Sword (d6)
8 Hand Axe (d6)
9 Longsword (d8)
10 Battle Axe (d8)
11 Longbow (d8)
12 Polearm (d8)

Weapon Description
1 Inscribed
2 Practice
3 Crude
4 Sinister
5 Worn-Out
6 Foreign
7 Fancy
8 Ancient
9 Gigantic
10 Mediocre

Inscribed
The weapon has some kind of inscription on it. It could be meaningful, or total nonsense.

Practice
The weapon is for training purposes and is not meant to be lethal. The damage becomes d4 regardless of what kind of weapon it is.

Crude
The weapon appears to be crafted in a rush or by primitive methods. While it works just fine, it looks like a piece of junk.

Sinister
The weapon is scary looking, or has some kind of creepy decoration. You will spook commoners carrying something like this around.

Worn-Out
The weapon is a hand-me-down, was scavenged, or is otherwise very old and battered and it shows.

Foreign
The weapon came from another place, and looks kind of weird.

Fancy
The weapon is elaborately decorated. Worth double the asking price, but makes you a target of pick-pockets.

Ancient
The weapon is from another age, dug out of the ground of pilfered from ruins. Is of great interested to historians and collectors.

Gigantic
The weapon was crafted for a humongous person. Damage is considered to be die step higher, but only if you have 12 or more STR. Otherwise, all attacks are impaired.

Mediocre
Nothing special about this weapon at all.