Tuesday, July 5, 2016

Ceramic Bards

Ceramic artwork comes in two forms - pottery and statues.  These are distinct enough in function that I wanted separate tables for each.  Of all the forms of artwork presented here, at least for the Contemplative types, ceramics are the most fragile as well as the fastest to make.  Having watched master potters throw, they can make stunning works of art in very little time.  Therefore, when determining how long it takes to produce a given level of artwork, reduce creation times by half.

I'm not as happy with this table as I was for the Architecture one - it's too short, for one thing, but coming up with ways for ceramics to be artistically magical (as opposed to inherently magical) has been trickier than I first anticipated, and I wanted to get something up.

Roll
Pot effect
Statue effect
1
The pot is somehow 25% larger on the inside
The statue absorbs the bad luck of whomever's features have been impressed upon it, granting a +2 bonus when it would be most helpful.
2
The pot retains heat - warm objects stay warm indefinitely.
The ripples and curves along the statue's surface are innately relaxing.  Resting while observing it grants 1 additional HP per HD.
3
Somehow, the pot stores the creative unconscious.  After being filled by passers-by (which requires at least 100 visits), the pot can be emptied and reduce the creation time of new things by 25%.
The shape of the statue subtly expresses some incomprehensible arcane principle.  Arcane research and creation times are reduced by 25%.
4
Due to some unexplained property of magical thermodynamics, targeted magical effects within 5' are drawn to the pot's interior.
The statue draws upon local myths to inspire a stronger work ethic - construction times are reduced by 25%.
5
The urn is covered with sacred writings.  Water stored overnight within it becomes holy water.
The expression on the statue's face is full of judgement.  Lies are more difficult to tell while near it.
6
The designs on the pot's exterior tell a local legend that inspires deep reflection.  While gazing at the pot, Wisdom is increased.
The statue is actually a clay half-mask which charms those who see it, effectively increasing the wearer's Charisma.
7
The impurities within the clay have been arranged so that when placed in a specific spot and exposed to the elements, the ley lines of the area are reinforced.  Druidical magic is strengthened in such a place.
The statue depicts a holy event, turning undead, demons, and devils as a cleric of the bard's level (or the inverse).
8
The whorls in the clay trigger a short-term hypnotic effect on those who see it and fail a saving throw.
The statue represents a holy figure.  Water run through the small hole in the statue becomes holy water.
9
The minerals within the clay are remarkably nourishing; food stored within it becomes tastier and acts as one step greater when determining food benefits.
By exquisitely depicting the true nature of fire, all nearby flames burn brighter and hotter (50% increase).
10
The clay leaches impurities from metal ores placed within, resulting in improved quality (25% increase).
The statue represents a noble figure, inspiring loyalty.  Morale checks made in its vicinity are improved by 1 (or the inverse).

One of the chief limitations of ceramics is the limited scope - while we can have arbitrarily large paintings, and massive sculptures, there's a definite size limit to ceramics because they have to be fired - they must be portable.  Of course, that portability can be a huge asset - Pot 5 would be invaluable for many adventuring parties, while Statue 8 would be pretty cool overlooking a gate besieged by undead (weaponized urinating cherubs, anyone?).

2 comments:

  1. One of the results here is "food benefits." What system do you use for that?

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  2. That's an excellent question. I don't have one right now - on my list of things to do is determine what foods, specifically, go into '1 day's rations' - how do imperishable rations function (if at all), and so on.
    For D&D, my idea would be that food with quality below a certain threshold (based on ingredient quality and cooking ability) would limit the number of hit points restored upon resting, while food with quality above a [different] threshold would actually improve hit point recovery. This goes hand in hand with benefits garnered from quality resting locations: after a long, fatiguing adventure day, a hearty meal and quality bed provide a stronger restorative result than a bowl of porridge and the tavern's floor.
    I'll go more in depth on this when I address bardic cooking.

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