Sunday, March 11, 2012
Another Man's Treasure, Fire Seeds
A sign that you might have a problem is when you have almost as many things that you can't remember buying as you can remember buying. There really should be a multiplier to that when you have things you can't remember buying and you really have no reason for buying. Welcome to my world and I present to you "Another Man's Treasure"
I do not own the Tales of Gaea game so I am not sure why I would have bought this. I suspect I had an idea to start designing a city at one point and perhaps bought this to mine it for ideas. I do not recall ever even cracking the cover so on the plus side whoever I bought it from might have used $100 bills to mark pages and I am ahead of the game. Worse case scenario...well there are too many options there and I am superstitions fellow. It is stored away in a box so I may never know until I decide to rearrange the inventory I have.
I really wish I could write more about this but it is even hard to find anything on the Internet. I do not know if that speaks to the quality of the product because even bad products can get a good bit of press. It might also speak to the level of support and/or popularity of Tales of Gaea. One thing I know it does not speak to is the value of the book price wise. It can be picked up for a little as $.01 plus shipping on Amazon. If I ever feel compelled to write an actual review of the book it will be more cost effective just to buy another at that price than to spend the time digging through boxes.
Another Man's Treasure is the first supplement for Tales of Gaea FRPG. It is more than and adventure, more than a city guide, it expands the rules with new classes like the alchemist and new skills like Investigation. Couple this with new friends, foes, over 10 maps, and adventure seeds!
•Detailed locales within the city with room to expand
•Details of surrounding communities
•Full background of political intrigue for Shadazar, largest city on Narheim
Area of Effect: 1 Seed/Level
Casting Time: 4 Segments
Saving Throw: None
When this spell is cast the magic user will cause a number of fire seeds to come into being. These seeds are nondescript and will remain inert and useless until they are combined with a liquid of some sort.
This spell will create a number of seeds equal to the caster level plus one. Each of these seeds can be added to quantity of liquid and when added the liquid is transformed into a flammable liquid. The liquid will not need any heat source to combust. Once the seed is added to the liquid the container needs to be sealed within two rounds and then shaken vigorously or the liquid becomes inert again.
If the container is sealed and shaken then the next time the liquid is exposed to air it will cause 1d6+1 points of damage to a target if thrown at them. The container of liquid can be no larger than one quart in size and no smaller than one pint. Adding the seeds to larger or smaller containers of liquids will make the solution ineffective or reduce the damage accordingly. Adding the seeds to a liquid that is already flammable will cause the liquid to be doubly effective damage wise.
Disclaimer: The spells that you will see, for how ever long the write ups last, were all written up or conceived of back in the 80's so the terminology may not appropriate for anything other than 1e and depending on how well I did back then it may be slightly off for that as well. If there is any duplication of spells that exist now it is most likely I wrote mine first :) Please feel free to comment on them but try not to be too hard on me. If anyone wishes to use these in anything they print please let me know in advance and all I ask is proper credit.
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