Fool's Gold
(Alteration)
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Effect: Copper
coins can temporarily be changed to gold pieces,
or brass items turned to
solid gold for the spell duration by means
of this dweomer.
Note that a huge amount of
copper or brass can be turned to gold by the spell
-- assume 4,000 g.p. are
equal to a cubic foot for purposes of this spell.
Save: Any creature
viewing fools gold is entitled to a saving throw <save> which must be
equal to or less than its intelligence score,
but for every level of the
magic-user the creature must add 1 to his dice score,
so it becomes unlikely that
fools gold will be detected if it was created by a high level caster.
MC: If the "gold"
is struck hard by an object of cold-wrought iron,
there is a slight chance
it will revert to its natural state, depending on the material component
used to create the "gold":
if a 50 g.p. citrine is
powdered and sprinkled over the metal to be changed,
the chance
that cold iron will return it to its true
nature is 30%;
if a 100 g.p. amber stone
is powdered,
there
is a 25% chance that iron will dispel the dweomer;
if a 500 g.p. topaz is powdered,
the chance
drops to 10%;
and if a 1, 000 g.p.
oriental
(corundum) topaz is powdered, there is only a 1% chance that the cold iron
will reveal that it is fools gold.
<the use of this spell
is usually fraud. a simple PH.X3 rule of thumb might be : if it's against
the law, it's chaotic (yes, smoking a doobie is a chaotic act).
simple, stupid, and fun.
-1 on to your character's Ethics score whenever he casts this spell : see
GHA.117>
<in UA terms, this gives
your character tremendous (x200) buying power when you decide to SHOP in
a city (won't work for training, or monthly expenses, though)>
<-- assume 4,000 g.p.
are equal to a cubic foot for purposes of this spell. - Fool's
Gold>
<compare to PC record
sheets, where 100 gp weight = 1 cubic foot>
<game
school: go with the latter>
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