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Old 08-08-2019, 11:42 AM   #7
Helborn
 
Join Date: Aug 2005
Default Re: Helborn's House Rules

9 Spells (Part 2)
IQ 12 Spells -pg 23
Analyze Magic: The 17 or 18 here assumes a 3/DX roll. Conceal can add several dice to the roll.
Once a wizard has convinced himself that an item has specific magical properties then he will always determine the same thing
on a recasting except on a 3/IQ-6, or Critical Success.
An Critical success after a Critical failure requires a second 3/IQ roll to accept the new finding.
Drain Strength can be used to recharge the Wizard's ManaStaff or a Powerstone directly @ 25 ST / 1 Mana pt recharged.
Note that this is equivalent to the Wiz recharging 1 pt then using Drain St to recharge himself. All 25 pts MUST come from one source.
IQ 13 Spells -pg 25
A failure to save against Control Elemental breaks the initial control provided by Create Elemental.
Control Person also works on Centaurs (doubled cost for a two-hex target as usual), Giants (tripled cost as above), etc.
The -2 DX for being under a Flight spell is in addition to the modifiers listed on page 133
Staff III The occult strike occurs at DX+3 IF it is done in place of a regular attack.
If a regular attack is made, the occult strike is in addition to regular damage just as in Staff 1 and 2.
The wizard must still point in the direction of the target, but not necessarily directly at the target.
The subject of a Stop spell can change facing, but not altitude.
Flying figures are at their usual half-MA for "takeoff" on their first turn after being stopped in midair.
A figure would fall about 125 yards towards Earth in the five seconds it takes to cast this spell.
Subtract 10 yards for every point in your margin of success over zero when casting this spell on yourself.
IQ 14 Spells -pg 27
Glamor confers no invisibility. It must completely cover the full size of the subject and applies to their apparel and gear.
Spell Shield stops only the staff's occult strike, it doesn't prevent damage from a wizard's staff as a weapon.
The protected figure is NOT prevented from casting spells on himself by a Spell Shield.
Spell Shield protects any items carried by the protected figure against spells targeted on the item.
Weapon/Armor Enchantment cast on a wizard's Staff only affects damage inflicted and DX rolls for physical strikes.
A weapon with a DX boost can allow the figure wielding it to strike earlier in the turn sequence.
AND to activate skills (such as Fencing or Weapon Expertise or Mastery) that the figure has learned but for which the adjDX is too low.
But not for Fast-Draw, which is resolved before the weapon is wielded.
The limit to magically boosted adjDX is 14 as per Attribute Enhancers(page 161).
W/AE DX+ on armor or weapons cannot be used to satisfy minimum requirements for learning specific Talents
IQ 15 Spells -pg 28
Astral Projection is blocked by the Pentagram effect of the Wards magical items, not the Ward spell.
Note that a wizard can pull mana out of his astral staff, but not any powerstones attached to it.
The caster can exclude known members from the effect of a Calling spell, but not specify more than the species for the target.
Enchanted weapons can strike across the boundary of a Pentagram.
A wizard can use his staff to make a mundane strike with his staff against a demon on the other side of a Pentagram.
If the demon grabs the staff out of the Wizard's hand the staff explodes (unless it is a Staff of Power and then it does 3d Dmg)
IQ 16 Spells -pg 33
A newly created elemental will obey the caster's spoken or gestured commands as best it understands them.
The casting cost of the Death Spell is not fatigue but actual damage and cannot be paid from mana (Staff or Powerstone).
The Target or the Caster (whichever dies) can be revived by the usual means.
IQ 17 Spells -pg 31
Insubstantiality protects against the physical blows, but not the occult damage of a wizard's staff.
IQ 18 Spells -pg 33
Shapeshifting does not affect aging attribute rolls – they always reflect the individual's actual age.
Characters cannot raise attributes or learn new spells or talents while shapeshifted – only in their own form.
Death or dismemberment (for the body part) of the subject ends the shapeshift immediately.
The subject of a shapeshifting spell gets a 4/IQ roll to resist it at the moment of casting if it is not willing.
IQ 19 Spells -pg 33
The caster must touch or point the staff at the subject of Long-Distance Teleport.
A Master Physicker can offer the subject of a Revival spell another 3 points of healing. Healing potions also add to ST recovery.
A Zombie can only be cured by healing potions up to the maximum ST its creator bestowed on it.
A zombie retains the IQ 7 weapons talents it had in life.
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Helborn
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