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Old 10-04-2018, 09:47 PM   #1
hcobb
 
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Join Date: Aug 2004
Location: Pacheco, California
Default ITL Spells FAQ

IQ 8 Spells

Blur doesn't stack with other visual DX modifiers such as Dazzle and Shadow. Simply apply the maximum DX subtraction. Blur does however work against all senses so short of a figure using Mage Sight it suffers at least a -4 DX adjustment against a Blured target.

Detect Magic doesn't reveal if the target is capable of spell casting. A wizard's staff is always magic, but the wizard himself rarely is.

Drop Weapon affects one item held in the target's hand. The caster gets to choose which of two (or more if many handed) items the target drops, but it also works on a single two-(or more?)-handed weapon.

Light can be cast on a three inch radius part (or less if the object is smaller) of anything and causes no ill effects to the target. People might not react well to a wizard with one glowing eye however.

Magic Fist the six points is counted before all of the target's defenses, including magic like Stone Skin, etc.

Slow Movement Round up final MA if movement before casting this spell was odd. This spell can never by itself totally stop a target.

Staff It costs no fatigue to use the staff as a mundane weapon of whatever its physical form is. For a classic wizard's staff this would be a club that requires no skill to strike adjacent targets at full DX and does at least 1d of damage when wielded two handed. See page 122 for more details about clubs.

IQ 9 Spells

Aid Added ST is used up before native ST for fatigue costs such as spell casting and the Drain Strength spell, but hits of damage are scored against native ST. The Aid spell can keep the target artificially alive but actually unfatigued.

A figure subject to multiple Avert spells must move so as to satisfy as many of them as possible. The priority is to not move towards an aversion. Surrounded by aversions the figure would stop in place. Note that this is conscious movement. You can't avert a figure into floating in midair if they don't have some sort of flight.

Darkness protects all figures in its area of effect from four hits of fire damage per turn (and the -2 DX adjustment). I.e. it is safe to stand in one fire hex, but not run through several of them. Also partially protects against the Fireball spell if the four hits of protection weren't already used up by that point. Note that this spell as no visible effect so is subject to secret protection.

Detect Life only works on creatures big enough to qualify for a hit point. I.e. around a pound of mass each. A giant slime mold would count as the cells are coordinated, even if not related. Summoned creatures are detected, but not images or illusions. The party exception is just the default. The caster may name whatever specific creatures to ignore. I.e. are there any orcs around other than that one figure? On a critical failure the GM lies.

A summoned animal can be ordered into a Fire hex, but a controlled animal (or person) would get a new saving throw each turn it was ordered to enter or stay within fire.

Look Your Best Duration: one hour. Note that the change is entirely in the mind of the observer so different observers of the same target figure can see different changes.

Reveal Magic reveals the extent of any Darkness spells within its area of effect.

Summon Scout If the scout behaves normally for its type and isn't uncommon for the area then casual observers get one 5/IQ roll to notice that there is something odd about the scout when first spied on and whenever the wizard commands his scout to do something unnatural for its type. Subtract one die for each of Alertness, Animal Handler, and Naturalist the observers have. Add one die if the caster has Naturalist. Whatever type of creature the scout appears to be, it will have no attack, no armor and only one hit point. The scout uses the caster's IQ to resist Control Animal.

Turn Missiles protects against all thrown weapons, missile weapons, missile spells, random shrapnel (but not shockwaves or splashes), etc. that might otherwise hit the protected figure. These do not need to be specifically aimed at the protected figure.

IQ 10 Spells

Adhesion Cost to cast is 1. Reverse can undo mundane bindings of no more than ST 5.

Clearheadedness is an instant spell. If the target suffers from further exertion, alcohol, Clumsiness spells, etc. it would take another casting to clear these further effects. This spell works on the brain and not the arms or the eyes so does nothing against Dazzle, DX adjustments from armor and such.

Dispel Missiles works exactly like Turn Missiles except that the missiles are teleported somewhere else. A Quiver of Replenishment is simply rearmed while a thrown wizard's staff might lead to a considerable quest. (Or a simple recasting of Staff, depending on the value of the bling attached.)

The subject of a Far Vision spell would need some reason to examine some distant bird in the sky. This spell allows focus on a single visual target at a time.

Lock applies to the locks on the door at the time of casting. You can't affix an additional simple mechanical lock to the door to dilute this spell.

Minor Medicament reverses allergic reactions, but as an instant spell grants no long term protection.

Magical protections such as Stone Skin can reduce Shock Shield damage, but fur, the Toughness talent, and armored skin won't.

Staff to Snake The Snake's ST and the staff's mana are tracked separately and do not interact. If the snake is picked up it won't explode until it reverts, but it will enter HTH combat. If the snake falls under Control Animal it instantly reverts back to a staff.

Summon Myrmidon has only the IQ 7 weapon talents, whatever his starting IQ. This isn't a summon Physicker spell.

Creations of the caster of a Trailtwister are also not confused.

IQ 11 Spells

The subject figure and his clothing, armor and held items gain immunity to acid while under the Acid Touch spell.

Create Wall matches the local material, and hence has the same resistance to damage.

Ferment has no effect on larger living things.

Persuasiveness only works if the listeners understand your language.
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Last edited by hcobb; 10-06-2018 at 05:38 AM.
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