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TippetsTX 12-19-2018 05:47 PM

Show me the magic!
 
Thought i would start a thread where we can share our homebrew spells as well as those converted from other systems.

I'll start us off...

IQ 8 - Trapsense (S)
This spell heightens your awareness of certain dangers within 3 MH of the caster. The wizard is more likely to detect simple pits, deadfalls, and snares as well as mechanical traps constructed of natural materials. The spell does not detect complex traps (including trapdoor traps), but it does detect certain natural hazards such as quicksand (a snare), a sinkhole (a pit), or unsafe walls of natural rock (a deadfall). It does not reveal other potentially dangerous conditions.

The spell does not detect magic traps (except those that operate by pit, deadfall, or snaring), nor mechanically complex ones, nor those that have been rendered safe or inactive.

The amount of information revealed depends on how long you study a particular area.
1st Turn: Presence or absence of hazards.
2nd Turn: Number of hazards and the location of each. If a hazard is outside your line of sight, then you discern its direction but not its exact location.
3rd and subsequent Turns: The general type and trigger for one particular hazard that you closely examine.

Each round, you can turn to detect snares and pits in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of iron or lead, or 3 feet of wood or dirt will block it.

Cost: 1 ST per turn

Converted from Arcana Evolved - Spell Treasury

TippetsTX 12-19-2018 08:40 PM

Re: Show me the magic!
 
IQ 9 - Quick Stride (T)
The recipient of this spell adds 2 to their MA for 3 turns. This boost applies regardless of the type of armor worn.

Cost: 1 ST


IQ 12 - Elven Stride (T)
For the next hour this spell allows the recipient to move thru difficult terrain without a reduction to their MA. In addition, they move without leaving any trace (or leaving very minimal traces) making them much harder to track. A tracker would need to succeed on a 5-die IQ roll in order to find their path.

Cost: 5 ST

Source: Me

warhorse11h 12-20-2018 10:01 AM

Re: Show me the magic!
 
IQ 10 Ironwood (T) With this spell, a caster can make a piece of wood, up to staff size as hard as iron. The spell can be cast at differing ST levels and differing duration. ST 1=1 hour, ST 2=1 day, ST 3=1 month, ST 4=1 year, ST 5=permanently.

IQ 9 Glassteel (T) With this spell, a caster can make a piece of glass, up to 1 cubic foot in size, as hard as steel. It becomes extremely hard to break. The spell can be cast at differing ST levels and differing duration. ST 1=1 hour, ST 2=1 day, ST 3=1 month, ST 4=1 year, ST 5=permanently.

RobW 12-20-2018 02:49 PM

Re: Show me the magic!
 
IQ 15. Pocket Universe (S). The Wizard has access to a personal portal through which hand-size objects can be passed back and forth. So with a snap of her fingers, she can instantly summon a coin from the pocket universe, or vice versa, make a card vanish. The size of the pocket universe is a small handbag. If the wizard dies, all items remain in the pocket universe, but there is no known way to retrieve them. To create the pocket universe costs 50 ST. To summon or stow an item costs 1 ST.

hcobb 12-21-2018 03:28 AM

Re: Show me the magic!
 
Magic Carpetbag, a favorite tool of the Magic Carpetbaggers. Start with a $200 bag or backpack and then follow the 2-hex Magic Carpet enchantment, but for only one week. The container then ignores the first fifty pounds of weight contained entirely within it. Enchantment cost is only $2,000.

Web: Same as Wall spell, but each level is 1 IQ higher and costs 2 more fatigue than the same hexes of Wall. Requires something to hang down from, but you can stack double hexes (from the same or multiple castings) to reach down from a 20 foot ceiling, triple for 30 foot and so on. Has the same effect as a Giant Spider web(page 95). Like Wall this can't be cast into a hex that has anything more than Shadow in it. Lasts 12 turns unless set on fire in which case it acts like both a Web and a Fire hex for three turns, setting adjacent Web hexes on fire at a rate of one hex radius per turn.

TippetsTX 12-22-2018 05:48 PM

Re: Show me the magic!
 
IQ 12 - Alter Memory (T)
Converted from Arcana Evolved

You reach into the target’s mind and modify up to five minutes of their memory in one of the following ways:
  1. Eliminate all memory of an event the target actually experienced (this spell cannot negate other spells that affect the subject’s mind, however).
  2. Allow the target to recall with perfect clarity an event they actually experienced.
  3. Change the details of an event the target actually experienced.
  4. Implant a memory of an event the target never experienced.

An unwilling target of the spell gets a saving roll against his IQ on 3 dice. If the target fails the save, you proceed with the spell by spending up to five turns (one turn for each minute of memory that you want to modify) visualizing the memory you wish to modify in the target. If anything disturbs your concentration before the visualization is complete the spell is lost.

A modified memory does not necessarily affect the target’s actions, particularly if it contradicts their natural inclinations. The target may dismiss an illogical modified memory as a bad dream or a memory muddied by too much wine. More useful applications of modify memory include implanting memories of friendly encounters with you (inclining the target to act favorably toward you), changing the details of a superior’s orders to the target, or causing the target to forget they ever saw you or your party.

Note: The GM reserves the right to decide whether a modified memory seems too nonsensical to affect the target significantly.

Cost: 1 ST per turn (i.e. per minute of memory altered)

hcobb 12-22-2018 06:32 PM

Re: Show me the magic!
 
Quote:

Originally Posted by TippetsTX (Post 2230405)
IQ 12 - Alter Memory (T)

Why is this so much cheaper than the Telepathy spell that does the same thing?

TippetsTX 12-22-2018 06:40 PM

Re: Show me the magic!
 
Quote:

Originally Posted by hcobb (Post 2230408)
Why is this so much cheaper than the Telepathy spell that does the same thing?

Because it doesn't allow you to read the target’s mind. The caster must know beforehand what memory they want to alter. Also, there's nothing in the text of Telepathy that makes me think you can change someone's memory with it (I don't interpret the phrase "give information" the same way you do, I guess).

TippetsTX 12-22-2018 09:12 PM

Re: Show me the magic!
 
IQ 10 - Slow Fall (T)
Converted from Arcana Evolved

The creatures or objects affected by this spell suffer no damage as long as they fall from a height of 50 ft or less. A target that falls into sharp objects, like spikes, suffers only half damage from them. This spell does not protect a target from damage sustained by falling into a hazardous substance, like lava or acid.

The wizard may attempt to cast Slow Fall quickly enough to save someone who unexpectedly falls by succeeding on a 4-die adjDX roll.

If you cast Slow Fall on a falling item, the item deals half normal damage based on weight, with no bonus for the drop’s height. The spell will only work on free-falling objects, however. It doesn’t affect a sword blow or a charging or flying creature.

Cost: 2 ST

TippetsTX 12-23-2018 05:49 PM

Re: Show me the magic!
 
IQ 13 - Comprehend Languages (S)
Converted from Arcana Evolved - Spell Treasury

When cast on themselves, the wizard will understand the spoken words of any intelligent creature or be able to read otherwise incomprehensible written messages. They must be touching the speaker or the writing for the spell to function.

Note that the ability to read does not necessarily impart insight into the material, merely its literal meaning. Also, the spell only enables you to understand or read an unknown language, not speak or write it.

You can read written material at the rate of one page (250 words) per minute, even if you are otherwise illiterate. Magical writing cannot be read by this spell and it does not decipher codes or reveal messages concealed in otherwise normal text.

Cost: 2 ST per minute

JohnPaulB 12-26-2018 12:26 AM

Re: Show me the magic!
 
[QUOTE=TippetsTX;2230405]IQ 12 - Alter Memory (T)

I would allow some mechanism for the Altered Memory to decay.

Lots of stories involving Hypnotized heroes starting to doubt a particular memory or seeing flashes of the real memory seeping through.

This would not be an immediate decay, but something days or weeks away.

Also, would Detect Magic on the character note something was off?

TippetsTX 12-26-2018 10:19 AM

Re: Show me the magic!
 
Quote:

Originally Posted by JohnPaulB (Post 2231012)
I would allow some mechanism for the Altered Memory to decay.

Lots of stories involving Hypnotized heroes starting to doubt a particular memory or seeing flashes of the real memory seeping through.

This would not be an immediate decay, but something days or weeks away.

Also, would Detect Magic on the character note something was off?

My impression is that the spell would generally be used to accomplish something immediate or in the near future, so having the false memory fade over time seems reasonable to me.

As written, I would agree that the presence of the spell could be revealed by Detect Magic, but since it can't identify the specific spell, I'm not sure it would be useful to do so. That raises another question for me though... should higher IQ spells or those cast by high IQ wizards be harder to detect (or at least come off as fainter or more subtle) requiring a 4 or 5 die roll?

hcobb 12-26-2018 10:40 AM

Re: Show me the magic!
 
Quote:

Originally Posted by TippetsTX (Post 2231106)
... should higher IQ spells or those cast by high IQ wizards be harder to detect (or at least come off as fainter or more subtle) requiring a 4 or 5 die roll?

Make Reveal a contest of DX against the Conceal casting?

TippetsTX 12-26-2018 03:50 PM

Re: Show me the magic!
 
Quote:

Originally Posted by hcobb (Post 2231112)
Make Reveal a contest of DX against the Conceal casting?

Maybe. I just think that there should be some way to reflect caster skill when it comes to non-combat spells... rules that make certain spells harder to detect or remove when cast by a wizard whose IQ significantly exceeds that of the spell or the opposing caster.

hcobb 12-26-2018 04:35 PM

Re: Show me the magic!
 
As written Conceal is a lost cause.

JohnPaulB 12-26-2018 09:02 PM

Re: Show me the magic!
 
Quote:

Originally Posted by TippetsTX (Post 2230405)
IQ 12 - Alter Memory (T)
Converted from Arcana Evolved

An unwilling target of the spell gets a saving roll against his IQ on 3 dice. If the target fails the save, you proceed with the spell by spending up to five turns (one turn for each minute of memory that you want to modify) visualizing the memory you wish to modify in the target. If anything disturbs your concentration before the visualization is complete the spell is lost.

A modified memory does not necessarily affect the target’s actions, particularly if it contradicts their natural inclinations. The target may dismiss an illogical modified memory as a bad dream or a memory muddied by too much wine. More useful applications of modify memory include implanting memories of friendly encounters with you (inclining the target to act favorably toward you), changing the details of a superior’s orders to the target, or causing the target to forget they ever saw you or your party.

There doesn't seem to be enough risk for doing this spell.
If the caster fails the spell, nothing happens?

How about: If the caster rolls over his Adj DX, the spell fails and nothing happens.
If he rolls 17, then whatever the caster was visualizing for his victim, now occurs to the caster. [if the caster wanted the victim to imagine that they were friends, then the caster now "knows" that he is friends with the victim. Or that the caster never saw the victim.]
If he rolls 18, then the caster is susceptible to anything the victim suggests.

If the target (victim) makes its savings roll, then the victim knows someone is trying to mess with his mind. If he crit succeeds, then he knows who it is, too.

TippetsTX 12-26-2018 09:18 PM

Re: Show me the magic!
 
Quote:

Originally Posted by JohnPaulB (Post 2231266)
There doesn't seem to be enough risk for doing this spell.
If the caster fails the spell, nothing happens?

Well, I assume that messing with someone's head like that is illegal in most civilized areas. Plus, if you fail, I'm pretty sure the guy you were targeting will want to have some aggressive words with you.

hcobb 12-26-2018 09:24 PM

Re: Show me the magic!
 
Rewrite: It costs two fatigue to cast Reveal or Conceal and a given object can have zero to five levels of conceal on it. Each current level of Conceal adds one die to the roll for Reveal or Conceal. The GM rolls for you and if he fails your roll then if the number rolled was odd he removes one level of Conceal (down to zero) and the number rolled was even he adds one level of Conceal (up to five).

hcobb 12-29-2018 01:34 PM

Re: Show me the magic!
 
IQ 9: Weaken(T) If this spell hits then roll 1d-2 for each point of ST (1 to 3) put into this spell. The target loses that much ST (including for striking with weapons, etc.) as magical fatigue. Ignore any points that would drive ST below zero. This fatigue can be countered point by point with an Aid ST spell, or recovered by rest or from Powerstone or Staff mana, healing potions, etc.

Scintillant 12-29-2018 03:14 PM

Re: Show me the magic!
 
Given the chatter on the heal spell thread this one should be controversial.
IQ 11, Stabilize Wounds (T): Staves off death in a target with ST no lower than -5. Cost: 2 ST, plus 1 each hour it is maintained.

Maybe this one less so.
IQ 13, Capture Scene (S): The caster holds a parchment, paper, or piece of cloth (a blank scroll is ideal) while casting this spell to capture what she sees as a line drawing in black ink. A magnifying glass is needed to reveal the astonishing detail. It is not dependent on the caster’s eyesight, but spells in effect at the time (e.g. Close Vision, Mage Sight) do affect what it shows. Cost: 3 ST

TippetsTX 12-29-2018 03:28 PM

Re: Show me the magic!
 
Quote:

Originally Posted by Scintillant (Post 2231838)
Maybe this one less so.
IQ 13, Capture Scene (S): The caster holds a parchment, paper, or piece of cloth (a blank scroll is ideal) while casting this spell to capture what she sees as a line drawing in black ink. A magnifying glass is needed to reveal the astonishing detail. It is not dependent on the caster’s eyesight, but spells in effect at the time (e.g. Close Vision, Mage Sight) do affect what it shows. Cost: 3 ST

This is a cool spell.

Barliman 12-30-2018 01:13 PM

Re: Show me the magic!
 
Quote:

Originally Posted by TippetsTX (Post 2231842)
This is a cool spell.

I can see blackmailers having fun with this: "So, Lord Duke, if you don't want this line-drawing of your... 'interests' in Prootwaddles to become public..."

warhorse11h 12-30-2018 09:48 PM

Re: Show me the magic!
 
Quote:

Originally Posted by Scintillant (Post 2231838)
IQ 13, Capture Scene (S): The caster holds a parchment, paper, or piece of cloth (a blank scroll is ideal) while casting this spell to capture what she sees as a line drawing in black ink. A magnifying glass is needed to reveal the astonishing detail. It is not dependent on the caster’s eyesight, but spells in effect at the time (e.g. Close Vision, Mage Sight) do affect what it shows. Cost: 3 ST

Opens up a new job for a wizard working for the local watch. Forensic Artist he goes to major crime scenes and records the evidence collection and documents the scene with his drawings. He would have to make multiple drawings to accurately represent the scene, so he might need an apprentice or two.

hcobb 01-02-2019 08:04 PM

Re: Show me the magic!
 
IQ 12 Summon Bigger Fish(C): If there are no fish (air breathing mammals and reptiles, and mer humanoids don't count) within 10 MH this spell costs one fatigue and does nothing. Otherwise it summons one fish to fight at the wizard's command. This fish is of whatever type needed to have 20% more ST than any other fish within 10 MH (round down). Cost 4 to cast, one to maintain.

c.f. https://tvtropes.org/pmwiki/pmwiki.p...mmonBiggerFish

Helborn 01-03-2019 08:44 AM

Re: Show me the magic!
 
Quote:

Originally Posted by hcobb (Post 2232968)
IQ 12 Summon Bigger Fish(C): If there are no fish (air breathing mammals and reptiles, and mer humanoids don't count) within 10 MH this spell costs one fatigue and does nothing. Otherwise it summons one fish to fight at the wizard's command. This fish is of whatever type needed to have 20% more ST than any other fish within 10 MH (round down). Cost 4 to cast, one to maintain.

c.f. https://tvtropes.org/pmwiki/pmwiki.p...mmonBiggerFish

There might an (S) version and either the village headman would come rambling towards the Wizard or an irate local lord with a bunch of guards.

hcobb 01-03-2019 09:38 AM

Re: Show me the magic!
 
Magic Broom: The 2-hex Magic Carpet enchantment may be cast on an ordinary broom instead. If this is combined with Staff the physical strikes can only be done while holding rather than riding the broom and do two less damage than a one handed club. The occult strikes work as normal. In addition a Staff Broom can be commanded to do simple tasks by the owner such as sweep the floors or strike someone. Each command or strike requires the 3/IQ command roll and any strikes are at the Telekinesis -4 DX. There are obscure warnings about a mouse setting his broom to fetch water as a lesson to apprentices.

TippetsTX 02-03-2019 07:03 PM

Re: Show me the magic!
 
Looking for feedback on this one... not super confident on cost, duration, IQ level, etc.

IQ 14 - Enlarge/Reduce (T)

This spell will temporarily alter the size of any being or non-magical object no more than one hex in size. The ‘enlarge’ aspect of the spell doubles the target’s size and weight while ‘reduce’ will decrease the target’s size and weight by half.

When cast on a non-magical inanimate object, the change will last 5 minutes and costs 5 ST. When cast on a living being, however, the effect will only last 5 turns. Cost is 5 ST if the wizard casts the spell on themselves or 10 ST if cast on another. If the target creature is unwilling, they must succeed on a 5-die saving roll vs IQ.

Casting ‘enlarge’ on a living being has the following effects…
  • Increase to a 2-hex creature and doubles in height and weight (6ft tall becomes 12ft)
  • Doubles the creature’s effective ST for physical strength-based uses such as weight carried, HTH damage, size of weapon they can use, etc. This boost to ST does not add to the hits that the creature can take or grant additional fatigue for spells.
  • Decrease in mobility and physical dexterity (-2 DX), but greater stride adds 4 to MA

Casting ‘reduce’ on a living being has the following effects…
  • Decrease to a half-hex creature and shrink in height and weight (6ft tall becomes 3ft)
  • Halves the creature’s effective ST for physical strength-based uses such as weight carried, HTH damage, size of weapon they can use, etc. This change does not decrease the hits that the creature can take or deduct from fatigue for spells.
  • Increase in mobility and physical dexterity (+2 DX), but reduced stride subtracts 4 from MA

Any non-magical equipment worn by the recipient will also double in size for the duration of the spell, but worn magical items that are based on the creature’s size (armor, rings, boots, etc.) will cause the spell to fail unless removed beforehand.

zot 02-07-2019 11:50 PM

Re: Show me the magic!
 
Quote:

Originally Posted by TippetsTX (Post 2240518)
Looking for feedback on this one... not super confident on cost, duration, IQ level, etc.

IQ 14 - Enlarge/Reduce (T)

This spell will temporarily alter the size of any being or non-magical object no more than one hex in size. The ‘enlarge’ aspect of the spell doubles the target’s size and weight while ‘reduce’ will decrease the target’s size and weight by half.

Oh, enlarge / shrink is definitely one of my favorite low-level D&D spells! You can use it to break all sorts of physical items. It's great to cast on locks, doors, things wedged into other things, etc. Rips the hinges right off...

JLV 02-08-2019 01:26 AM

Re: Show me the magic!
 
Actually, if we're going to play around with D&D spells, one that I always really liked was Magic Mouth. However, rather than post the information here, I'll just refer you to C.R. Brandon's Heroes and Other Worlds supplement, Magi Carta, in which he converts most of the old classic D&D spells to TFT style magic. You all will find most of your old favorites here, even if some of them don't make a heck of a lot of sense in a TFT-ish world.

Here's the link for the PDF: http://www.lulu.com/shop/cr-brandon/...-21752733.html

And here's the link for the paperback version: http://www.lulu.com/shop/cr-brandon/...-21016300.html

Why do all that work if it's already been done for you? I think he's got something like 600 spells listed in there!

TippetsTX 02-08-2019 06:00 AM

Re: Show me the magic!
 
Quote:

Originally Posted by zot (Post 2241595)
Oh, enlarge / shrink is definitely one of my favorite low-level D&D spells! You can use it to break all sorts of physical items. It's great to cast on locks, doors, things wedged into other things, etc. Rips the hinges right off...

Yes, but while the basic concept is the same, I actually tried to design this w/o referring to the D&D version. I wanted to make a purely TFT spell, but I'm concerned I made it too powerful in its effect on living creatures.

On the other hand, there is a presumption in my version that would prevent increasing the size of an object where that growth might be restricted by surrounding elements. Basically, the object needs to be free-standing. For example, you cannot 'enlarge' a door because the doorframe prevents it. Is that too limiting, though?

TippetsTX 02-17-2019 04:46 PM

Re: Show me the magic!
 
Quote:

Originally Posted by JLV (Post 2241603)
Why do all that work if it's already been done for you? I think he's got something like 600 spells listed in there!

I finally got around to picking this up. Good stuff, but I was unable to compare the Magi Carta version of 'Enlarge Person' with mine because it seems to be missing. It is mentioned in the text of the 'Reduce Person' spell, but it doesn't appear anywhere else in the book.

JLV 02-17-2019 11:07 PM

Re: Show me the magic!
 
Hmm. I missed that (and so did he, apparently -- though if you look through things you'll find a couple of other editing/paste-up errors scattered around too). You could write him and ask him for the spell (if you're so inclined) and he'll probably post it on his blog if you do so!

TippetsTX 02-18-2019 10:48 AM

Re: Show me the magic!
 
Quote:

Originally Posted by JLV (Post 2243834)
Hmm. I missed that (and so did he, apparently -- though if you look through things you'll find a couple of other editing/paste-up errors scattered around too). You could write him and ask him for the spell (if you're so inclined) and he'll probably post it on his blog if you do so!

I may do that, thanks. In the meantime, feedback on my version of 'Enlarge/Reduce' for TFT would be appreciated.

JLV 02-19-2019 12:55 AM

Re: Show me the magic!
 
Well, without actually playtesting it; my initial thoughts are that I like it; the effects don't seem to be too overpowering and you've carefully restricted the applications of both the Spell and its consequences. The only question I might have is that the spell costs seem a bit high. I'm wondering if maybe 3 ST for an inanimate object and perhaps 7 ST for a living one might be more in keeping with the effects/durations, and also make the Spell more likely to be used by the players -- but, as I said, my basis of comparison on the cost is more a gut feeling than any statistically valid analysis! ;-)

Oh, BTW, I posted the question on the Spell over on the HoW blog and we'll see if C.R. responds and with what. (I also asked, if he intentionally left it out of Magi Carta, if he could explain his rationale a bit, since I think that answer might be interesting as well...)

JLV 02-20-2019 01:26 AM

Re: Show me the magic!
 
Update to say that I still haven't seen a response over on C.R.'s blog -- but it's only been a few days and I know he stated elsewhere that work was picking back up again, so it may take a while...

TippetsTX 02-20-2019 09:20 AM

Re: Show me the magic!
 
Got another one...

IQ 13 - Displacement (T)

This defensive spell works much like ‘Blur’, but is more advanced. The target is surrounded in a magical displacement field which serves to obfuscate his true location. The effect is that any attack directed against the recipient of the spell will need to succeed on 5 dice vs DX instead of 3.

Cost: 2 ST to cast, plus 1 ST for each subsequent turn it is maintained

warhorse11h 02-20-2019 09:09 PM

Re: Show me the magic!
 
IQ 14 Phase (T) Cast on the wizard or another, the subject of this spell begins to blink into and out of phase. He is seen as a dim outline only when he is out of phase. Physical attacks against him, by any means, are made more difficult. The "to hit" roll is made normally, on 3D6, if the attack hits, roll 2D6. If the die roll is 2-5, normal damage, 6-8 half damage, 9-12 no damage. Armor and shields do protect. This also applies to the subject's attacks, he is not in control of his blinks. Spell use by the subject is normal. Thrown spells are still effective against him, but physical effects of spells use a 2D6 roll to see if they effect him. (ie, he runs through a fire hex. 2D6 roll, 2-5 2 hits, 6-8 1 hit, 9-12 no damage.) ST cost to cast is 3 plus 1 per turn to maintain.

JLV 02-20-2019 11:41 PM

Re: Show me the magic!
 
Quote:

Originally Posted by JLV (Post 2244260)
Update to say that I still haven't seen a response over on C.R.'s blog -- but it's only been a few days and I know he stated elsewhere that work was picking back up again, so it may take a while...

Got a response! Below is what he posted on his blog in answer to my question:

"AS to Enlarge person--it is an editing mistake with its inclusion in the Reduce person spell. Why?

1) I did not want the wizard spells to be the solve all for challenges
2) I did not what the heroic fantasy of HOW to be super charged with a super big hero--why fear giants or dragons when with a quick wizard spell I can be just as big!
3) By keeping reduce person it allows for some creative "problem solving" by the party--maybe fighting isn't always the answer!

There is a Growth Potion available in Terrors & Treasures so the effect is in game--but only as a potion! So that keeps t he magic magical IMHO and allows for the same in game effect but in a much more limited and special usage manner."

His reasoning actually makes a lot of sense to me here. So I think I'll just let it rest there... ;-)

TippetsTX 02-27-2019 08:40 PM

Re: Show me the magic!
 
Quote:

Originally Posted by JLV (Post 2244470)
His reasoning actually makes a lot of sense to me here. So I think I'll just let it rest there... ;-)

Maybe, although he does include a shrinking potion as well as the Reduce Person spell.

Regardless, I think my version of 'Enlarge' should work pretty well. The cost/benefit seems balanced for TFT (though I will consider adjusting the ST requirement as suggested).

TippetsTX 02-27-2019 09:24 PM

Re: Show me the magic!
 
IQ 14 - Phasewall (T)

With this spell the wizard may target a section of a wall or other inanimate obstruction and create a limited ‘insubstantiality’ field allowing them to pass thru the barrier. The effect only lasts for one minute so the wizard needs to be sure he isn’t still inside the wall when the spell wears off. The spell will only work on solid matter and cannot be used on anything organic.

Cost: 3 ST for each hex of matter to be rendered ‘out of phase’.

TippetsTX 04-04-2019 08:52 PM

Re: Show me the magic!
 
IQ 11 - Push (T)

The wizard summons an unseen force one hex wide with the equivalent of 20 ST. This force can be directed in a straight line any direction against a single target, pushing them 1 hex for every 2 ST used. The caster has complete control over where the target is pushed including into traps, walls, off a cliff, etc. Like Avert, the target can make a saving roll (4 dice against adjDX) to avoid being pushed into a dangerous situation, but only if the ‘push’ is extended for two or more hexes.

Cost: 2 ST per hex (max of 5 hexes)

warhorse11h 04-04-2019 08:57 PM

Re: Show me the magic!
 
Combat Advantage (T) Combines the effects of three cantrips (Quickblade, Leadblade, Minor Shield) into a single spell. Cost is 1 ST to cast and the duration is 3 turns. Speeds the subject up slightly. He acts first among characters with the same ADX. Slows any attacker against the subject with a melee weapon slightly. He acts last among characters with the same DX. Creates a small amount of magical protection. Anyone attacking the subject of this spell with a normal weapon misses if the "to hit" roll is equal to the attacker's adjusted DX for the attack.

Combat Precognition (T) The subject of this spell is given enhanced awareness, extending a fraction of a second into the future and granting a +1 bonus to Dodges and Defend actions and providing a -1 penalty to attacks against the subject while the spell is in effect. Cost is 1 ST and duration is 4 turns. If you are surprised this bonus does not apply.

Combat Prescience (T) Your awareness extends a fraction of a second into the future, allowing you to better land blows against your opponent. You gain a +1 DX bonus on your attack roll. Cost is 1 ST and duration is 4 turns.

TippetsTX 04-04-2019 09:04 PM

Re: Show me the magic!
 
Quote:

Originally Posted by warhorse11h (Post 2253425)
Combat Advantage (T) Combines the effects of three cantrips (Quickblade, Leadblade, Minor Shield) into a single spell.

Where do those three 'cantrips' come from? Are they available as separate spells?

And what are the IQ requirements?

warhorse11h 04-04-2019 09:13 PM

Re: Show me the magic!
 
An old thread listed them. From last year.

All three are IQ 8 spells.

I'd post them again, but I'd likely get stoned for heresy.

JLV 04-05-2019 02:04 AM

Re: Show me the magic!
 
Quote:

Originally Posted by warhorse11h (Post 2253429)
An old thread listed them. From last year.

All three are IQ 8 spells.

I'd post them again, but I'd likely get stoned for heresy.

I liked your cantrips! And they would make "hedge witches" more of a thing, I think...

TippetsTX 09-12-2019 11:26 AM

Re: Show me the magic!
 
IQ 9 - Staff to Sword (T)

A bit of a misnomer, this spell allows the wizard to temporarily transform their staff (or wand, rod, etc.) into a melee weapon of similar size. For example, a wand could be changed to a dagger or hatchet, but not a broadsword. The wizard must still have the required talents as well as sufficient ST to use the weapon w/o penalty. The transformation lasts for 12 turns.

Normal cost is 1 ST, but if the wizard uses 3 ST the weapon will be fine (+1 to hit).

TippetsTX 01-27-2020 06:51 PM

Re: Show me the magic!
 
IQ 10 - Retrieve Item (T)

A basic teleport spell that allows the wizard to target a recently held (or thrown) item and recall it to their hand. The item must be within the wizard's line-of-sight. If the item has been out of the wizard’s hand for more than 1 minute, however, the spell will fail.

Cost: 1 ST

Skarg 01-27-2020 07:12 PM

Re: Show me the magic!
 
Quote:

Originally Posted by warhorse11h (Post 2253429)
An old thread listed them. From last year.

All three are IQ 8 spells.

I'd post them again, but I'd likely get stoned for heresy.

If they're not in this thread, you may get stoned for not posting them. ;-)

TippetsTX 01-27-2020 08:38 PM

Re: Show me the magic!
 
IQ 9 - Woodshaping (S)

The wizard can alter the shape of a piece of wood, molding it as they would a piece of soft clay. The cost is 1 ST for each cubic foot of wood to be shaped. The spell typically only allows for simple forms, but the wizard can create finer detail by continuing the spell for more than one turn. The exact length of time required to achieve the desired design is determined by the GM.

Note: Rather than commision a wood-carver, this spell is often used by mages to create intricate and unique designs for their Wizard's Staff.

Cost: variable


I also have Stoneshaping (IQ 11) and Metalshaping (IQ 13) spells that function the same way though I'm debating whether or not the base ST cost should be increased for those materials.

KevinJ 01-28-2020 01:04 PM

Re: Show me the magic!
 
IQ 10
Delay Rot (S) [5/1]: This spell only works on a dead body, delaying the onset of decay so long as the spell is active. The duration is one day for 5 ST, and can be maintained for 1 ST per day. This spell is only available to Priests of Vorelar and is used to preserve a body so it can be transported to the decease’s home or in the case of a murder investigation.

I created this spell for a game world where burial with the proper rites is a huge thing within the culture of The People.

KevinJ 01-28-2020 01:17 PM

Re: Show me the magic!
 
These are loosely based on AD&D spells.
IQ 12
Hidey-Hole (S) [5] (WARD): this spell creates an extra-dimensional space large enough for one person (and everything he is carrying). This space is neither to warm, nor to cold for the caster and allows him to rest comfortably and securely for the duration of 8 hours. Any spell that would warn the caster of danger functions while the caster is in his hidey-hole. The caster can create a hidey-hole for another character as well. Casting a detect magic on the hex where the entrance to the Hidey-Hole is will reveal the fact that there is magic there, but not the spell used. Reveal Magic would identify the Hidey-Hole for what it is, but a caster would need to know the exact location of the entrance to target it with the Reveal Magic.

IQ14
Hidey-Haven (S) [10] (Hidey-hole): This spell creates an extra-dimensional space large enough for 4 people, otherwise it functions exactly the same as Hidey-hole with the same duration.

IQ16
Protected Refuge (S) [15] (Hidey-hole, Unnoticeability): This creates an extra-dimensional space large enough for 8 people that cannot be found. It functions like a Hidey-Hole except that the duration is 24 hours.

These spells do have Prerequisites, which is rare for spells, but this is to reflect the amount of magical knowledge needed to learn these spells.

D'oh! An animal or character that can track by scent could find the entrance.

KevinJ 01-28-2020 01:23 PM

Re: Show me the magic!
 
IQ15
Spider Silk (M) [2] Shoots strands of spider silk from the wizard’s fingertips to the target or target Hex. The strands appear to be thin and fragile, but are extremely strong. A specific target is immobilized and cannot move, while a Hex becomes a trap. The spider silk can also be used to block an area by anchoring to 2 fixed points. Anyone touching the strands is bound as if they were hit by the spell. The strands can be cut or burned away – they have an effective ST of 10, and take triple damage from fire.
Targets caught in the silk can make a 4/ST roll to break free. The webs last for 12 rounds and takes effect the round it is cast. [Kevin Sullivan]

KevinJ 01-28-2020 01:30 PM

Re: Show me the magic!
 
IQ15
Acid Missile (T) [3]: This spell is cast on a Sling, Bow, Crossbow, or Gun, enabling it to fire a magic missile that inflicts 3d of acid damage in addition to the normal damage of the projectile. The weapon wielder makes an attack roll at normal adjDX. The spell is only good for a single acid projectile. The weapon is not damaged by the acid in any way.

Fire Missile (T) [3]: This spell is cast on a Bow, Crossbow, Sling, or Gun, enabling it to fire a magic missile that inflicts 3d of fire damage in addition to the normal damage of the projectile. This spell can ignite flammable materials. The weapon wielder makes an attack roll at normal adjDX. The spell is only good for a single flaming projectile. The weapon is not damaged by the fire in any way.

Ice Missile (T) [3]: This spell is cast on a Bow, Crossbow, Sling, or Gun, enabling it to fire a magic missile that inflicts 3d of Piercing cold damage in addition to the normal damage of the projectile. This spell can damage inanimate objects as the Ice Bolt. The weapon wielder makes an attack roll at normal adjDX. The spell is only good for a single icy projectile. The weapon is not damaged by the cold in any way.

Shock Missile (T) [3]: This spell is cast on a Sling, Bow, Crossbow, or Gun, enabling it to fire a magic missile that inflicts 3d of electrical damage in addition to the normal damage of the projectile. This spell works just like the Lightning Spell. The weapon wielder makes an attack roll at normal adjDX. The spell is only good for a single charged projectile. The weapon is not damaged by the electricity in any way.

[Kevin Sullivan]

KevinJ 01-28-2020 01:32 PM

Re: Show me the magic!
 
Replicate (C) [1+]: This spell creates an exact copy of the subject. Given enough ST the caster could make a duplicate of any object. Unlike Image or Illusion, this is a lasting physical, though completely inanimate, duplicate of the original object.
Replicated objects have the same size, shape, weight, and appearance of the original. A Mage need not know the intricacies of smithing to make a duplicate sword of fine steel.
Compound objects like clocks will look like the original on the outside and the inside, but will not function unless each part is Replicated separately and then assembled. Intricate objects suffer the fame fate.
The ST cost is 1 ST per pound of the object. Normal Replicated objects only last for 1 hour. By spending twice the ST an object will last for 24 hours. By spending 10 times the ST the object will last for 1 year. By spending 100 times the ST the object will be permanent.

Yes, making a functioning clock would require A LOT of ST, as each individual piece of 1lb or less weight would require 1 ST to create.

KevinJ 01-28-2020 01:40 PM

Re: Show me the magic!
 
IQ20 This spell is taken from the Avalon Hill RPG Powers & Perils and modified for TFT.

Creation (C) [20+]: This spell creates life from the Enchanter’s memory or imagination. The physical form of the creation is up to the Caster. Where the GM chooses to have created creatures encountered randomly the form is up to him. Material is required to form the new creation, normally the type of material the Creation will be made from. A Stone Creation needs Stone, an Iron creation needs Iron, a flesh creation needs flesh, etc.

The creation cannot attack its creator. It understands any language the caster speaks, and based on the creation, can also speak those languages. It will follow any order within its abilities. Creations last for 30 days.

If the spell is cast at double the normal ST the creation can be given any one Talent or Spell the Caster has. (add another multiple for each additional Talent or Spell the Creation will possess.)

The Caster must pay 1 ST for each point of ST, DX, and IQ, 5 ST for each point of Protection the creation has.

Example: A mage creates an assassin to kill the King of Blenheim. He uses 60 ST and 110lbs of animal carcasses to create a beautiful woman from his imagination, based on the tastes of the King, giving his creation ST 8, DX 12, IQ 10, and the Knife Talent. This creation now has 30 days to find and kill the target.

Failure with this spell creates a monster from the Caster’s subconscious based on the same amount of ST used in the spell. The caster has no control over this monster, make a reaction roll now. If the roll is friendly or neutral, the creation will leave, if it is hostile, the creation attacks the caster.

On a critical failure, the creation seeks to kill the caster. If it kills him, it lives on as a permanent living being. If it does not kill the creator it fades out of existence in 12+ST spent in rounds.

Making a Creation Permanent requires a ceremony similar to Greater Magic Item Creation with a ST cost of 5 times the original. If he succeeds, the Creation is permanent, on a failure it disintegrates immediately. $15,000 of common ingredients are required for the ceremony and the caster can use one Mana Battery and any number of Assistants can grant the caster ST with the Aid spell.

Steve Plambeck 02-06-2020 04:04 PM

Re: Show me the magic!
 
Assuming even a starting 32 point wizard must have extensive training to develop their Gift from an early age, there would probably be harmless training spells for prepubescent children. These would probably never be forgotten -- things drilled into your head when you're 6 are with you your whole life -- but I wouldn't want to count these against any adult wizard's spell/talent capacity. The whole suite would probably just be remembered for free by most wizards. They'd almost never be of much practical use in-game.

IQ 7 Training Spells:

LEVITATE ROCK (T) -- Lifts a small pebble an inch or so off the ground. At first it takes kids 2 or 3 ST to lift the pebble, and 1 ST per turn and another DX roll to sustain it. The goal is to keep it floating as long as possible. By adulthood, it costs 0 ST to lift, and it'll levitate as long as the wizard keeps their mind on it.

THREAD A NEEDLE (T) -- With no hands of course. 5 minutes of concentration and 1 ST per attempt. After years of trying, the junior wizard should be able to automatically thread the needle instantly with just a glance. Very handy should you fail Wizardry 101 and need to become a tailor instead.

CONTROL SMOKE RINGS (S) -- Even Gandalf had to start somewhere. The psychic power to sculpt smoke rings into any shape, send them darting where you will, and to change colors as you puff them out. Also permits the caster to shape and color smoke rising from cooking and camp fires up to 2 megahexes away. Costs 2 ST to sustain 1 minute in the beginning, 1 ST per 5 minutes with much practice, and eventually becomes free and automatic. Maybe you don't want to teach this one to your own kids but, hey, different cultures and all that.

SANDCASTLE (S) -- Telekinetically reshape a nearby pile of sand, on a beach or in a sandbox, into a sandcastle by mentally moving one grain at a time. Takes forever, which is the point: it teaches patience. Also costs 1 ST for every 5 minutes of trying in the beginning, and the first results are lumpy blobs at best. The ST cost goes down with practice, but it can still take hours. Stick with it and by adulthood you'll be assembling a miniature Camelot for no ST cost at all, in just an hour or two of concentration.

Steve Plambeck 02-06-2020 04:40 PM

Re: Show me the magic!
 
And here's one for grown-up Wizards:

IQ 17 -- SUMMON BRIDGE (C)

Summons a Bridge 3 hexes wide to span any two points horizontally. Costs 1 ST per 10 hexes in length, and lasts 1 hour. The Bridge appears to be of stone, and includes 3 foot high walls along both sides. Horses will not be afraid to use a Bridge.

Multiply the ST cost spent on length by the number of hours desired for a longer lasting Bridge. For example, a 30 hex long Bridge for 3 hours costs 9 ST (30/10 times 3). The Bridge appears to "flicker" from solid to transparent 5 minutes before it expires; this can be disconcerting if you are on it at the time, and horses may become skittish, but it does remain solid until it actually vanishes. When it does vanish, anyone on it immediately plummets the distance into whatever lies beneath.

Unlike most Creation spells, the Bridge will last until the time paid for expires, even if the wizard who cast it dies. (Otherwise a whole party might be stranded and lost on the wrong side even though only the wizard got killed.) The Bridge also vanishes the instant the wizard wills it away, much to the woe of any pursuers that were still crossing.

Some truly advanced enchanter has no doubt figured out a way to make a Bridge permanent, or to appear and disappear on a schedule, or when certain conditions are met. Crossing an enchanted Bridge you didn't put up yourself might not be the safest thing to do.

larsdangly 02-06-2020 08:57 PM

Re: Show me the magic!
 
ooo; I like these! I'm a big fan of spells that do something interesting, beyond zapping slightly more effectively than you already can zap.

Steve Plambeck 02-07-2020 03:24 PM

Re: Show me the magic!
 
Quote:

Originally Posted by larsdangly (Post 2308039)
ooo; I like these! I'm a big fan of spells that do something interesting, beyond zapping slightly more effectively than you already can zap.

Thanks Lars, I love that kind of spell too. Besides the Bridge, I have a set of spells in mind specifically for outdoor adventures and travel, but haven't worked out the IQ levels or ST costs yet.

Like Bridge, these spells summon structures. These however last 12 or 24 hours per casting, and all follow the common rules that there must be a clear space of solid ground wide enough, and that anyone inside at the time the structure dissolves simply finds themselves standing out in the open (with an evil twist or two in mind of course :)

SUMMON HUT (C) -- Instantly brings a small hut a party can shelter in, to get out of the rain, stay warm, and spend the night. This won't be particularly high in IQ or ST cost. The next one would be a bit more expensive:

SUMMON COTTAGE (C) -- A very comfy space for about 6 travelers. Comes with a fireplace but no firewood, a kitchen but no supplies. The windows can be shuttered, and the door barred from the inside. Obviously much safer than camping out with wolves and bears around.

SUMMON KEEP (C) -- Now getting expensive to know and cast, but still in reach of an experienced wizard. Brings a small, fortified Keep or Tower into existence (wizard's choice). A place to not only camp, but defend yourself against orcs in the middle of the night. Again with a fireplace, and a few comforts, but no edible supplies.

and, yes...

SUMMON CASTLE (C) -- because it's a boring world without enchanted castles coming and going. This must be a very high IQ spell, and with a ST cost that would usually require two wizards to cast. It is ridiculously large for most parties, multi-level, dozens of rooms, moat and a drawbridge that works on voice command. A fireplace in every bedroom and a huge kitchen, but again no supplies or consumables. The armorery will (usually) be empty. This is the shelter of choice should an army of zombies or a large angry dragon be close on your heels.

And it comes with a mysterious caretaker, an older looking human, always the same fellow who can tell you his name is Dustin (because he's constantly dusting and polishing things) but has no knowledge of anything, no memory, and can't answer any questions. He addresses everyone in your party as M'Lord or M'Lady, says their Highnesses will be with you shortly, announces supper or tea will be ready shortly (but neither ever appear), and will bow and agree with anything you say. He disappears for hours at a time, but can always be found dusting and cleaning in some far off chamber if you go looking for him. And at every encounter he seems to have no memory of meeting you earlier.

Every time a Castle is summoned, there will be a chance of some unusual twist or encounter, determined by rolling a die against a table. Of course a GM might stock it with an entire adventure if they wanted to. This one spell could be it's own game module.

Something else all these Summon a Structure spells have in common is that no part of the structures can be removed and kept. You could leave with a chair or kitchen utensil, but it will also disappear the moment the spell expires. You could force the caretaker out the door, but he then vanishes immediately. Only to turn up sweeping the floor in some room later with no recollection of anything.

Rumor is once a wizard was snooping in the Castle he'd summoned for the night, and found a silver dagger hidden in a bedroom drawer. He still has the dagger to this day. Perhaps if travelers hide something in a Cottage, Tower, or Castle it disappears with the structure, but will still be there if a summoner lucks out and gets the exact same structure at a later time. Graffiti left in one of these buildings isn't usually there next time you summon one, but sometimes it is, and sometimes there's new graffiti in mysterious languages. Supposedly "Merlin was here" once turned up in a Castle hallway.

hcobb 02-07-2020 03:37 PM

Re: Show me the magic!
 
Animate Vegetation(T) The initial fatigue expended in the casting of this spell sets both a radius in hexes and the maximum ST that can exerted in each hex, but no one plant can exert more than its hit points (take sqrt(weight / 1.5 pounds) if no other hit points stated for the plant) in ST. Cost only 1 ST per turn to maintain after the first turn, whatever the radius. These plants grapple with the wizard's DX and the set ST, but strike at -4 DX and an additional -1 DX per hex away from the wizard.

Steve Plambeck 02-07-2020 05:31 PM

Re: Show me the magic!
 
IQ 16 Spells -- Dancing Sword (C)

Summons a sword that floats in midair and fights like it had a mind of its own. It's as if an invisible Myrmidon was wielding it, only better. The Dancing Sword can be as large as a broadsword but no larger, and it may be any smaller sword should the casting wizard prefer. It does its normal damage for whatever sword is chosen.

The Dancing Sword fights with the basic Sword talent, even if the wizard doesn't have that talent. But if the wizard who creates it just happens to have Fencing or Expert Swordsmanship, then it fights with any bonuses appropriate to those skills.

The Dancing Sword has front, side, and rear hexes just like any 1-hex figure. Anyone in its 3 front hexes is engaged by it. The Dancing Sword itself is never engaged: it can flit about the combat all it wants, at an MA of 10, and attack once per turn no matter how far it moved. It can even pass through hexes occupied by 1-hex figures (without striking them), or through Shadow, or Fire, but it cannot pass through a Wall hex. It always has initiative and moves before all other figures -- which is actually a weakness because its next target always gets a chance to turn and react to its new location.

The Dancing Sword has a DX equal to the basic DX of the wizard, before any armor, but any other DX adjustments apply, including the -2 DX after the wizard has been stunned. Just like any fighter, its turn to act is based on adjDX. And it always picks attack as it's option (unless the caster deliberately puts it on "pause"). Automatic results all apply: a broken Dancing Sword vanishes with a small scream, a "dropped" one falls to the floor and must "stand up" before it can fight again.

The wizard who cast this spell can be doing anything else while the Dancing Sword fights for them, as they could for any summoned creature. The sword vanishes when the wizard wills it, or at the end of the turn the wizard is killed or becomes unconscious.

Of note: the wizard does not "see through the eyes" of a Dancing Sword, as it doesn't really have any. It cannot be sent ahead to another room to scout or with orders to attack anyone specific. It can however be left fighting in a room the wizard leaves, especially good for buying time to make an escape.

A Dancing Sword is subject to the Control spell! And it may be obliterated by a lightening bolt, but roll 1 extra D6 to hit because its a small and slippery target; as it's almost always adjacent to friends, that could get tricky. Similarly a heavy crossbow bolt (again roll an extra die) knocks it down for 2 turns. A Rope spell entangles it rendering it harmless until it cuts itself free in (1-1) turns, or a Giant Rope for (2-2) turns.

Cost: 4 ST, lasts 12 turns

FireHorse 02-07-2020 06:10 PM

Re: Show me the magic!
 
Quote:

Originally Posted by Steve Plambeck (Post 2308214)
IQ 16 Spells -- Dancing Sword (C)

I like that. Costing 4 ST stings a bit, but I suppose it's worth it, given that the thing could win a whole fight for you.

Shostak 05-21-2020 10:09 AM

Re: Show me the magic!
 
Thoughts on these three new spells? I include high casting and maintenance costs because without a significant cost to the wizard, such spells could easily make magical weapons insignificant.

IQ 11 Hexed Weapon (T) This spell temporarily imbues any mundane weapon with magic, allowing it to be used against enemies immune to normal weapons but vulnerable to magic ones. Costs 3 ST, plus 1 ST per turn to maintain.

IQ 14 Puissant Weapon(T) Like Hexed Weapon, but adding +1 damage. Costs 4 ST to cast, plus 1 ST per turn to maintain.

IQ 17 Fell Weapon (T) Like Hexed Weapon, but adding +2 damage. Costs 5 ST to cast, plus 2 ST per turn to maintain.

ZooProfessor 05-22-2020 08:49 AM

Re: Show me the magic!
 
Our gaming group has a lot of house rules spells. I was just told about this thread and it has some great stuff on it. Here are the two IQ 8 Spells that we have added to our Grimoire.

Turning (T): When a wizard throws Turning on a zombie, the zombie must end their movement at least 2 hexes farther from the wizard than they started. Each turn the spell is on a zombie who cannot move away without running into something or falling into something it must roll 3 D6 vs. DX to avoid falling down. A figure which cannot move 2 hexes due to being engaged must move as far as it can even if it has to disengage. Costs 1 ST plus 1 ST per turn.

Holy Symbol (S): This can ONLY be known by someone with the Priest talent. A priest who knows this spell can inscribe an object with his or her holy symbol, giving it divine (magical) powers. The priest can choose to do ONE of the following:
1. On a weapon, make it plus 1 to hit OR plus 1 damage
2. On armor, make it stop an extra hit OR have one less DX penalty (cannot raise DX above standard).
3. On a gem, have it function as a 1 PT ST battery
4. On an amulet, allow character to cast any one Priest spell that he does not know (regular ST cost for casting and IQ requirements for spell still apply)
Like a Wizard’s Staff, a priest may only have one holy symbol at a time. A wizardly Priest MAY have both a Staff (any level) and a Holy Symbol. 2 weeks to make at a cost of 5 ST per day to create the Holy Symbol but this is not done during an adventure except to replace a broken item. Any priest with this spell will be assumed to have a Holy Symbol at the start of the adventure but he or she MUST declare which of the ways he or she is using it.

ZooProfessor 05-22-2020 08:53 AM

Re: Show me the magic!
 
Here are our current house rules IQ 9 spells:

Detect Death (S): Like Detect Life but detects dead tissue. Cost 1 ST for first megahex plus 1 ST per additional megahex

Summon Primus (C): Brings an animal ally who will follow the wizard’s orders. See Summoned Creatures. The animal ally can be no more powerful than a wolf (ST 10, DX 14, IQ 6, MA 12, bite does 1d+1 damage, fur stops 1 hit). Animal may not be magical, may NOT fly, and may not use weapons. Stats for ST, DX, and IQ combined should be no more than 30. Creature summoned must be wolf size or smaller and any damage inflicted in a single attack should be no more than 1d + 1 and protection from fur or scales or similar natural defenses can stop no more than 1 hit. Costs 2 ST to cast, plus 1 each turn the creature remains. COMMENTS: THIS SPELL REPLACES SUMMON WOLF. The intention is not to allow something stronger than a wolf. The particular animal summoned needs to be discussed and approved by the GM prior to play if there is no animal with given stats that is similar in the rules as written to the creature that the player wishes to summon.

Weakness (T): Subtracts 2 from victim’s ST for every 1 ST the wizard uses to throw spell. Lasts 3 turns (1 turn if victim’s ST is 30 or more). A figure whose ST is reduced by a Weakness spell can still use weapons currently in hand even if he or she no longer has the ST while “weakened” required for the weapon, however that use is at -2DX. The figure can still wear the armor he or she is currently wearing even if “weakened” to a ST below that normally needed to use it. This is like fatigue for the purpose of damage taken--- you cannot kill a victim with this spell but if it lowers the subjects ST low enough it can cause unconsciousness--- during which time someone might kill him or her.

ZooProfessor 05-22-2020 08:55 AM

Re: Show me the magic!
 
Here are our IQ 10 spells:

Agility (T): Adds 1 to subject’s DX for every 1 ST the wizard uses to throw spell. Lasts 3 turns. Cannot be used to alter rolls when creating magical items. This is a lower cost than the Aid spell, but it is more limited since it only works to raise DX.

Animate Corpse (T): Brings one dead body under wizard’s control. Animated corpse will have ST and DX that it did in life, and no IQ. The controlling wizard will be able to see through its eyes. Beheaded, burned, or dismembered corpses will not work. Lasts 12 hours. Cost 1 ST (or 3 ST for creatures with a basic ST of 20 or more)

Cleverness (T): Adds 1 to subject’s IQ for every 1 ST the wizard uses to throw spell. Lasts 3 turns. This is a lower cost than the Aid spell, but it is more limited since it only works to raise IQ.

Possess Weapon(T): Like Drop Weapon but you get one chance to hit victim with his own weapon before it drops to the ground. Makes victim drop whatever is in one hand – a weapon, shield, or whatever. Will not make a ring or amulet fall off. Costs 2 ST, or 3 ST if victim’s basic ST is 20 or more. A weapon or other object with Immunity (q.v.) to Drop Weapon will not be affected by this spell either. A wizard who knows this spell also knows the Drop Weapon spell and may cast it instead (since the ST cost is smaller).

Strengthen: (T): Adds 1 to subject’s ST for every 1 ST the wizard uses to throw spell. Lasts 3 turns. This is a lower cost than the Aid spell, but it is more limited since it only works to raise ST.

Summon Swarm (C):
Brings a swarm of bees or flies or any other insect which will be under the direction of the wizard. The size of the swarm will never be less than 15 insects, but when casting a roll of 5 or 6 will produce a swarm of double the number of insects for the ST used to cast and a roll of 3 or 4 will produce a swarm of triple the number of insects for the ST used to cast.
If the entire swarm attacks the same enemy then that enemy will have a -1 DX for each 10 insects until the swarm vanishes. The insects are an annoyance, but do no actual damage. If the wizard desires then the swarm can instead hover around him or another character and make all attacks against that character be at -1 DX for each 10 insects (if some of the original swarm are killed the DX minus holds until the full 10 die), the DX of the person protected does not suffer since the swarm is moving out of the protected figure’s personal space (picture a cloud of insects that dart at your enemy but hover a few feet in front of you).
Flying swarms will move at 20 MA a turn and crawling swarms at 10 MA a turn. They can move their full MA and still do their “action” that turn since it is their mere presence that affects the DX of the enemies. The swarm has no ability to try to resist commands and no intelligence as we know it. ST and DX would vary and this should never come up in a combat situation. If an enemy wants to take the time to kill them, he can kill one each turn without rolling dice, but that is his action for that turn.
Cost varies. It costs 1 ST for each swarm of 15 insects desired. So, if the wizard wished to guarantee a swarm of 30, then he or she could use 2 ST to cast, plus 1 ST per each swam of 15 that the wizard wishes to renew for every minute the spell is continued. IF the wizard only put in 1 ST but rolled a 3 when casting, then even though 45 insects are in the swarm it still only costs 1 ST per minute to keep them there. That is just the benefit of a great roll.
This is a defensive spell that is a higher IQ spell than Blur, but doesn’t protect the wizard (or a character of his choice) quite as well, BUT this spell lasts for minutes and not turns. To get the same defensive benefit as a Blur, the wizard would have to use 3 ST for the initial cast, but that would last for one minute, whereas the Blur spell would put attackers at -4 DX at a cost of 1 ST per TURN. Another difference here is that Blur would protect an individual in the party, but this spell could also be used to distract one particular enemy in ALL their actions against the party. The insects can also be directed to do anything that an insect of that type could reasonably do. Clever wizards will think up interesting things for them to do on adventures. Swarms need not be flying insects. If a wizard wanted a swarm of crawling ants or ladybugs, then that is allowed. Wizards can see through the eyes of these summoned insects, but insect eyes are so different from human that very little information is likely to be gained in this way (someone who uses this spell a lot or who has talents in beekeeping or other insect-specific scholarly studies might do better at deciphering this visual information, as the GM determines). It is more likely to be confusing and might even make the wizard a little ill, so most of the time in a combat situation wizards choose not to do this. In a less stressful situation (as in, NOT combat) the wizard might take the time to try to use the sight and other senses of the insects. GMs should roll versus the wizard’s IQ (number of dice in relation to how often the wizard practices with the spell, how much the wizard knows about insects of this type, other talents of the wizard that might give guidance, etc.) and then determine what information the wizard gains from using his or her swarm in this way.

ZooProfessor 05-22-2020 08:57 AM

Re: Show me the magic!
 
Our IQ 11 Spells:

Bone Weld (T): Will rejoin breaks in bones or fuse bones in any position. Can be cast over composite bone constructions. These are then considered “whole” skeletons suitable for animation or the Zombie spell. Costs 1 ST for a simple break or 5 ST for a whole skeleton

Control Plant (T): There are certain plants that have what amounts to a will of their own. Perhaps this is not “will” in the way of animal life, but whether it is instinct or reflexes or magic, these plants react in provocation of some stimuli. They move, they make noise, they attack, they react in some fashion in relation to their environment. This spell puts any one such plant under the wizard’s control as long as spell is maintained. Works only on real plants; if the target was actually an illusion or image, it vanishes when the spell strikes. A controlled plant will follow all orders that it is capable of following. If the plant can move or secrete poison or shoot out a vine to grab prey, then those actions are now under the wizard’s control, but if a plant cannot move, then this spell will not give it the ability to do so. Plants have no IQ as we understand it, so unless the specific plant the wizard aims to control is listed in the Plant Compendium as resistant to this spell then the spell works on the plant. Cost: 2 ST, plus 1 per turn maintained.

Healing (T) :For each 5 points of ST that the wizard puts into this spell, he/she can cure one hit of damage on himself or another. Heal will also restore lost fatigue from spellcasting, etc., but rarely is it practical to use it this way. Heal will cure HT already lost to disease and poison, but it will not cure the disease nor make the poison go away. It is possible to place healing magic into an artifact (Healing Stones), but such things are rare and costly and work no better than a mage with the Healing Spell and a Strength Battery or a corps of apprentices. Healing scrolls, on the other hand, are common. As with other scrolls, the magic comes from the scroll and the strength comes from the caster. *C*

Megahex Blur (T): Like Blur spell, but covering a megahex (the casting distance from the wizard is calculated based on the closest hex of the desired megahex of affected area). Any wizard who has this spell has the ability to cast the spell on any portion of connected hexes that would be inside of a single megahex. Cost: 2 ST to cast, plus 1 each turn it is maintained. Wizards who know this spell also know the Blur spell (so if only one hex need be blurred, using the less powerful spell is less ST cost). *C*

Summon Secundus (C): Brings a strong animal ally who will follow the wizard’s orders. See Summoned Creatures. The strong animal ally can be no more powerful than a bear (ST 30, DX 11, IQ 6, MA 8, bite does 2d+2 damage, fur stops 2 hits). Animal may not be magical and may not use weapons. Stats for ST, DX, and IQ combined should be no more than 47 with DX at a maximum of 12 and IQ at a minimum of 6. Creature summoned must be bear size or smaller and may NOT be a flying creature. Any damage inflicted in a single attack should be no more than 2d + 2 and protection from fur or scales or similar natural defenses can stop no more than 2 hits. Costs 4 ST to cast, plus 1 each turn the creature remains. COMMENTS: THIS SPELL REPLACES THE SUMMON BEAR SPELL. Summon Primus is a prerequisite for this spell. The intention is not to allow something stronger or more deadly than a bear. If the wizard wants to bring in an animal that is higher in DX and not quite as strong, that is acceptable, but the DX is capped at 12 (two points below the weaker wolf ally) so that the animal will not be super-deadly and impossible to kill. The particular animal summoned needs to be discussed and approved by the GM prior to play if there is no animal with given stats that is similar in the rules as written to the creature that the player wishes to summon.

ZooProfessor 05-22-2020 08:59 AM

Re: Show me the magic!
 
Out IQ 12 spells:

Minor Glamor (T): This is a special sort of illusion. A Minor Glamor is cast over a living creature to make him appear as other than what he is; it is a magical disguise. A Minor Glamor does not give the disguised creature any of the abilities of his disguise, and cannot make him appear to be more than twice his actual size. A Minor Glamor CAN be penetrated by disbelieving. It lasts until removed by Remove Thrown Spell, until the casting wizard wills it away, until the englamored one dies, or for a total of one hour. A creature with Mage Sight gets a 4-die roll against IQ, once only, to see through a Minor Glamor when it is first encountered. If successful, this removes the Minor Glamor – but only for him; others will still see the illusion. The differences between this spell and a Glamor is that this spell can be disbelieved, this spell is not permanent (it lasts one hour). Cost to cast a Minor Glamor is 4. Cannot be maintained, but can be recast. Any wizard who know the Glamor spell knows the Minor Glamor spell as well without spending more points for it.

Shrink/Grow Object (T): This works on a 1 HX object. The characteristics of the object stay the same, but the object shrinks or grows by 10% for every 1 ST used to cast. This spell lasts for 1 hour. It can only work on a single object at a time, so it would not work to pile several small items into one hex and cast only one spell to shrink or grow them all. The tensile strength of certain items may be compromised if it is grown to exaggeratedly huge proportions (GM’s discretion). The mass and volume of the item will increase or decrease as the dimensions increase or decrease.

Zombie Control (T): Allows wizard to take control of one zombie or animated corpse, however, the current controller (if any) gets a 5 D6 vs. IQ saving throw to keep control. Cost 5 ST

ZooProfessor 05-22-2020 09:10 AM

Re: Show me the magic!
 
Our IQ 13 Spells:

Advanced Cleanse Poison (T): Removes all poisons and unhealthful material (e.g., broken glass) from food, drink, objects (including weapons and surfaces) AND from living beings who have consumed poison or foreign objects. This spell can be cast once to remove poisons from non-living items within one hex, but a separate casting is required for each living creature that needs to be rid of poison of other harmful material. This spell does NOT return lost hit points the poison has already done. As with the regular Cleanse Poison spell, it does not make food or drink nutritious or even tasty . . . simply safe to eat/drink. This spell is related to Cleansing, but different; it is cheaper to cast, but limited to removal of poisons and foreign matter. It cannot cure disease. ST cost: 4 to affect a 1-hex area for objects OR 4 for each individual living being. Wizards who know the Advanced Cleanse Poison spell know the Cleanse Poison spell for free. *C*

Advanced Ward (S): The biggest differences in this spell and the lower level spell is the area of affect is greatly increased and the time it lasts is increased. This is a protective spell. By setting Ward on a doorway, or just an area of floor, a wizard can “booby-trap” it psychically. Anything that comes through the warded doorway or area of floor (up to 3 connected megahexes) will be known to the casting wizard, even if he is asleep, busy, or facing another way. He will also know if the intruder has hostile intentions. However, the wizard must stay within 15 megahexes of his Ward at all times, or it will cease to work. Any number of Ward spells may be cast. Lasts 1 week. Cost: 2 ST. Some version of the ward spell must be cast once over each of the five wards of the magic items called Wards in order to energize them. If this spell is used (as opposed to the lesser strength version of the spell) the size of the protected area will be one texahex instead of one megahex. *C*

Baleful Blade (T): When cast on a melee weapon, the weapon does an extra 1D6 damage for the next six rounds of combat, or until the casting wizard wills the spell to end. The striking part of the weapon will glow with a magical radiance in the casting wizard’s choice of colors during that time. This spell can be cast on any metallic weapon (not just blades), but it can never be cast on a wizard’s Staff, even if the Staff is made of metal. No weapon can have more than one Baleful Blade spell on it at any one time. The casting wizard can renew the spell at the end of the six turns without a die roll, by just expending the strength. Cost 2ST *C*

Beguile (T): This is the classic love spell. If the victim of the spell is an enemy or if the victim is of a very different species (a human and a dragon, for example) than the casting wizard, then they get a saving roll of 3 Dice versus IQ. If the victim is of the same or similar species (so dwarfs, elves, humans, halflings--- races who are actually close enough that breeding would be possible) then the saving roll is 4 Dice versus IQ. Cost 3 ST and lasts for 5 minutes, cannot be renewed but can be recast. This spell will not force the victim to be controlled, but he or she will do whatever he might do if asked by a deeply loved person and he is very unlikely to try to directly damage the wizard. Control Person would give the wizard direct control and this spell will not, but the duration of this spell is minutes and not turns, so the strategic use of this spell is different from Control Person. Since the victim CAN refuse the beloved one’s requests, asking for something outrageous (e.g. “Kill your friends and join me!”) will not trigger a fresh saving throw, but the GM decides how likely the victim will be to do whatever is being requested by his beloved.

Chrysalis (C): Creates a transparent magical cocoon around one figure or hex that stops all physical attacks or damage from any direction. It will not stop occult or other magical attacks. The cocoon cannot move from its original location. Someone inside the cocoon cannot make physical attacks through it. The cocoon is clear so someone inside it can still use occult and magical attacks. Lasts 12 turns just as any other creation spell. *C*

Devastate: (T): This is like a combination of a Confusion, Clumsiness, and Weakness spell combined. Casting wizard can reduce ST, DX, and IQ ALL by 2 points for every 3ST the wizard uses to cast it. Lasts for 3 turns (1 if victim’s ST is 30 or more). As with Confusion, the loss of IQ can affect use of spells (see Confusion spell) and as with Weakness, the loss of ST can affect weapon use but cannot be used to kill the subject (see Weakness spell). Confusion, Clumsiness, and Weakness spells are prerequisites for this spell.

Eyes of the Dead (T): The casting wizard will see images from the dead person’s last minutes of life, in five minute increment working backward from the moment of death. Cost 1 ST per five minutes.

Poison Touch (T): Similar to Acid Touch, here the subject’s hands secrete a powerful poison (akin to Contact Poison from the Alchemy Potions list) which does not affect the subject. This can be used in a few different ways. In combat, a wizard with Poison Touch active can touch the skin of an opponent and do 2 Dice Damage (armor does not protect). Only naked skin will work, but it will work even on thick skin like might be found on some monsters. If an animal with fur or very thick skin is touched the poison will seep into the skin, but it takes at least a full turn for that to happen (two turns if the skin is extraordinarily thick--- something with skin that stops 3 or more hits, for example). As with Contact Poison, the wizard may also smear the poison on an object or introduce it into food or drink (where it instantly spreads to infect the entirety of the meal or beverage) BUT the poison vanishes when the spell ends, so this can be an expensive way to leave a trap. Cost: 1 ST to cast, 1 per turn to continue.

Speak with Dead (T): Lets caster ask 3 questions of any intelligent dead body. Caster must either speak in a language the corpse knew or in Sorcerer’s Tongue (or using Horn of Translation containing a language the corpse knew). Cost 3 ST

Shrink/Grow Creature (T): This works on a single living creature of less than ST 20. The characteristics of the creature stays the same, but the creature shrinks or grows by 10% for every 1 ST used to cast. This spell lasts for 1 hour. The mass and volume of the creature will increase or decrease as the dimensions increase or decrease. The IQ for the creature will not change, but the other attributes of the creature may or may not change with a large change in size (GM discretion). Also, if the creature is unwilling it gets a 4 Dice versus IQ saving throw to try to avoid being shrunk or grown. Even if the spell works there could be a violent reaction to this spell or the creature could panic and run (especially if it is a generally timid or stupid creature and if the size change is significant enough).

Summon Tertius (C): Just like Summon Secundus but now a stronger ally. The creature’s natural defenses and/or armor may stop up to 3 hits of damage and with this spell a flying creature can be summoned. The DX cap is now 13 with the rest of the stats just as described in the Summon Secundus spell. This may not be a typical “animal” and the summoned creature may use a weapon provided it has the IQ to know the weapon skill, the ST to use the weapon chosen and the damage of this weapon chosen does not exceed 2D + 2.
One example of a Stronger Ally is the Gargoyle. Here would be the stats for such a creature: ST 20, DX 11, IQ 8, MA 8 on ground, 16 in air, fist does 2 dice damage, skin stops 3 hits. It could be argued that the gargoyle is no stronger than the bear that could be summoned with Summon Secundus Spell, but the advantage of flight and the extra hit of damaged stopped by the skin make gargoyles tough opponents.
4 ST, plus 1 each turn the creature stays. COMMENTS: THIS SPELL REPLACES THE SUMMON GARGOYLE SPELL. Summon Secundus is a prerequisite for this spell. The particular creature summoned needs to be discussed and approved by the GM prior to play if there is no animal with given stats that is similar in the rules as written to the creature that the player wishes to summon.

ZooProfessor 05-22-2020 09:10 AM

Re: Show me the magic!
 
Last IQ 13 spell (my post was too long to fit all spells in one post)

Telemetry (T): The subject of the spell can touch an object and garner information. The possible types of information would be things like who last handled the object, the past uses of the object, the past owners of the object, or any other information that the GM finds it credible to have been garnered by someone touching the object. The wizard rolls the to-cast roll and pays the strength (Costs 3 ST if the roll is made), then, if the spell works, the GM will roll 3 Dice versus the casting wizard’s IQ. If the GM gets a total above the wizard’s IQ then he gives some minimal information (the spell WORKED, so the GM should give some bit of truthful information, but not necessarily all that useful). If the roll is below the wizard’s IQ, the amount of information the GM gives should be better (more useful, more detailed, etc.). The lower the roll, the better the GM’s information should be. On a really excellent roll, the GM should feel free to give details as if the subject can visualize the people who have handled the object and perhaps even feel the emotions and know the thoughts of people who handled the object. Of course, this is assuming the object was ever handled by anyone who would be of any interest to the subject of the spell. The roll could be a critical success, and the GM should then give a very detailed account of all the person touching the object can see, hear, feel, and know, but it could all be completely extraneous information as far as the current adventure goes.

ZooProfessor 05-22-2020 09:14 AM

Re: Show me the magic!
 
Our IQ 14 spells:

Advanced Control Plant (T): This is like Control Plant, but works on all the plants of THE SAME TYPE that are in three connected hexes. This will not work on plants of mixed types. Advanced Control Plant can also be used to control ONE plant for a longer time. The cost is variable. To use Advanced Control Plant to control 3 Hexes of plants, the cost is 4ST plus 2 per turn maintained. To use Advanced Control Plant to control a single plant for longer time than with Control Plant, it costs 3 ST to control the plant for 4 turns, plus 1 per turn maintained after 4. Any wizard who knows this spell knows the Control Plant spell for free.

Advanced Healing (T) :For each 4 points of ST that the wizard puts into this spell, he/she can cure one hit of damage on himself or another. Heal will also restore lost fatigue from spellcasting, etc., but rarely is it practical to use it this way. Heal will cure HT already lost to disease and poison, but it will not cure the disease nor make the poison go away. It is possible to place healing magic into an artifact (Healing Stones), but such things are rare and costly and work no better than a mage with the Healing Spell and a Strength Battery or a corps of apprentices. Healing scrolls, on the other hand, are common. As with other scrolls, the magic comes from the scroll and the strength comes from the caster. *C*

Bless (T): Like Curse except in reverse and in duration. Change all die rolls by one point for every 2 ST used to cast. Rolls give subject of spell higher rolls when high rolls are desired and lower rolls when low rolls are desired. Lasts 12 turns. *C*

Bond Object (T): This spell may be used to bond any non-living item to its owner. For details on casting this spell, see Creating Magic Items, p. 149, and treat this as you would Weapon or Armor Enchantment. The bonded object is harder for the owner to drop by accident (if it is a weapon then a critical failure roll that would usually cause it to be dropped will have no effect). This doesn’t mean that the object cannot be taken or stolen, but the object WANTS to be with its owner. In a very real way, the object is now enchanted. It will try to move through the world in a way that will make it likely to fail others who try to use it (particularly to use it against its owner) and will try to return to its owner’s hands. A bonded weapon should cause any user other than the owner to randomly have a harder time using it to hit someone (DX minus) or randomly do less damage than expected (the GM should feel free to have fun with this if the weapon is being used by someone who doesn’t know of its enchantment). A bonded ring that was stolen might be easily dropped by the thief and then sink to the very bottom of a nearby body of water, rolling toward it almost as if with a mind of its own (and the ring might sink deeply into the mud but suddenly sparkle from a stray sunbeam when its owner passes close). An object can only be bonded to one owner at a time (though there are tales of objects having an affinity to an entire family line, the spell to do that has been lost). This spell is permanent unless removed by Remove Thrown Spell or the owner of the object dies or the object is destroyed. If the object is damaged but not destroyed (in the GM’s judgement), then the spell MAY fail or not. It is possible that the enchanted crown that was cleaved in half will no longer be bonded to the king who owns it, but it is also possible that both halves with seek to return to their owner and the crown might be mended with the enchantment intact. If a bonded object is destroyed, and if one owner was bonded to it for a very long time, there is a possibility that the loss of the object may cause the owner to suffer real or imagined symptoms from that loss. The GM should be reasonable in these effects and should implement such a thing only for very dear objects that have been with the owner for a very long time (years).

Flesh Weld (T): Much the same as Bone Weld but for whole limbs and bodies instead of bones. Can also be used to reattach lost limbs or substitutes, and add extra parts to living (or dead) beings. This spell includes Bone Weld.
Costs are as follows:
Dead Bodies: 2 ST for a single joint,
8 ST for a whole body
Living Beings: Original part 5 ST,
Substitute (but similar) part 10 ST,
Substitute (but dissimilar) part 15 ST,
Extra add-on parts 20 ST

Know Fear (T): Lets wizard read the mind of one subject in order to find the subject’s greatest fear. This is a form of telepathy. It costs a little less because it only gives one very specific result. Wizard must be in physical contact with subject – so a hostile subject had better be tied up or held. A hostile subject gets a 4-die saving roll vs. IQ to avoid having his mind read. Subject must be conscious. This spell will work on animals, but is unlikely to be very useful (most animals are afraid of bigger animals, of fire, etc.). It will not work on dragons. Costs 3 ST.

Know Secret (T): Lets wizard read the mind of one subject in order to find the subject’s deepest, darkest secret. This is a form of telepathy. It costs a little less because it only gives one very specific result. Wizard must be in physical contact with subject – so a hostile subject had better be tied up or held. A hostile subject gets a 4-die saving roll vs. IQ to avoid having his mind read. Subject must be conscious. This spell will work on animals, but is unlikely to be very useful (most animals do not have a concept of shame, so if they have a secret at all it will likely be the location of a hidden nest or cache of food). It will not work on dragons. Costs 3 ST.

Megahex Turning (T): Like a Turning spell, but cast on the occupants of a whole megahex at once. That is, any hex and all hexes adjacent to it. If the spell works, every figure in the megahex is under a Turning spell. Cost 2 ST to cast plus 1 ST per turn

Second Death (T): Negates the effects of the Zombie or Animate Corpse spells. Cost 2 ST

Spell Proof Corpse (T): Prevents one corpse from being used by any spell when cast upon it. Cost 1 ST *C*

Summon Quartus (C): Just like Summon Tertius but with an even stronger ally summoned. The DX cap is still 13 with max for ST at 30 and the total for ST plus IQ at 40 or less. This may not be a typical “animal” and the summoned creature may use a weapon provided it has the IQ to know the weapon skill, the ST to use the weapon chosen and the damage of this weapon chosen does not exceed 3d + 3 damage. Summoned creature may be the size of a giant or less. A giant (ST 30, DX 9, IQ 8, MA 8, no armor, club does 3d+3 damage) would be an example of one of the strongest allies. Costs 4 ST, plus l for each turn the creature stays. COMMENTS: THIS SPELL REPLACES THE SUMMON GIANT SPELL. Summon Tertius is a prerequisite for this spell. The particular creature summoned needs to be discussed and approved by the GM prior to play if there is no creature with given stats that is similar in the rules as written to the creature that the player wishes to summon.

Thieves’ Bane (T): Immunity to Drop Weapon and to Break Weapon for everything carried, worn, or touched. Nothing can be taken by force and nothing can be accidentally dropped or broken. While this spell is in effect, a roll of 17 or 18 will not cause you to drop or break your weapon or any other item you are holding. Cost 2 ST plus 1 per turn while it is maintained.

Transmute (T): Changes the chemical make-up (so wood into steel, lead into gold, etc.) of an object at a rate of 1 pound (or less) in size per 1 ST used to cast lasts for one hour, cannot be continued but can be recast. No effect on living creatures. This spell is often abused by those trying to trick someone into accepting a lesser object thinking it is a nicer object. An Alchemist will get a 4 die versus IQ to see what the original material was, a Master Alchemist will roll only 3 dice. Anyone thinking they are getting a delicate golden bracelet in the shape of a realistically carved daisy chain is going to be pretty upset if it turns into a wilted flower chain an hour later.

Transmogrify (T): Changes the physical shape of an object that is 1 HX or less but will not change the composition of the object. It will not change the size of the matter to be transformed. This would allow a silver goblet to be changed into a silver dagger or something of that sort. If you wanted to change a silver coin into a silver dagger, that is fine but it will be a really tiny dagger. It has no effect on living creatures. This is permanent until removed by Remove Thrown Spell or until the object transformed is damaged or destroyed or until the casting Wizard wills the spell away. Cost 10 ST

ZooProfessor 05-22-2020 09:18 AM

Re: Show me the magic!
 
Our IQ 15 Spells:

3-HEX Chrysalis(C): Exactly like Chrysalis except the cocoon is now on any three connected hexes. Anyone who knows this spell also knows Chrysalis without additional IQ or XP cost. *C*

Advanced Mage Sight (T): A more advanced version of Mage Sight and any wizard who knows this spell knows Mage Sight for free. This spell does everything that Mage Sight will do, plus it also allows its subject to see through any substance except lead that is one foot or less deep. The wizard decides how deeply he or she wishes to look (so a wizard could choose to only see through a layer of cloth to view the contents of someone’s pocket or could see through a person’s leg to see if the bone is broken). This spell effectively makes something transparent for the subject, however whatever the subject is trying to see through has to be no further away than 1 HX. So a wizard using this spell couldn’t sit on a hill and look through the foot-thick walls of a tower, but that same wizard COULD stand right next to the wall and have his vision penetrate the wall and then he could see as far into the tower as his normal vision would show (just as if that section of the tower’s wall was transparent). Cost: 4 ST for 12 turns, plus 2 per minute to continue.

Advanced Shrink/Grow Object (T): This works on a 1 HX object. The characteristics of the object stay the same, but the object shrinks or grows by 10% for every 3 ST used to cast. This spell lasts for 1 day. It can only work on a single object at a time, so it would not work to pile several small items into one hex and cast only one spell to shrink or grow them all. The tensile strength of certain items may be compromised if it is grown to exaggeratedly huge proportions (GM’s discretion). The mass and volume of the item will increase or decrease as the dimensions increase or decrease. Any wizard who knows this spell also knows the Shrink/Grow Object spell for free.

Asp’s Sting (S): Asp’s Sting can only ever be cast by a wizard on herself. When reading this spell’s effects one might immediately think of the Hammertouch spell, since both allow the wizard to do damage with bare hands, but there are several critical differences in the two spells. Asp’s Sting does no damage to anything other than a living creature, while Hammertouch can be used against objects. Hammertouch lasts for three turns while Asp’s Sting lasts indefinitely until its power is expended into a victim, but once that happens one time the spell effect is finished and would need to be recast to be used again. That means that a Hammertouch spell can be used right away and for the next three-turn interval, while Asp’s Sting will be good for only one attack, but it can be cast in advance if desired and then used for a single devastating wound when needed. Asp’s Sting requires more advance preparation (explained below) and costs a blood price upon each use since the wizard expends ST in the form of actual damage and NOT in fatigue. Asp’s Sting requires the bare skin of the wizard to touch the bare skin of the enemy (it is perfectly safe to touch the wizard until he or she wills the Sting to take effect, but then it would be supremely dangerous for an enemy to slap the wizard’s face, for example).

If multiple people are touching the wizard at exactly the same time, the wizard can will each point of the Sting to go into a specific victim but this is the only circumstance in which one sting can affect more than one combatant--- the wizard cannot, for example, cast a 5 ST Asp’s Sting and use them in separate attacks using 3 ST in the first and 2 ST in the second. A wizard who has cast a 5 ST Sting COULD choose to only use 2 ST against the victim, but the benefits of the other 3 ST would be lost AND the blood price for them would still be 5 ST. A wizard can choose to blunt the effect of the Sting to an enemy, but must decide on how much damage he or she will take upon the instant of casting (though this damage is not sustained UNTIL the Sting is used in combat). The Asp’s Sting is dangerous to enemies, but dangerous to the wizard as well. A wizard CAN kill himself with this spell.

For example, if a wizard with a basic ST of 10 has taken 5 points of damage and then she chooses to unleash the power of an 8 point Sting in combat, she will take those points and be at -3. Now suppose the same wizard of basic ST of 10 had 5 points of FATIGUE and then unleashed the 8 point Sting, she would be unconscious until “resting” enough to recover the fatigue points. It is rarely a good idea to use more than half your basic ST in an Asp’s Sting spell, but you can use up to your total basic ST if you choose to accept the consequences for yourself.
Why then would someone ever choose Asp’s Sting over Hammertouch? First, because the damage is greater. For every one ST point of DAMAGE the wizard expends, the enemy sustains 1D + 1 of damage. Second, damage done by Asp’s Sting bypasses armor (it does NOT bypass magical protection, like Iron Flesh or the Spell Shield). Third, when the wizard chooses to cast the spell before the fight, he or she can try until the casting is successful (no ST damage is sustained if the casting fails), so once in the fight the wizard need only will the effects to hit (no DX roll during combat) so success is a guaranteed event, the only question is how much damage the enemy will sustain.

Hammertouch is a better spell for when a wizard expects to be standing toe to toe with enemies on a regular basis. Asp’s Sting is a better spell for when a wizard wants secret protection that might save her life in a desperate situation where she is forced into direct contact with an enemy.

In order to be able to use Asp’s Sting at all, magical sigils must be tattooed on the wizard’s arms. These can be done at the Wizard’s Guild, but that is not necessarily the only place. Some theorize that these sigils open the wizard to some higher being (snake demon or snake god—depends on whose theory you listen to), but the Wizard’s Guild mostly disdains this explanation (at least in public). There have been religions (cults) that have sprung up around this idea of connection to some snake deity and you will sometimes find groups of people all with tattoos that look similar to the ones that open the wizard to the spell (whether or not all the tattoos you see are truly magical is another question). The magical version of the tattoos can be completely invisible or can be showy--- a warning to potential enemies--- and that is always up to the wizard. If the tattoos are visible they will look like snakes twined around the wizard’s forearms and raised up with bared fangs, obviously ready to strike.

When a wizard casts Asp’s Sting, whether before the combat or during it, he or she must note this on the character sheet along with the details of how much ST damage is being sunk into the spell. The wizard sustains no damage and no fatigue on the point of casting--- and failed casts cost nothing ever. Once successfully cast, the Asp’s Sting is ready for use. When used, the wizard just needs an instant of skin to skin contact to will the spell’s effects to hit--- and then they hit the enemy and the wizard both at once.

Innervate: (T): This is like a combination of an Agility, Cleverness, and Strengthen spell combined. Casting wizard can increase ST, DX, and IQ ALL by 2 points for every 3ST the wizard uses to cast it. Lasts for 3 turns. As with Agility, this spell cannot be used to help in the creation of magical items. Agility, Cleverness, and Strengthen spells are prerequisites for this spell.

Megahex Invisibility (T): Like Invisibility spell, but covering a megahex (the casting distance from the wizard is calculated based on the closest hex of the desired megahex of affected area). Any wizard who has this spell has the ability to cast the spell on any portion of connected hexes that would be inside of a single megahex. Cost: 5 ST to cast, plus 1 each turn it is maintained. Any wizard who knows this spell also knows the Invisibility spell, so if only one hex need be made invisible the less powerful spell could be used for a lower ST cost.

ZooProfessor 05-22-2020 09:18 AM

Re: Show me the magic!
 
The rest of our IQ 15 Spells

Summon Demon Familiar Spell (S): This familiar is a minor demon that takes solid animal form. Usually small, such as a cat, rat or something similar. The familiar will take any form the wizard wishes. Once set, this form is permanent unless the spell is recast.

The familiar will always serve the will of the wizard. It will not attempt to trick or harm the wizard in anyway.

Abilities:

ST battery

The familiar serves as a living, 10 pt strength battery. The wizard may draw ST from the familiar as long as they are in the same megahex. The familiar regains fatigue at the same rate as any wizard. If the familiar is ever drained completely of ST, it disappears for 24 hours. It will be fully charged when it reappears.

Insubstantial

The familiar can become insubstantial for 12 turns. It will then disappear for 24 hours.

Demon form

Upon command, the familiar will take its true form, that of a minor demon. It will fight or perform any other task it is commanded to for 12 turns. It will then disappear for seven days.

Minor demon:

ST 20
DX 13
1Q 18

Battle axe 3D6
Flying
Will not use magic
Cannot be killed. If ST is reduced to 0, it will disappear for seven days.

The Blood Price:

In addition to the ST cost to cast this spell, the casting wizard must pay the blood price to seal the pact with the minor demon.

The blood price is the act of sacrificing a part of the wizard’s own body. Usually it is an eye, hand, foot or the tongue. This sacrifice must carry a permanent penalty of some kind or it is not acceptable.

Penalties

Eye = -2DX with missile & thrown weapons or spells
Hand = -3 DX for any action requiring two hands. Some actions may be impossible.
Foot = MA is halved
Tongue = Cannot speak

These penalties apply even if a prosthetic device is worn.

If the sacrifice is ever reversed by magic, the blood price is nullified and the familiar will assume its demon form and attack the wizard. This applies to a magical regeneration of the part, or a magical prosthesis that functions like an original part. It does not apply to a general magic item that reduces the effect of the sacrifice. For instance, wearing a pair of boots with a speed spell on them would not negate the sacrifice of a foot as blood price. Cost ST 10 + blood price for initial cast.

Summon Spirit (C): Calls an insubstantial being to do the caster’s bidding for 12 turns. The spirit can only be seen with Mage Sight, but a Detect Life spell will reveal its presence. Cost 4 ST

Undead Hoard (T): Like the Animate Corpse spell, but works on up to 7 bodies. DX adjustment is figured as though wizard was casting at the farthest body. Lasts 12 turns. Cost 5 ST

ZooProfessor 05-22-2020 09:21 AM

Re: Show me the magic!
 
Our IQ 16 Spells:

Advanced Beguile (T): Exactly like Beguile, except for ST cost, duration, and now the wizard can designate a target for the victim’s affections other than the wizard him or herself. The target the victim is being Beguiled to love must be within line of sight of the victim. If the victim of the spell is an enemy or if the victim is of a very different species (a human and a dragon, for example) than the one he is being Beguiled into loving, then they get a saving roll of 3 Dice versus IQ. If the victim is of the same or similar species (so dwarfs, elves, humans, halflings--- races who are actually close enough that breeding would be possible) then the saving roll is 4 Dice versus IQ. Cost 4 ST and lasts for 10 minutes, cannot be renewed but can be recast. This spell will not force the victim to be controlled, but he or she will do whatever he might do if asked by a deeply loved person and he is very unlikely to try to directly damage his beloved. Control Person would give the wizard direct control and this spell will not, but the duration of this spell is minutes and not turns, so the strategic use of this spell is different from Control Person. Since the victim CAN refuse the beloved one’s requests, asking for something outrageous (e.g. “Kill your friends and join me!”) will not trigger a fresh saving throw, but the GM decides how likely the victim will be to do whatever is being requested by his beloved. Any wizard who knows this spell knows the Beguile spell for free.

Advanced Shrink/Grow Creature (T): This works on a single living creature of less than ST 20. The characteristics of the creature stays the same, but the creature shrinks or grows by 10% for every 3 ST used to cast. This spell lasts for 1 day. The mass and volume of the creature will increase or decrease as the dimensions increase or decrease. The IQ for the creature will not change, but the other attributes of the creature may or may not change with a large change in size (GM discretion). Also, if the creature is unwilling it gets a 4 Dice versus IQ saving throw to try to avoid being shrunk or grown. Even if the spell works there could be a violent reaction to this spell or the creature could panic and run (especially if it is a generally timid or stupid creature and if the size change is significant enough). Any wizard who knows this spell also knows the Shrink/Grow Creature spell for free.
Advanced Telekinesis (T): This spell might be thought of as long-distance Telekinesis. Like Telekinesis, this spell allows a wizard to move an object with his or her mind. Unlike Telekinesis, the wizard does not have to be able to see the object. The wizard must have seen the object to be moved with his own eyes AND must have seen it in its exact current location. If the object to be moved is inside a building there must be a clear way through (this spell won’t defeat locked doors, but if there is a glass window and the object is something that would break glass then it will crash through). The way to the wizard can be circuitous, but as long as there is a way the object will zip through to come to the wizard’s hand. The flying object is clearly visible to anyone around, so if a wizard decides to steal something using this spell it is very risky business. If someone tries to grab the object and stop its escape the person doing the grabbing should roll 3D6 versus his adjDX and on a successful roll he grabs it, however he then must roll 3D6 versus his basic ST to see if he stops the object or if he is pulled right along with it to the wizard. This spell costs 5 ST per turn and it may well take several turns for an object to come to the wizard if it is very far away (the GM should assume that the flight of the object to the wizard is very rapid, but not instantaneous, and should decide on number of turns accordingly. Any wizard who knows Advanced Telekinesis knows the Telekinesis spell for free.

Advanced Thieves’ Bane (T): Immunity to Drop and to Break Weapon for everything carried, worn, or touched for every being in up to 4 connected hexes. Nothing can be taken by force and nothing can be accidentally dropped or broken. While this spell is in effect, a roll of 17 or 18 will not cause you to drop or break your weapon or any other item you are holding. Cost 2 ST plus 1 per turn while it is maintained for one hex, Cost 3 ST plus 1 per turn maintained for 2 or 3 or 4 hexes. Once the spell is cast, subjects need not remain in the original connected hexes in order for the wizard to maintain the spell.

Expert Ward (S): The biggest difference in this spell and the lower versions of it is the requirement that the casting wizard must stay in proximity to the ward for it to work is removed. This spell could be rightly thought of as “long distance ward” because this is the sort of spell a wizard would use to protect property where he or she lives even when the wizard is off adventuring in another part of the world. The duration of the spell is also increased. This is a protective spell. By setting Ward on a doorway, or just an area of floor, a wizard can “booby-trap” it psychically. Anything that comes through the warded doorway or area of floor (up to 3 connected megahexes) will be known to the casting wizard, even if he is asleep, busy, or facing another way. He will also know if the intruder has hostile intentions. Any number of Ward spells may be cast. Lasts 2 weeks. Cost: 2 ST. Some version of the ward spell must be cast once over each of the five wards of the magic items called Wards in order to energize them. If this spell is used (as opposed one of the lesser strength versions of the spell) the size of the protected area will be one texahex instead of one megahex.
Megahex Second Death (T): Like Second Death but affects every figure in one megahex. Cost 4 ST

Holy Symbol of Power (S): ONLY a Theologian may know this spell. A Theologian who knows this spell may inscribe an object with his or her holy symbol giving it divine (magical) powers. He or she can choose to have it do ONE of the following:
1. On a weapon, make it plus 2 to hit OR plus 2 damage
2. On armor, make it stop 2 extra hits OR reduce DX penalty by 2 (cannot raise DX above standard).
3. On a gem, have it function as a 2 PT ST battery
4. On an amulet, allow character to cast any two Cleric spells that he does not know (regular ST cost for casting and IQ requirements for spell still apply)
A Theologian may not have both a Holy Symbol and a Holy Symbol of Power. Knowing the Holy Symbol of Power spell means that the character also knows the Holy Symbol spell at no IQ cost. Theologians may not have more than one Holy Symbol of Power at a time, but Wizardly Theologians MAY have a Holy Symbol of Power and a Staff (any level). Holy Symbols of Power take 4 weeks to make at a cost of 10 ST per day but this is not done during an adventure except to replace a broken item. Any theologian with this spell will be assumed to have a Holy Symbol of Power at the start of the adventure but he or she MUST declare which of the ways he or she is using it.

ZooProfessor 05-22-2020 09:23 AM

Re: Show me the magic!
 
Our IQ 17 Spells:

7-HEX Chrysalis (C): Exactly like Chrysalis except the cocoon is now on any seven connected hexes. Anyone who knows this spell also knows Chrysalis and 3-HEX Chrysalis without additional IQ or XP cost. *C*

Advanced Transmogrify (T): Changes the physical shape of a living being that is ST 20 or less. If the living being is willing to be transformed, then no saving throw is required. The living being can be transformed into a creature of similar size. That doesn’t necessarily mean that the creature usually grows into that size. For example, a wolf could be changed into a house cat, but the house cat will be the size of a wolf--- it will have the ST and DX of a huge house cat. The IQ of the changed being is unchanged, but the ST and DX are of the new creature and any physical protections (for skin, scales, etc.) will be for the new creature. If the living being to be transformed is unwilling, then the victim gets an 8 Die saving roll versus ST plus DX (using ORIGINAL creatures ST and DX). This spell is permanent until removed by Remove Thrown Spell or until the victim makes a saving roll (can try once per day but using the NEW creature type’s ST and DX) or until the subject of the spell is killed or until the casting Wizard wills the spell away. The subject of this spell may no longer be able to use talents or spells if the new physical shape is not conducive to their use. Cost 15 ST and the Transmogrify Spell is a prerequisite.

Advanced Transmute (T): Same as Transmute but the effect lasts for an entire day. This would basically make anyone you duped with it take longer to discover the trickery. Cost 4 ST per 1 pound transmuted. A wizard who knows this spell also knows the Transmute spell for free.

Expert Control Plant (T): This is like Control Plant, but works on all the plants of ANY TYPE that are in three connected hexes. Used this way, Expert Control Plant WILL work on plants of mixed types that fill 3 connected hexes. Expert Control Plant can also be used to control all plants OF THE SAME TYPE in 7 connected hexes. The cost is variable. To use Expert Control Plant to control 3 Hexes of plants, the cost is 3ST plus 2 per turn maintained. To use Expert Control Plant to control a single type of plant in 7 connected hexes, it costs 5 ST, plus 2 per turn maintained. Any wizard who knows this spell knows the Control Plant and Advanced Control Plant spells for free.

Expert Healing (T) :For each 3 points of ST that the wizard puts into this spell, he/she can cure one hit of damage on himself or another. Heal will also restore lost fatigue from spellcasting, etc., but rarely is it practical to use it this way. Heal will cure HT already lost to disease and poison, but it will not cure the disease nor make the poison go away. It is possible to place healing magic into an artifact (Healing Stones), but such things are rare and costly and work no better than a mage with the Healing Spell and a Strength Battery or a corps of apprentices. Healing scrolls, on the other hand, are common. As with other scrolls, the magic comes from the scroll and the strength comes from the caster. *C*

ZooProfessor 05-22-2020 09:24 AM

Re: Show me the magic!
 
Our IQ 18 Spells:

Expert Mage Sight (T): A more advanced version of Advanced Mage Sight and any wizard who knows this spell knows Advanced Mage Sight and Mage Sight for free. This spell works like Advanced Mage Sight, but it extends the depth that the subject’s sight can penetrate solid substances. The subject can now see through any substance except lead that is one HX or less deep. The wizard decides how deeply he or she wishes to look (so a wizard could choose to only see through a foot of rock to see what is embedded inside or he could choose to see through a section of ground an entire HX in depth). This spell effectively makes something transparent for the subject, however whatever the subject is trying to see through has to be no further away than 1 HX. So a wizard using this spell couldn’t sit on a hill and look through the foot-thick walls of a tower, but that same wizard COULD stand right next to the wall and have his vision penetrate the wall and then he could see as far into the tower as his normal vision would show (just as if that section of the tower’s wall was transparent). Cost: 4 ST for 12 turns, plus 2 per minute to continue.

Expert Shrink/Grow Object (T): This works on a 1 HX object. The characteristics of the object stay the same, but the object shrinks or grows by 10% for every 10 ST used to cast. This spell is permanent unless the wizard wills it off or unless the spell is removed with Remove Thrown Spell. It can only work on a single object at a time, so it would not work to pile several small items into one hex and cast only one spell to shrink or grow them all. The tensile strength of certain items may be compromised if it is grown to exaggeratedly huge proportions (GM’s discretion). The mass and volume of the item will increase or decrease as the dimensions increase or decrease. Any wizard who knows this spell also knows the Shrink/Grow Object and Advanced Shrink/Grow Object spells for free. You COULD use this spell to take a gold piece and stretch it to 100 times its original size. If you do that, the ST cost would be astronomically huge. Just as an example, suppose you had an item that was 10 feet long. 10 ST would increase this by 10% (or one foot) so it would be 11 feet long. If you spent 50 ST, it would increase the length by 5 times 10% or 50%, so it would increase it by 5 feet, so now the item is 15 feet long. So, the one gold piece, in order to double it in size would cost you 100 ST (to increase the size 10 times 10%-- or 100%, which would double the size). So 100 ST would turn your one gold piece into a gold piece that is twice as large.

Rot/ Rejuvenate (T): Subject of the rot spell will begin to decompose rapidly, losing 1 ST and 1 DX every turn during the spell’s duration. Because of the horrifying nature of this spell, a saving throw of 3 D6 vs. IQ is required by the subject in order to move or take an action, for the first turn. Every turn after that, the roll is increased by one die. Rejuvenate simply reverses the process. A character who knows this spell need not make saving rolls. The effects of the Rot spell can only be reversed by the Rejuvenate spell. Normal rest, healing spells or potions have no effect but the Rot Spell can be stopped by Remove Thrown Spell. A character who is even partially rotted will have a negative reaction modifier (GM’s choice) from others. Others will often mistake him for a zombie or leper. The ST loss in terms of hit points are counted like fatigue (except that rest will not return the points), so this can make a victim pass out but cannot kill him. Costs 3 ST + 1 ST per turn. *C*

ZooProfessor 05-22-2020 09:26 AM

Re: Show me the magic!
 
Our IQ 19 Spells:

Expert Beguile (T): Exactly like Advanced Beguile except the duration of this spell is variable. For every 5ST the wizard uses to cast, the spell will last for 30 minutes. The victim of the spell gets a fresh saving throw verses IQ (as detailed in the Beguile spell) every ten minutes. Any wizard who knows this spell knows the Beguile and Advanced Beguile spells for free. There are rumors of a Master Beguile spell that is permanent if the casting wizard is powerful enough. If such a spell exists, it is not a part of any known grimoire in existence. Perhaps that is just as well.

Expert Shrink/Grow Creature (T): This works on a single living creature. The characteristics of the creature stays the same, but the creature shrinks or grows by 10% for every 10 ST used to cast for creatures with a basic ST of less than 20 or 10% for every 15 ST used to cast for creatures with a basic ST of 20 or greater. The mass and volume of the creature will increase or decrease as the dimensions increase or decrease. The IQ for the creature will not change, but the other attributes of the creature may or may not change with a large change in size (GM discretion). Also, if the creature is unwilling it gets a 4 Dice versus IQ saving throw to try to avoid being shrunk or grown. Even if the spell works there could be a violent reaction to this spell or the creature could panic and run (especially if it is a generally timid or stupid creature and if the size change is significant enough). This spell is permanent unless the wizard wills it off or unless the spell is removed with Remove Thrown Spell. Additionally, the creature gets a new 4 D versus IQ saving throw once per day. Any wizard who knows this spell also knows the Shrink/Grow Creature and the Advanced Shrink/Grow Creature spells for free.

Expert Thieves’ Bane (T): Immunity to Drop and to Break Weapon for everything carried, worn, or touched for every being in up to 7 connected hexes. Nothing can be taken by force and nothing can be accidentally dropped. While this spell is in effect, a roll of 17 or 18 will not cause you to drop or break your weapon. Cost 2 ST plus 1 per turn while it is maintained for 1 hex, Cost 3 ST plus 1 per turn while it is maintained for 2 or 3 or 4 connected hexes, Cost 4 ST plus 1 per turn for 5 or 6 or 7 connected hexes. Once the spell is cast, subjects need not remain in the original connected hexes in order for the wizard to maintain the spell.

Preservation (T): Will stop dead, organic matter from decaying indefinitely. Used mostly on zombies and friends’ bodies. Cost 15 ST

ZooProfessor 05-22-2020 09:27 AM

Re: Show me the magic!
 
Our IQ 20 Spells:

Expert Transmogrify (T): Changes the physical shape of a living being of ST greater than 20. If the living being is willing to be transformed, then no saving throw is required. The living being can be transformed into a creature of similar size. That doesn’t necessarily mean that the creature usually grows into that size. For example, a wolf could be changed into a house cat, but the house cat will be the size of a wolf--- it will have the ST and DX of a huge house cat. The IQ of the changed being is unchanged, but the ST and DX are of the new creature and any physical protections (for skin, scales, etc.) will be for the new creature. If the living being to be transformed is unwilling, then the victim gets an 8 Die saving roll versus ST plus DX (using ORIGINAL creatures ST and DX). This spell is permanent until removed by Remove Thrown Spell or until the victim makes a saving roll (can try once per day but using the NEW creature type’s ST and DX) or until the subject of the spell is killed or until the casting Wizard wills the spell away. The subject of this spell may no longer be able to use talents or spells if the new physical shape is not conducive to their use. Cost 20 ST and the Transmogrify Spell and Advanced Transmogrify Spell are both prerequisites.

Expert Transmute (T): Changes the chemical make-up (so wood into steel, lead into gold, etc.) of an object at a rate of 1 pound (or less) in size per 20 ST used to cast. This spell is permanent unless removed by Remove Thrown Spell, the casting wizard wills the spell away, or the GM rolls a critical failure (see below). No effect on living creatures. A wizard who knows this spell also knows both the Transmute and Advanced Transmute spells for free. This spell is incredibly tricky to cast well. An Alchemist will get a 4 die versus IQ to see what the original material was, a Master Alchemist will roll only 3 dice. Alchemists absolutely will not use a transmuted item in potions because there is a chance that over time the spell will break down. The GM should test for the spell’s resilience over time. The GM rolls weekly (3 dice versus the casting wizard’s IQ--- and only a critical failure at 18 means the spell is breaking down). Use of this spell without warning others can be dangerous. For example, if the wizard changes his coppers into gold using this spell, on a critical failure of the GM’s weekly roll some or all of the coppers will start to transform back. Anyone the wizard has paid with this fake gold is highly unlikely to be happy with the wizard and legal trouble (or worse) could result. Since the GM does the rolls, it is very possible that the wizard wouldn’t know of the problem until getting very unhappy visitors at his or her door.

ZooProfessor 05-22-2020 09:33 AM

Re: Show me the magic!
 
A few notes:

A "texahex" is a megahex of megahexes.

We have an IQ 9 spell called Plantspeak, but I didn't include it because it is very similar to the Plantspeak Potion from the Book of Unusual Potions by Phil Reed (which is excellent as a resource, by the way) and I modified the wording of my spell to be internally consistent with the potion, so I am concerned that my spell has copy-written language in it.

If you see a *C* at the end of a spell this is a spell that non-wizard Priest or Theologian characters can take for the standard wizard IQ/XP cost according to our house rules.

Here are the notes and disclaimers that I included at the end of our house rules grimoire.

NOTES ON SUMMONING SPELLS IN THIS GRIMOIRE:
AT ISSUE: It seems to ignore logic to think that a wizard who could summon a wolf could not also summon a dog, a cat, a chimp, or some similarly sized animal of similar dangerousness.
This is already possible with the Summon Scout spell which is clearly intended to allow players to use the spell in inventive ways that will add to the flexibility of the spell and also add to how well the spell fits in with the creatures in the area of the game’s campaign.
Here is a list of summoning spells that are meant to replace the listed spell: Summon Primus (replaces wolf), Summon Secundus (replaces bear), Summon Tertius (replaces gargoyle), and Summon Quartus (replaces giant). The spell is not intended to allow summoning of creatures that are more powerful than the spells that they replace. Since this change increases the flexibility (and arguably the power) of these spells, in order to have the most powerful of the layered summoning spells one must know the earlier versions as well. That is why each stronger spell has the weaker spell as a prerequisite.
The summoning spells for Dragons and for Demons are just as in the rules as written. Dragons and Demons are special beings and require specialized spells. The only change to these are the clarifications below:
If a wizard knows the Summon Demon Spell, it includes the Summon Lesser Demon Spell. Both are not on the spell list--- as the wizard learns the “better” spell it replaces the old spell and wizard can cast either.
If a wizard knows the Summon Dragon Spell, it includes the Summon Small Dragon Spell. Both are not on the spell list--- as the wizard learns the “better” spell it replaces the old spell and wizard can cast either.

The Summon Scout, Summon Swarm, Summon Demon Familiar, Summon Spirit, and Summon Myrmidon spells are not in the layered Summon Primus, Secundus, Tertius, and Quartus spells because they work differently. The Swarm is very different from a summoned being meant to fight for the wizard and the Myrmidon is a warrior who uses armor and weapons. The layered summoning spells bring animals or magical beings, usually to fight but in the case of demons perhaps for other purposes. The Scout spell is not meant to bring a fighter and its length is not measured in turns, so it is also special and a standalone spell. The Summon Demon Familiar spell is not a summoning spell at all in the traditional sense as it is a pact with a specific being. The Summon Spirit spell brings an insubstantial being, so this is different than the layered spells.

NOTES ON PERMANENT SPELLS IN THIS GRIMOIRE:
There are certain expert level spells that have a permanent (until removed or reversed by magic or other means) effect. One example of this is the Expert Shrink/Grow Creature spell. It is very expensive in ST cost to do this spell (10 ST for every 10% size change desired for a creature ST of less than 20--- 15 ST if the creature is ST 20 or more), so this is unlikely to be a good combat spell. Maybe most combat wizards would find such a spell a poor use of one slot on their spell list, but this could be something that could enhance gameplay and it would be very interesting to find an entire zoo of living animals that fit inside a shoe box. Clever GMs might find good uses for this spell and others with a permanent effect, BUT if desired a GM could just say that no spells that have a permanent effect are allowed to be chosen by player characters. This last would get rid of any possibility that such a spell could unbalance the game, though these spells were carefully written to try to keep such a possibility very very low to begin with.

TippetsTX 05-22-2020 02:22 PM

Re: Show me the magic!
 
This is some good stuff. I'm seeing a pattern, though... clearly, cleric/divine magic plays a significant role in your game.

I'm also thinking that many of these would work well as 'rituals' (i.e. spells that cannot be cast in a single turn).


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