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-   -   Minor magics for wizards (https://forums.sjgames.com/showthread.php?t=159443)

warhorse11h 08-29-2018 08:28 PM

Minor magics for wizards
 
message deleted by author

ecz 08-30-2018 04:38 AM

Re: Minor magics for wizards
 
Quote:

Originally Posted by warhorse11h (Post 2206152)
For my campaign, I borrowed an idea from another game system and created a group of minor magical effects called cantrips. Yes, I borrowed the name too.

Cantrips are treated as a single spell, costing one IQ point to learn. The wizard can know his IQ-4 cantrips and can learn new ones as he gains IQ. New cantrip effects do not count against spell totals. It costs the wizard one ST per day to make use of the cantrip spell for that day. He can use as many of his cantrips as he wants to during that day.

There are a lot of cantrips, providing very minor and usually beneficial effects. A firefinger to light a pipe. A glowing ball of light like a candle to light the way across a dark room, summoning a single bee or fly and having it fly toward the nose of an adversary, causing him to save vs IQ or be DX -1 for that melee, etc. I can provide the full list if anyone wants it. I have found it a way to get wizards to become very inventive in finding ways to use their cantrips and hang onto their spells, making them more useful and less limited.

The way I have employed them is that they do not require a to hit roll, they just work. It doesn't have to be that way.

I would rather use this same concept to give something to a cleric/priest character leaving the "Sorcery" per RAW .

Mike P. 08-30-2018 08:53 AM

Re: Minor magics for wizards
 
Quote:

Originally Posted by warhorse11h (Post 2206152)
There are a lot of cantrips, providing very minor and usually beneficial effects. A firefinger to light a pipe. A glowing ball of light like a candle to light the way across a dark room, summoning a single bee or fly and having it fly toward the nose of an adversary, causing him to save vs IQ or be DX -1 for that melee, etc. I can provide the full list if anyone wants it.

Hi warhorse11h! These Cantrips sound cool! I would love to see your full list.

fisherro 08-30-2018 06:41 PM

Re: Minor magics for wizards
 
Thanks for posting those, warhorse11h! I use some cantrips in my B/X D&D games, so I’ll certainly be considering something similar for TFT.

Tenex 08-30-2018 07:12 PM

Re: Minor magics for wizards
 
I do like the idea of cantrips. Minor spells that just make life more pleasant without usurping skills or "real" spells are great. Primarily though, I think of them as enhancing role-playing rather than affecting combative or competitive game play.

So something that improves the taste or quality of food would be ok, like your freshen and spice cantrips. You are eating better than you paid for. For instance, turning a 1 silver meal into a 10 silver meal.

However, you have some cantrips that alone or in combination replicate skills and I'd stay away from that.

Dry, Dry wood, Edible plant, Firefinger: This combo covers much of what the Woodsman talent does. With these you could dry out the inside of a poorly built shelter, dry wet wood and start a fire in a rainstorm and create edible plants.

Snatch: Pickpocketing is 1/2 of the Thief skill and the way you have this written it might be superior to the pickpocket skill in some situations.

But I really like all the gather, freshen, clean, minor light, polish etc. type cantrips. These ease the daily drudgery of life, which typically isn't combative or competitive in nature. Those seem right on the mark.

YMMV, rock on. Thanks for the list!

CardDiceian 08-31-2018 02:49 AM

Re: Minor magics for wizards
 
Cool list,and some really useful ideas here.

I think the 'minor spells' that reduce an opponents DX by one seem overly powerful - But without playing them in a real game I guess it's difficult to see how much of an effect they would have.

Tenex 08-31-2018 08:45 AM

Re: Minor magics for wizards
 
I like the interpretation of yawn, etc. and their effect on spellcasters. I also agree with the view that wizards are sensitive to the presence of magic. For slightly different reasons, but the conclusion is the same.

larsdangly 09-20-2018 09:49 PM

Re: Minor magics for wizards
 
This is great; I snagged them into a file for use in my game!

Kale 09-20-2018 11:27 PM

Re: Minor magics for wizards
 
It seems like you could buy a batch of these with the Dabbler(Cantrips) perk for anyone with magery rather than making it 1 pt for IQ-4 Cantrips. I would also limit the number of total Cantrips by the caster's skill in Thaumatology or possibly link it to Magery levels in some way?

Chris Goodwin 09-21-2018 08:06 AM

Re: Minor magics for wizards
 
Quote:

Originally Posted by Kale (Post 2210370)
It seems like you could buy a batch of these with the Dabbler(Cantrips) perk for anyone with magery rather than making it 1 pt for IQ-4 Cantrips. I would also limit the number of total Cantrips by the caster's skill in Thaumatology or possibly link it to Magery levels in some way?

Wrong board? This is TFT House Rules...

Kale 09-23-2018 08:37 PM

Re: Minor magics for wizards
 
Quote:

Originally Posted by Chris Goodwin (Post 2210409)
Wrong board? This is TFT House Rules...

Response to one of Warhorse's earlier posts. Seems to have lagged in the posting. Sorry for the confusion!

hcobb 09-27-2018 06:19 PM

Re: Minor magics for wizards
 
Minor Staff Spells.

These are included when a wizard learns the Staff spell, but cast separately as needed.

Locate Staff(S) On an exact success reveals the exact relative hex the wizard's staff is located in, or that the staff is not within one hex range. For every additional point the roll is made by the range doubles. (I.e. 64 hex radius if the roll was made by 6.) Cost 1 ST.

Retrieve Staff(T) On a successful casting if the wizard's staff is in the target hex it applies the wizard's base ST (if needed) to pry itself loose from whatever confinement it is in (no damage win or lose on any ST roll) and flies to the wizard's grasp to be ready for his next turn. Use the missile spell range adjustments for DX in casting. Cost 1 ST.

Keysh 09-28-2018 07:49 AM

Re: Minor magics for wizards
 
Is the idea that casting a cantrip is done basically the same way as casting a spell (e.g., requires Cast Spell action in combat), except that it succeeds automatically and costs nothing beyond 1 ST for the first casting of the day?

I'm wondering how long it would take someone with the Bee cantrip to create a sizable swarm of bees (casting it once per combat turn would give you 720 bees after an hour...).

Bestial Warlust 09-29-2018 08:58 AM

Re: Minor magics for wizards
 
I too am a fan of cantrips and I like the ones listed here it will make a great addition to my games.

JohnPaulB 10-03-2018 09:47 PM

Re: Minor magics for wizards
 
I have 2 views of Cantrips

1) They are what Wizard Apprentices practice on initially to gain magic theory and confidence. Also the Wizard Master knows the kids'll play them on each other till they either hurt someone or get bored with it.

The very young apprentices outgrow these trainer spells so quickly that they after several years of doing magic, they have forgotten the spells or the fact that they ever did them. If reminded years later they say "yea... we did do that as novices. Damned if I can remember how to do it now." They would have to be relearned as adults.

2) This is training of hedge magic by those who usually get their magic by their own bootstraps. This is for those who live in a community of Heroes, who know nothing about magic, and the figure was born a Wizard. These are the types of spells that would just happen around him. And soon he recognizes that he is causing these things to happen in the special way he thinks and certain patterns he does with his hands, arms, legs, whatever. When he finds out there are magic users, it becomes his life's purpose to find one to learn from.

2a) This is what a country witch might have as part of her repertoire along with other spells.


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