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-   -   Show me the magic! (https://forums.sjgames.com/showthread.php?t=161151)

TippetsTX 09-01-2023 10:17 AM

Re: Show me the magic!
 
IQ 15 - SUMMON INVISIBLE SERVANT (C)
Brings a permanently invisible entity (ST 16, DX 12, IQ 8, MA 10, fights with the equivalent of UC III) to follow the wizard’s commands (See Summoned Creatures). No one is quite sure what it is (even MAGE SIGHT only reveals a general shape), but it seems to move and act as a man would.

Costs 4 ST, plus 2 for each turn the figure stays.

stefanj 09-01-2023 12:29 PM

Re: Show me the magic!
 
That would be pretty terrifying.



For sure, you couldn't have an Image or Illusion of an invisible stalker!

timm meyers 09-06-2023 03:56 PM

Ow!!!! I got scalded!
 
Having made a rou for my crockpot brisket I poured in the beef broth to have it create a scalding steam cloud in the pan and nearly burned my finger. Eurika! a new spell!

IQ-13 Steam Cloud (C)
A MH of super-heated scalding steam lasting 6 turns. The scalding cloud is as tall as it is wide and any living creature which enters or moves through a steam cloud hex takes 1d6 damage per hex. Armor or magical protection (besides Spell shield) does not stop this hot vaporized water from burning or blistering their skin and or lungs. All targeting into or through the cloud is -2DX per hex.
A magic rainstorm or heavy wind producing spell (possibly Magic Fist?) will destroy the cloud on a hex-by-hex exposure.
Cost: 4 ST.

Shostak 09-07-2023 09:19 AM

Re: Ow!!!! I got scalded!
 
Quote:

Originally Posted by timm meyers (Post 2500875)

IQ-13 Steam Cloud (C)
A MH of super-heated scalding steam lasting 6 turns. The scalding cloud is as tall as it is wide and any living creature which enters or moves through a steam cloud hex takes 1d6 damage per hex. Armor or magical protection (besides Spell shield) does not stop this hot vaporized water from burning or blistering their skin and or lungs. All targeting into or through the cloud is -2DX per hex.
A magic rainstorm or heavy wind producing spell (possibly Magic Fist?) will destroy the cloud on a hex-by-hex exposure.
Cost: 4 ST.

The Salamander and Undine had a child ...

hcobb 09-20-2023 10:39 AM

Re: Show me the magic!
 
IQ 10 - Flaming Weapon (T) Target weapon gains the temporary Flaming Weapon enchantment. Costs 1 fatigue/minute.

IQ 11 - Flaming Missile Weapon (T) Target weapon enflames its projectiles as per the enchantment. Costs 2 fatigue/minute.

IQ 11 - Frost Weapon (T) Similar to but incompatible with Flaming Weapon. The target weapon gains the temporary frost enchantment. This does extra damage only against those targets notable for this specific weakness. Against living targets if the base weapon inflicts hits then the target needs a 3/ST save or suffers -1 DX (per strike, so this can add up) for the next five minutes. On a critical failure (17 or 18) the target falls unconscious. Costs 1 fatigue/minute.

IQ 12 - Frost Missile Weapon (T) Applies frost effect to projectiles fired from target missile weapon. Costs 2 fatigue/minute.

Drakenbow 09-20-2023 11:45 AM

Re: Show me the magic!
 
moving my thread under here as someone noted this one as a long running thread of similar nature.

Quote:

Originally Posted by Drakenbow (Post 2502065)
Something I thought missing in effects were critters and spells with a greater range beyond fire. What I done with expanding the rules is altering some of the spells for one. Instead of having an IQ 8 Magic Fist spell, an IQ 12 Fireball spell, then an IQ 14 Lightning Bolt, and finally the IQ 18 Wizard's Wrath spell, I offer to my fellow gamers the option that these are labeled as Missile Spell I, II, III, and IV respectively and the choices (each requiring a point to learn) are: Magic Fist, Fireball, Lightning Bolt, and also Frost Ball and Acid Splash.

I additionally offer alternatives to the Fire Hex spell as a Frost Hex, Acid Fog Hex, and Electric Hex. The damage and penalties all would be the same (2 points damage passing through, 4 points if stopping in the hex, and -2 DX).

I offer these as options so wizards or those fighters who opt for a spell or two have cold spells to use against fire based creatures.

Similarly, the flaming weapon can be any from fire, cold, acid, or electric.

Any thoughts about basic functionality of these alternative options as a home rule?

To this question, my answer is essential no...
Quote:

Originally Posted by TippetsTX (Post 2502068)
What are your secondary effects for acid and frost missiles?
p=2306651&highlight=Fire#post2306651[/url]

No, I haven't added anything special for acid (other than reference to Acid Touch) or the Cold magic.

Drakenbow 09-20-2023 11:51 AM

Re: Show me the magic!
 
Quote:

Originally Posted by hcobb (Post 2502154)
IQ 10 - Flaming Weapon (T) ....

IQ 11 - Flaming Missile Weapon (T) ....

IQ 11 - Frost Weapon (T) ...

IQ 12 - Frost Missile Weapon (T) ...

Have you found if having the ST cost being per minute make these spells more advantageous over Acid Touch, which has it 1 ST per turn?

hcobb 09-20-2023 12:54 PM

Re: Show me the magic!
 
Quote:

Originally Posted by Drakenbow (Post 2502166)
Have you found if having the ST cost being per minute make these spells more advantageous over Acid Touch, which has it 1 ST per turn?

I compare against static fire hexes.

Shostak 09-20-2023 04:10 PM

Re: Show me the magic!
 
Quote:

Originally Posted by Drakenbow (Post 2502165)
... I offer to my fellow gamers the option that these are labeled as Missile Spell I, II, III, and IV respectively and the choices (each requiring a point to learn) are: Magic Fist, Fireball, Lightning Bolt, and also Frost Ball and Acid Splash.

Remember to take into account Lightning's special ability to destroy magic items (see ITL 167). That is a powerful ability to allow with only IQ 8 as a threshold.

TippetsTX 09-20-2023 05:11 PM

Re: Show me the magic!
 
Quote:

Originally Posted by Shostak (Post 2502191)
Remember to take into account Lightning's special ability to destroy magic items (see ITL 167). That is a powerful ability to allow with only IQ 8 as a threshold.

That's one of the reasons I asked about secondary effects. There's more to missile spells than just damage.

We experimented briefly with spell templates and elemental overlays, but it felt strange. I like the idea in general and have seen it work really well in other FRPGs, but IMO it's not a good fit for TFT.


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