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

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


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