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