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

TippetsTX 09-24-2023 10:15 PM

Re: Show me the magic!
 
Quote:

Originally Posted by David Bofinger (Post 2502532)
There are lots of obvious extensions of spells you could add to TFT.

What have I missed?

Several of David's suggestions can be found in in the history of this very thread, but a few others on my wishlist include...
  • Some kind of kinetic dispersal field (stops hits for anyone standing in the field's radius)
  • Combo spells (like 'flaming rope' or 'sonic stun')
  • Illusionary environments
  • Partial shapeshifting (make claws or a prehensile tail)
  • True necromancy
  • Teleport disruption
  • Multiple summons

Shostak 09-25-2023 08:31 AM

Re: Show me the magic!
 
Quote:

Originally Posted by David Bofinger (Post 2502532)
What have I missed?

The list could go on and on.
Sound suppression
  • Fear/Dread/Terror
  • Minor prescience
  • Disease
  • Limb paralysis
  • Fecundity
  • Comprehend language
  • etc.

Bill_in_IN 09-27-2023 07:41 AM

Re: Show me the magic!
 
Quote:

Originally Posted by Steve Plambeck (Post 2502408)
IQ 11 -- SUMMON ROPE (C)

For those occasions when every member of the party has once again forgotten to bring any rope. Summons an unusually sturdy, high quality piece of non-flammable. rope. Costs 1 ST per 5 hexes in length, and lasts 1 hour. This magic Rope may be used for any purpose you would normally use a rope, but it cannot be cut into separate lengths – cutting it ends the spell and the Rope vanishes. If you need separate pieces you have to cast the spell multiple times. This Rope won’t snap until subjected to a load 10 times greater than what would snap a regular rope, so if you need to tie up a giant or small dragon... that’s up to GM discretion.

Multiply the ST cost spent on length by the number of hours desired for a longer lasting Rope. Unlike most Creation spells, the Rope will last until the time paid for expires, even if the wizard who cast it dies. (Otherwise a whole party might be stranded at the top or bottom of anything they climbed even though only the wizard got killed.) The Rope also vanishes the instant the wizard wills it away, much to the woe of anyone climbing it at the time.

-----------------------------------------------------------------------------
NOTE: the original Rope Spell should probably get renamed to avoid confusion if you use this as well

I don't think that any of the spells need to be renamed. I like this spell.

The difference between this spell and Rope spell or Giant Rope spell is that it is not a combative entanglement creation. It is simply creating/summoning a piece of very strong rope. You have given guidelines for expanding length or duration. I assume that it can simply be renewed by the spending strength with no DX roll required--Correct?

Steve Plambeck 09-28-2023 01:34 AM

Re: Show me the magic!
 
Quote:

Originally Posted by Bill_in_IN (Post 2502704)
I assume that it can simply be renewed by the spending strength with no DX roll required--Correct?

I hadn't thought about that. Anyone adopting it could just decide for themselves.

Drakenbow 10-02-2023 02:49 PM

Re: Show me the magic!
 
Quote:

Originally Posted by Steve Plambeck (Post 2502769)
I hadn't thought about that. Anyone adopting it could just decide for themselves.

The RAW under the Rope spell does not specify a new DX roll. It says ... is 2 ST for 12 turns, and 2 for each further 12. This suggests to me that it is like Thrown spells with an initial cost plus additional ST per turn after, but it's every minutes vice every turn.

TippetsTX 10-02-2023 03:57 PM

Re: Show me the magic!
 
Quote:

Originally Posted by Drakenbow (Post 2503317)
The RAW under the Rope spell does not specify a new DX roll. It says ... is 2 ST for 12 turns, and 2 for each further 12. This suggests to me that it is like Thrown spells with an initial cost plus additional ST per turn after, but it's every minutes vice every turn.

ROPE appears to be missing clear language such as "to continue" or "to maintain" which makes it ambiguous. For me, this highlights an opportunity for improvement in spell descriptions... make renewable an explicit attribute.

Steve Plambeck 10-03-2023 01:25 PM

Re: Show me the magic!
 
Quote:

Originally Posted by Drakenbow (Post 2503317)
The RAW under the Rope spell does not specify a new DX roll. It says ... is 2 ST for 12 turns, and 2 for each further 12. This suggests to me that it is like Thrown spells with an initial cost plus additional ST per turn after, but it's every minutes vice every turn.

Yes, but we weren't talking about that Rope Spell, we were talking about an entirely different new spell suggestion I called "Summon Rope". Sorry, not trying to be picky, just sayin'.

Steve Plambeck 10-03-2023 01:26 PM

Re: Show me the magic!
 
Quote:

Originally Posted by TippetsTX (Post 2503327)
For me, this highlights an opportunity for improvement in spell descriptions... make renewable an explicit attribute.

YES! This!

timm meyers 10-05-2023 11:17 AM

Re: Show me the magic!
 
IQ 11 Better use of Create Wall - Someone better versed in physics tell me what potential damage could be proposed for a wizard using the "Create Wall" spell to summon the wall max distance (3 to 4 hexes?) in the air to have it drop down on the enemy.
A bit silly and border line comic relief but there is also some realistic merit in some situations, like what about that monster coming up the shaft....

hcobb 10-05-2023 12:33 PM

Re: Show me the magic!
 
Quote:

Originally Posted by timm meyers (Post 2503692)
IQ 11 Better use of Create Wall - Someone better versed in physics tell me what potential damage could be proposed for a wizard using the "Create Wall" spell to summon the wall max distance (3 to 4 hexes?) in the air to have it drop down on the enemy.
A bit silly and border line comic relief but there is also some realistic merit in some situations, like what about that monster coming up the shaft....

"Created wall is a manifestation of the magical principle of immovability. It does not have any actual potential energy to harvest. If moved or toppled it vanishes instead."
https://www.hcobb.com/tft/house_rules.html#iq11spells


Pity the same doesn't work for Summon Giant


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