Magic Affecting Multiple Targets
Hi everyone,
I think one of our shared pleasures with TFT is working out what the world of Cidri is like, based on the implications of the official TFT rules. This is never truer than with the magic system; the implications of the official spell list are quite profound for how Wizards and magic work. For the most part, TFT magic seems relatively low-key. Even at high levels, most spells affect a single target within a fairly limited range, and for a short duration. Spells where a mighty sorcerer might fling a fireball at a horde of goblins don’t really fit within the TFT paradigm. However, spells do exist which allow Wizards to exceed the “one spell, one target, one effect” paradigm. Here’s my potted summary:
Notable exceptions are spells which control animals or people, or those which do direct damage like Magic Fist, Lightning, etc; none of these spells are able to harm more than one target per casting, regardless of the Wizard’s power. All of the above, IMHO, fits very tidily within TFT’s initial concept (in WIZARD) as an arena-based man-to-man combat game; its implications when scaled up to apply to a whole world and its societies are, of course, profound. I’m not really looking to houserule here, but I do have some questions about the RAW. For example:
I’m cool with magic being small-scale, tactical, and restricted in effect – it makes for a gritty Cidri where Wizards aren’t godlike beings. What are your experiences and opinions? Cheers, Sarah |
Re: Magic Affecting Multiple Targets
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For strength limited siege spellcasting consider a Drain Strength that gathers 5 ST per day from each of your soldiers. |
Re: Magic Affecting Multiple Targets
Yes, a wizard in TFT does not have much in the way of large area affecting spells. In particular, no high damaging spells that have an area affect. No grenade-like exploding fireballs.
But they do have area affect, as you noted. Just more subtle and requiring more experienced wizards. Also, add to your list large summoned creatures (summon large dragon) and by extension 7-hex illusion. These can attack several foes a turn. If the hoards are stupid, you can have several 7 hex dragon illusions (cost 5 each, IQ 16) given enough apprentices or ST batteries. As far as Control spells go, while it only affects one target, there is no reason your wizard cannot control more than one target at a time. Each will be a separate casting and ST will be your limitation, again. |
Re: Magic Affecting Multiple Targets
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Do both sides have magic items? Protecting wizards from archers will be a big deal. I suspect Dazzle is going to create a hostile electronic warfare environment. Quote:
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Re: Magic Affecting Multiple Targets
I think it's fair to say, Henry, that a 40 attribute wizard with 20 IQ is still pretty damned rare. Especially one with 6 ST (who the hell would take this freeloader on adventures long enough to get 40 attribute points?). I'd say that Shaira's point stands.
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Re: Magic Affecting Multiple Targets
Hi everyone - thanks for your replies! :) I'm starting to visualise how wizards might work in large-scale battles and sieges - range permitting, so they'd more than likely have to be in the thick of it, which itself is a definite "setting world reality" point. Mage squadrons in howdahs on the back of war indricotheria anyone? And of course large-scale summonings attacking multiple targets. I need to think more about ranges there too.
I just noticed an interesting "multi-target" type mention I hadn't internalised before; ITL p159, Rings of Control, says such a ring can contain up to five instances of the same control spell, allowing the ring to control 5 targets simultaneously. I presume this means taking 5 different actions over 5 separate turns, so no different to a Wizard casting Control Person 5 times at 5 targets over 5 turns, but the wording makes it clear this is a feature of the Rule of Five and nothing too unusual. I need to chew that over a little. It's not really a multiple target effect, but... Sarah |
Re: Magic Affecting Multiple Targets
Those subjects who don't submit to Drain Strength become part of the zombie army you're building with that stolen strength of course.
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Re: Magic Affecting Multiple Targets
Another question is whether wizards tend to put themselves in harm’s way or not. Any wizard capable of casting Word of Command is probably going to stay well away from the front lines. Does the Wizards’ Guild discourage its members from getting involved in such things?
Alchemists and Chemists might have a greater role in large battles, since some potions have a long duration and/or can be turned into gas bombs. |
Re: Magic Affecting Multiple Targets
While I'm thinking about magical items, it occurs to me that a kingdom / empire / polity of sufficient size and age could have access to a Word of Command item, perhaps in the form of a flag, standard, etc, with something like "Surrender", "Flee", or (as Henry suggests) "Obey" written on it which would play havoc if it were to appear in the midst of enemy forces. The caveat is that it would affect *everyone* seeing it, including, say, the bearer of the "Most Holy Standard of Surrender To the Ineffable Emperor". It could bear the word in the Sorcerers' Tongue, so *any* "being" of IQ 2 or higher would have to make a 5/IQ roll to avoid obeying the command.
Items like that would be rare, but would certainly exist - and doubtless be fought over, almost like superweapons in scope. But the delivery system... How would you even handle such an item? In contrast, an IQ20 "Wizard General of the Magical Battalions" suddenly appearing in mid-air above the enemy host and belting out "Flee!" in Great Voice would be flashy and cause chaos - though he'd have to be well protected enough to resist attacks by those who made their rolls... I feel wheeling out the Wizard General like that, or the Standard of Surrender, would probably be extreme measures rather than conventional battle tactics. |
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Gas bombs are a definite possibility. So do Cidri's footsoldiers go into battle with gas masks, I wonder? |
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