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Old 05-22-2020, 08:14 AM   #71
ZooProfessor
 
Join Date: Sep 2018
Default Re: Show me the magic!

Our IQ 14 spells:

Advanced Control Plant (T): This is like Control Plant, but works on all the plants of THE SAME TYPE that are in three connected hexes. This will not work on plants of mixed types. Advanced Control Plant can also be used to control ONE plant for a longer time. The cost is variable. To use Advanced Control Plant to control 3 Hexes of plants, the cost is 4ST plus 2 per turn maintained. To use Advanced Control Plant to control a single plant for longer time than with Control Plant, it costs 3 ST to control the plant for 4 turns, plus 1 per turn maintained after 4. Any wizard who knows this spell knows the Control Plant spell for free.

Advanced Healing (T) :For each 4 points of ST that the wizard puts into this spell, he/she can cure one hit of damage on himself or another. Heal will also restore lost fatigue from spellcasting, etc., but rarely is it practical to use it this way. Heal will cure HT already lost to disease and poison, but it will not cure the disease nor make the poison go away. It is possible to place healing magic into an artifact (Healing Stones), but such things are rare and costly and work no better than a mage with the Healing Spell and a Strength Battery or a corps of apprentices. Healing scrolls, on the other hand, are common. As with other scrolls, the magic comes from the scroll and the strength comes from the caster. *C*

Bless (T): Like Curse except in reverse and in duration. Change all die rolls by one point for every 2 ST used to cast. Rolls give subject of spell higher rolls when high rolls are desired and lower rolls when low rolls are desired. Lasts 12 turns. *C*

Bond Object (T): This spell may be used to bond any non-living item to its owner. For details on casting this spell, see Creating Magic Items, p. 149, and treat this as you would Weapon or Armor Enchantment. The bonded object is harder for the owner to drop by accident (if it is a weapon then a critical failure roll that would usually cause it to be dropped will have no effect). This doesn’t mean that the object cannot be taken or stolen, but the object WANTS to be with its owner. In a very real way, the object is now enchanted. It will try to move through the world in a way that will make it likely to fail others who try to use it (particularly to use it against its owner) and will try to return to its owner’s hands. A bonded weapon should cause any user other than the owner to randomly have a harder time using it to hit someone (DX minus) or randomly do less damage than expected (the GM should feel free to have fun with this if the weapon is being used by someone who doesn’t know of its enchantment). A bonded ring that was stolen might be easily dropped by the thief and then sink to the very bottom of a nearby body of water, rolling toward it almost as if with a mind of its own (and the ring might sink deeply into the mud but suddenly sparkle from a stray sunbeam when its owner passes close). An object can only be bonded to one owner at a time (though there are tales of objects having an affinity to an entire family line, the spell to do that has been lost). This spell is permanent unless removed by Remove Thrown Spell or the owner of the object dies or the object is destroyed. If the object is damaged but not destroyed (in the GM’s judgement), then the spell MAY fail or not. It is possible that the enchanted crown that was cleaved in half will no longer be bonded to the king who owns it, but it is also possible that both halves with seek to return to their owner and the crown might be mended with the enchantment intact. If a bonded object is destroyed, and if one owner was bonded to it for a very long time, there is a possibility that the loss of the object may cause the owner to suffer real or imagined symptoms from that loss. The GM should be reasonable in these effects and should implement such a thing only for very dear objects that have been with the owner for a very long time (years).

Flesh Weld (T): Much the same as Bone Weld but for whole limbs and bodies instead of bones. Can also be used to reattach lost limbs or substitutes, and add extra parts to living (or dead) beings. This spell includes Bone Weld.
Costs are as follows:
Dead Bodies: 2 ST for a single joint,
8 ST for a whole body
Living Beings: Original part 5 ST,
Substitute (but similar) part 10 ST,
Substitute (but dissimilar) part 15 ST,
Extra add-on parts 20 ST

Know Fear (T): Lets wizard read the mind of one subject in order to find the subject’s greatest fear. This is a form of telepathy. It costs a little less because it only gives one very specific result. Wizard must be in physical contact with subject – so a hostile subject had better be tied up or held. A hostile subject gets a 4-die saving roll vs. IQ to avoid having his mind read. Subject must be conscious. This spell will work on animals, but is unlikely to be very useful (most animals are afraid of bigger animals, of fire, etc.). It will not work on dragons. Costs 3 ST.

Know Secret (T): Lets wizard read the mind of one subject in order to find the subject’s deepest, darkest secret. This is a form of telepathy. It costs a little less because it only gives one very specific result. Wizard must be in physical contact with subject – so a hostile subject had better be tied up or held. A hostile subject gets a 4-die saving roll vs. IQ to avoid having his mind read. Subject must be conscious. This spell will work on animals, but is unlikely to be very useful (most animals do not have a concept of shame, so if they have a secret at all it will likely be the location of a hidden nest or cache of food). It will not work on dragons. Costs 3 ST.

Megahex Turning (T): Like a Turning spell, but cast on the occupants of a whole megahex at once. That is, any hex and all hexes adjacent to it. If the spell works, every figure in the megahex is under a Turning spell. Cost 2 ST to cast plus 1 ST per turn

Second Death (T): Negates the effects of the Zombie or Animate Corpse spells. Cost 2 ST

Spell Proof Corpse (T): Prevents one corpse from being used by any spell when cast upon it. Cost 1 ST *C*

Summon Quartus (C): Just like Summon Tertius but with an even stronger ally summoned. The DX cap is still 13 with max for ST at 30 and the total for ST plus IQ at 40 or less. This may not be a typical “animal” and the summoned creature may use a weapon provided it has the IQ to know the weapon skill, the ST to use the weapon chosen and the damage of this weapon chosen does not exceed 3d + 3 damage. Summoned creature may be the size of a giant or less. A giant (ST 30, DX 9, IQ 8, MA 8, no armor, club does 3d+3 damage) would be an example of one of the strongest allies. Costs 4 ST, plus l for each turn the creature stays. COMMENTS: THIS SPELL REPLACES THE SUMMON GIANT SPELL. Summon Tertius is a prerequisite for this spell. The particular creature summoned needs to be discussed and approved by the GM prior to play if there is no creature with given stats that is similar in the rules as written to the creature that the player wishes to summon.

Thieves’ Bane (T): Immunity to Drop Weapon and to Break Weapon for everything carried, worn, or touched. Nothing can be taken by force and nothing can be accidentally dropped or broken. While this spell is in effect, a roll of 17 or 18 will not cause you to drop or break your weapon or any other item you are holding. Cost 2 ST plus 1 per turn while it is maintained.

Transmute (T): Changes the chemical make-up (so wood into steel, lead into gold, etc.) of an object at a rate of 1 pound (or less) in size per 1 ST used to cast lasts for one hour, cannot be continued but can be recast. No effect on living creatures. This spell is often abused by those trying to trick someone into accepting a lesser object thinking it is a nicer object. An Alchemist will get a 4 die versus IQ to see what the original material was, a Master Alchemist will roll only 3 dice. Anyone thinking they are getting a delicate golden bracelet in the shape of a realistically carved daisy chain is going to be pretty upset if it turns into a wilted flower chain an hour later.

Transmogrify (T): Changes the physical shape of an object that is 1 HX or less but will not change the composition of the object. It will not change the size of the matter to be transformed. This would allow a silver goblet to be changed into a silver dagger or something of that sort. If you wanted to change a silver coin into a silver dagger, that is fine but it will be a really tiny dagger. It has no effect on living creatures. This is permanent until removed by Remove Thrown Spell or until the object transformed is damaged or destroyed or until the casting Wizard wills the spell away. Cost 10 ST
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