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#1 |
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Join Date: Oct 2020
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IQ 8 - Brand (T)
Place a magical brand on an item or person. The only thing the brand does is signify that you cast it. Not useful for most mages, but those who want to sign their magical work might find some use. And any ruler who wants to make sure their currency can't be counterfeited will sure hire a few mages to brand the minting of their money. ST cost: 1 IQ 12 - Witch Sight (T) Name in progress For the cost of 2 ST the subject of this spell can see the magical aptitude of everyone they see allowing them to distinguish wizards and heroes for 1 minute, can be extended for an additional minute per 1 ST. [This spell is a well kept secret of Ars Vaskul in my game used to find magically adept younglings to enlist into the Ars Vaskul wizard's guild.] Last edited by Kieddicus; 04-20-2021 at 08:34 PM. |
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#2 |
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Join Date: Jun 2008
Location: Boston area
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It's a little unfortunate that the word "Brand" is used for a particular magic item (an Everready torch). Not a big deal, I suppose, since words have different meanings. "Brand" is certainly a good name for a spell marking ownership or authorship.
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#3 |
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Join Date: Oct 2020
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#4 | |
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Join Date: Sep 2018
Location: North Texas
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Quote:
IQ 8 - Imprint/Attune (S) The wizard applies his personal energy signature on an object. An imprinted object cannot be counterfeited by another wizard and can always be located by the casting wizard which makes them an ideal tool for scrying or tracking. Normally, this is a temporary effect and the duration will depend on the amount of ST spent. 1 ST will last an hour, 3 ST a day and 5 ST a week. There is also a ritual version of the spell which can be used to make the 'imprint' permanent. This 'ritual of attunement' takes 3 hours and costs 10 ST which must come from the wizard himself (this is a prerequisite for creating magic items that can only be used by the wizard).
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“No matter how subtle the wizard, a knife between the shoulder blades will seriously cramp his style.” -Vladimir Taltos |
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#5 |
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Join Date: Jun 2008
Location: Boston area
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What do you mean when you say the ST must come from the wizard himself? No mana? No Aid? No other sources like Increase ST potions?
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#6 | |
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Join Date: Sep 2018
Location: North Texas
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Quote:
P.S. This is actually a prerequisite for creating arcane foci (wizard's staff, talismans, wands, etc.) in my game.
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“No matter how subtle the wizard, a knife between the shoulder blades will seriously cramp his style.” -Vladimir Taltos Last edited by TippetsTX; 04-21-2021 at 11:03 AM. |
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#7 |
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Join Date: May 2020
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IQ 10 Enchanting Gate (C)
Creates a small 3' diameter or so glowing portal of spinning magical energy. Any inanimate object which passes through this small gate spends an instance of time in an interdimensional space gaining +1d6 damage of kinetic energy and causing fire/magic damage. Any item must roll a "to hit" (ie. pass through) the portal, then make a second roll to hit their target at -2 DX. The gate must be in line between the firer/attacker and the target. (yes this is very anime) |
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#8 |
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Join Date: May 2020
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IQ 13 Mind Satchel (S): When successfully cast the user may put to memory/learn the next spell or text (equal to 20 pages or less) that is viewed by the caster. The new knowledge can be used effectively for 10 days at which point it fades away. A wizard casting this spell would be able to search their grimoire and put to temporary memory any spell in their collection for tactical use within the 10 day period. Should the Mind Satchel spell be cast again all old knowledge is immediately replaced with the new text that is viewed.
Costs- 10ST |
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#9 |
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Join Date: Sep 2018
Location: North Texas
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Ideas for low(ish) IQ enchantment spells...
IQ 10 - ENSORCELL WEAPON (T) This spell is used to create a temporary magic weapon. The target weapon will gain a +1 DX bonus which lasts for one minute (12 turns). Cost: 2 ST Note: Although the effect is temporary, the weapon is considered 'magic' for the duration of the spell which means it can effect foes that cannot be hit by ordinary weapons. IQ 12 - ENFLAME WEAPON (T) This spell causes the target weapon to be sheathed in magical fire. Like ENCHANT WEAPON, the effect is temporary lasting 12 turns. Also like that spell, the weapon is considered magic for its duration. The weapon will illuminate as a torch, burn flammable items and will do bonus fire damage based on the weapon's size; +1d3 for each d6 of base damage the weapon does (i.e. an 'enflamed' arrow does +1d3 fire damage while a broadsword will do an additional 2d3). Cost: 3 ST Note: The bonus damage is doubled against creatures vulnerable to fire (Water Elementals, for example). The wizard must first know the FIRE spell to learn this spell. Note the Second: I never liked fixed damage values for fire so in my game I use d3s to better reflect the chaotic nature of fire. Following the idea presented above then, conversion for other instances of fire is fairly simple... 1d3 replaces +2, 2d3 replaces +4, 3d3 replaces 1d6, etc. For those that prefer the RAW approach, however, just replace my bonus damage rolls with the values found in ITL under 'flaming weapons' (page 162).
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“No matter how subtle the wizard, a knife between the shoulder blades will seriously cramp his style.” -Vladimir Taltos Last edited by TippetsTX; 05-21-2022 at 04:34 PM. |
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#10 |
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Join Date: Oct 2015
Location: New England
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Nice! I've some examples of weapon buffs, including some fairly low-powered ones shard on on my blog back in November.
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