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Old 08-10-2024, 02:38 PM   #31
Shostak
 
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Default Re: Boosting spells with extra ST

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Originally Posted by Bill_in_IN View Post
I remember that in our Classic TFT days, we allowed the more powerful version of the spell to be learned when the IQ requisite was met. This was especially true for the multi-hex versions of spells. Legacy TFT only seemed to reserve that at character creation and then make you pay for it later. I will probably house rule it to our Classic approach.

Now, I will have to ask about the Staff Spells. Since their present form is unique to Legacy TFT, I would still require an IQ point per staff spell. Perhaps, that is not consistent with the new house rule but I would have to be convinced to include the Staff spells in this house rule.
I think a good argument could be made for letting a wizard who increases IQ to the more advanced spell’s level to just get it.
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Old 08-15-2024, 07:56 PM   #32
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Default Re: Boosting spells with extra ST

So there have been alot of changes to my rules since I started this thread in 2018 (and TBH, I was surprised when it got resurrected). Now, when I talk about boosting spells it's more like this...

As a general rule, spells cannot be 'stacked' in order to multiply their effects. For example, a wizard cannot cast REDUCE twice to shrink a figure more than what the spell describes. They can be renewed (when applicable) or cast again in order to extend their duration, but expending more ST will not increase the effects except when explicitly noted like missile spells.

A wizard may use extra ST, however, to increase the potency of their Thrown (T) spells. For each extra point expended, they can offset one increment of the range penalty for targets 1 or more hexes distant. For example, a wizard casting TRIP on an opponent 3 hexes away can choose to empower the spell with 2 extra points of ST (4 total) and reduce the range modifier to -1 DX. Boosting spells in this way does come with a drawback, however. Casting time is increased and the spell’s energy is not released until after all other actions in the turn have been resolved (much like the second arrow option for archers).
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Old 08-17-2024, 11:38 AM   #33
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Default Re: Boosting spells with extra ST

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Originally Posted by Shostak View Post
I think a good argument could be made for letting a wizard who increases IQ to the more advanced spell’s level to just get it.
I'm curious if that would also apply to the progression of Magic Fist, Lightening, and Wizards Wrath?
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Old 08-17-2024, 01:06 PM   #34
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Default Re: Boosting spells with extra ST

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Originally Posted by Bill_in_IN View Post
I'm curious if that would also apply to the progression of Magic Fist, Lightening, and Wizards Wrath?
Those are different spells with different special effects.
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Old 08-17-2024, 01:10 PM   #35
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Default Re: Boosting spells with extra ST

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Those are different spells with different special effects.
Except for the last one which allows the wizard to replicate the other missile spells (a feature which I prefer to remove).
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Old 08-21-2024, 09:37 AM   #36
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Default Re: Boosting spells with extra ST

No disputing with Gus: I particularly like the feature of Wizard's Wrath duplicating the effects of other spells. It makes the position of Wizard's Wrath as the capstone missile spell more secure. (No, in my campaign it is not possible for anyone to create a "Bolt of Doom" missile spell, requiring an even higher IQ than Wizard's Wrath but doing 1d+2 damage per point of St put into it. Not even my pet NPC wizards.)

My house rule is that while Fireball does not give free knowledge of Magic Fist, and Lightning does not give free knowledge of either of those, Wizard's Wrath does give free knowledge of all three lesser missile spells. Which is useless, most of the time, but if you get hit with a Confusion spell and so cannot cast Wizard's Wrath, but still have the IQ 14+ needed for Lightning...
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