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Old 09-22-2023, 04:56 AM   #191
hcobb
 
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IQ 11 Summon Weapon (C) Summons into the caster's grasp an item. Add one die to the casting roll if the caster doesn't have the talent to use the item and another if the caster doesn't have the talent to craft the item. So summoning a silver dagger is 5/DX if the caster lacks Knife, Goldsmith, and Armourer talents and only 4/DX if the caster only has Knife. A steel dagger is only 3/DX to summon for a caster with Knife and Armourer. Note that the Lasso talent covers the crafting for these purposes. The item can flex, but the spell is broken if it's divided. Won't summon enchanted or fine items regardless of caster's abilities, and nothing as mechanically complex as a trap or a crossbow. (Though the Lasso could be crafted into a rope trap with a minute's work by a Woodsman.) Costs one fatigue per minute per pound of weight, round up.
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Old 09-22-2023, 11:34 AM   #192
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IQ 11 Summon Weapon (C) Summons into the caster's grasp an item.
This sounds good. It's like a Summon Myrmidon, hold the Myrmadon - I just want to the weapons. But why more difficulty because of lack of a weapon skill or Armor talent? It's not being forged, it's being summoned.

I suggest have the inital cost for a standard non-mechanical weapon. Want it Silver? add 1 ST to the initial cost.

For forging, I've been trying to devise the mechanics for a Shape Object spell which with a successful ajdDX roll shapes an object into a desired shape. A chuck of steel could be fashioned into a sword or ax head. A portion of stone could be sculpted into a face. It is functional and plain. A roll of 5 or better perhaps to improve the quality. With Armorer, Mechanicker, Master Armor, or Master Mechanicker known, the caster could craft more complecated things like a crossbow or parts for a trap, or refashion a suit of armor to fit well.
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Old 09-22-2023, 12:14 PM   #193
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For forging, I've been trying to devise the mechanics for a Shape Object spell which with a successful ajdDX roll shapes an object into a desired shape. A chuck of steel could be fashioned into a sword or ax head. A portion of stone could be sculpted into a face. It is functional and plain. A roll of 5 or better perhaps to improve the quality. With Armorer, Mechanicker, Master Armor, or Master Mechanicker known, the caster could craft more complecated things like a crossbow or parts for a trap, or refashion a suit of armor to fit well.
You have to look back a ways into this thread, but here's my solution for that...
https://forums.sjgames.com/showpost....1&postcount=49

There's synergy, of course, with mundane talents like BLACKSMITHING, CARPENTRY and SCULPTING if the wizard wants to create something of quality. I wouldn't want magic to make all crafting skills redundant, though, so no complex forms from my spells.
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Old 09-22-2023, 12:25 PM   #194
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This sounds good. It's like a Summon Myrmidon, hold the Myrmadon - I just want to the weapons. But why more difficulty because of lack of a weapon skill or Armor talent? It's not being forged, it's being summoned.
Personally, I prefer to limit summoning to things with a mind; living entities. With inanimate objects, there's nothing for the wizard to connect to.

That said, I've got an idea for a spell called SUMMON SHADOWBLADE. Still needs more playtesting, though.
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Old 09-22-2023, 12:40 PM   #195
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You have to look back a ways into this thread, but here's my solution for that...
https://forums.sjgames.com/showpost....1&postcount=49

There's synergy, of course, with mundane talents like BLACKSMITHING, CARPENTRY and SCULPTING if the wizard wants to create something of quality. I wouldn't want magic to make all crafting skills redundant, though, so no complex forms from my spells.
Yes, a spell for shaping sort of like those, but I would put it equal or above the IQ 12 Repair and perhaps on par if not higher than IQ 14 Restore Device.

The Shadowblade could be any energy styled blade - call it a Lightsaber, Sun Sword, Frostblade, etc. without naming in a trademark issue, otherwise Luke and Thundarr will come for ya. IQ takes place of ST on the weapons chart for type of weapon mimicked, maybe? Something not as hard hitting as Hammer Touch is for four turns, but it functions as a magic weapon for whatever duration?
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Old 09-22-2023, 04:05 PM   #196
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The Shadowblade could be any energy styled blade - call it a Lightsaber, Sun Sword, Frostblade, etc. without naming in a trademark issue, otherwise Luke and Thundarr will come for ya. IQ takes place of ST on the weapons chart for type of weapon mimicked, maybe? Something not as hard hitting as Hammer Touch is for four turns, but it functions as a magic weapon for whatever duration?
Maybe in another universe. Most elemental energy can't be shaped like that in my campaign, but I made 'shadow' (i.e. umbrallum or shadowstuff) a specific type of extra-dimensional, semi-sentient, metaphysical matter... it has substance and can be shaped. I'm working on a whole new suite of shadow-powered spells as well as rewriting the existing ones.

But I do have spells to add elemental damage to any physical weapon temporarily (see ENFLAME WEAPON also in the history of this thread).
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Old 09-22-2023, 04:32 PM   #197
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... but I made 'shadow' (i.e. umbrallum or shadowstuff) a specific type of extra-dimensional, semi-sentient, metaphysical matter... it has substance and can be shaped. I'm working on a whole new suite of shadow-powered spells as well as rewriting the existing ones.
There is Dark Matter and Dark Energy. Now there is Dark Magic.
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Old 09-22-2023, 04:48 PM   #198
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But I do have spells to add elemental damage to any physical weapon temporarily (see ENFLAME WEAPON also in the history of this thread).
For this, I would think that per the description of IQ 9's Fire Hex at the very bottom, why not let the caster make a Flaming Weapon using the spell?

And as I posted else where, I would allow for variants of the spell (each a point to learn) for Frost Hex, Acid Fog Hex, and a Lightning Hex. But alas I haven't really developed this as a variant use of the original spell. I would drop the -2 DX since a person isn't walking into the hex and stopping.

I think I would look at it as one extra point per die of damage the weapon does. So daggers, rapiers, clubs, hatchets, hammers, small axes, javelins, tridents, and spears would get +1 and be treated as a magic weapon for the time of 12 turns. Sabers thru 1h B.Swords, Maces to War Hammers, and most other polesarms get +2, and the two handed swords, battle axes, and cavalry lances get +3. Same treatment for the Unusual Weapons list.

Having immunity eleminates the additional damage while having vulnerability to the type of elemental damage does double. It gives something to take to handle a Fire Elements in some cases.
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Old 09-22-2023, 07:33 PM   #199
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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.

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NOTE: the original Rope Spell should probably get renamed to avoid confusion if you use this as well
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Old 09-22-2023, 07:45 PM   #200
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Personally, I prefer to limit summoning to things with a mind; living entities. With inanimate objects, there's nothing for the wizard to connect to.
Ahhhh, but what about Wall, Fire, and Shadow. Those are inanimate, summoned things even though the spell names don't include the word "Summon".
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