10-05-2023, 02:16 PM | #221 | |
Join Date: Sep 2023
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Re: Show me the magic!
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10-05-2023, 02:50 PM | #222 | |
Join Date: Aug 2004
Location: Pacheco, California
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Re: Show me the magic!
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So it's an expensive way of casting Detect Invisible.
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10-05-2023, 05:06 PM | #223 |
Join Date: Sep 2018
Location: North Texas
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Re: Show me the magic!
Or perhaps it's something much simpler. If one assumes that the source of the 'wall' creation is some kind of elemental plane (which may not be a shared assumption, of course), then it seems reasonable to require that creation to be connected to that same (or an adjacent) element type. A spellcast 'wall' must therefore be connected to the earth.
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10-06-2023, 12:34 AM | #224 |
Join Date: Jun 2019
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Re: Show me the magic!
Not that I'd change how summoning Wall works, but for all the summoning spells it seems the most fun to pretend you are borrowing the item or figure from another plane or parallel universe. So any time you create a Wall here, there could be an entire building collapsing somewhere if it was a supporting wall you "borrowed". I can't recall who wrote it or where I saw it, but wasn't there a story or article somewhere about revenge for all those Myrmidons our wizards keep abducting? If not, there should be! :)
Way back in this thread I posted my Summon Castle spell a few years ago. What I was envisioning is the interesting story seeds that could be planted if, rather than creating a brand new building from scratch, the same few old, previously used ones would keep cropping up randomly when the spell is cast. So interesting items might occasionally be found in one, left behind by some other adventurers who got the same building when they used the spell -- possibly from centuries ago, possibly from the future, and possibly from an entirely different Universe. And not just objects, but sometimes characters. And to tell if you had just summoned a structure you'd had before, there'd be something like a graffiti wall in each where wizards had left autographs. You could run into "Merlin was here" carved into a wall, and you're party could only wonder who the heck this Merlin guy was. Oodles of story possibilities all from one spell.
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"I'm not arguing. I'm just explaining why I'm right." Last edited by Steve Plambeck; 10-06-2023 at 12:51 AM. |
10-06-2023, 10:35 AM | #226 |
Join Date: May 2020
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Re: Show me the magic!
AHA! Look Haimie we have found the legendary book of "Creation Manipulation" written by the esteemed wizard Nerdicus Argumentia.... lets see what we got here....
IQ 12 Stone Rain (C): Summons a pile of rocks, bricks and pulverized mortar (almost as if a 4' x 8' wall of stone was smashed up and suspended 16' above the ground) to rain down anywhere in the casters MH. Anyone occupying the target hex must make a 3/DX roll to avoid the 2d6 damage from the falling debris. A successful save means the target has managed to dodge and deflect the stones and must be moved to any adjacent hex that is open but cannot take any other actions that turn. The target hex is marked as broken terrain (treat as Fallen Bodies p. 118) and remains so for 12 turns. Cost 3 ST IQ 10 Fire Rain (C): Summons a conflagration of burning embers (almost as if 4 square feet of fire was released from 16' in the air) to rain down anywhere in the casters MH. Anyone occupying the target hex must make a 3/DX roll to avoid taking 1d6 damage, that ignores all armor (except stone flesh etc.) from the droplets of burning fire embedding themselves into every exposed nook and cranny. A successful save means the target avoids damage but spends a great deal of focus on deflecting the flame rains effects that no other action may be taken that turn. The target hex remains clear as there is no lasting effect as the spattering of fire quickly dissipates once it hits the ground. Cost 2 ST |
10-16-2023, 11:48 AM | #227 |
Join Date: Jan 2018
Location: Portland, Maine
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Re: Show me the magic! Mana Wart
Mana Wart (IQ10) (T)
Allows wizard to put Mana into a wart that is already on their own body. By spending 200 XP, the wizard may add 1 point of mana to one wart. The mana can be spent like a point of ST to power spells. Once spent, the wart shrivels and falls off. This can be cast as many times as figure has warts. If there are multiple warts, the GM determines which wart has the Mana, though the last mana wart to disappear will be one on the face. This could be a natural wart or ones from the Warts spell (See the TFT Companion). Detect Magic spell will reveal a magical presence on the body, but not what. A critical success might reveal what it is or even where it is.
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10-16-2023, 02:25 PM | #228 | |
Join Date: May 2020
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Re: Show me the magic! Mana Wart
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In fact why not make it a trade off in appearence vs. utility ie; No xp cost but the spell takes 1 hour to cast and creates a visible and particularly ugly wart on a random location of the castor. 1-2= hand, 3-4= neck, 5-6= face. A wizard may have as many mana worts as they have ST. Each wort has a variable reaction roll modifier. Hand wort -.5, Neck wort -1, Face wort -1.5 (double for the opposite sex). |
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10-16-2023, 05:55 PM | #229 | |
Join Date: Jan 2018
Location: Portland, Maine
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Re: Show me the magic! Mana Wart
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10-17-2023, 01:08 AM | #230 |
Join Date: Jan 2018
Location: Sydney, Australia
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Re: Show me the magic! Mana Wart
I like the idea. It could be a spell used by a cackling ugly witch, who uses it as an alternative to the Staff spell. In the same way druids could store mana in herbs, etc. Witches could store mana in their familiar, etc. Make the staff optional.
Last edited by David Bofinger; 10-17-2023 at 01:09 AM. Reason: more ideas |
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