04-21-2021, 10:12 AM | #121 | |
Join Date: Oct 2020
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Re: Show me the magic!
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I mostly do this to have staff making be an initiative ritual for wizards that makes they deeply connected to their staves. It also prevents the 6 second 5 ST to fix a broken staff, rather than try and get it back. |
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04-21-2021, 10:28 AM | #122 |
Join Date: Sep 2018
Location: North Texas
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Re: Show me the magic!
Well, the 'ritual of attunement' doesn't include the time required to actually create the chosen arcane focus so we're probably not too far separated in our approaches. ;)
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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 01:47 PM. |
04-22-2021, 02:35 AM | #123 |
Join Date: Jun 2019
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Re: Show me the magic!
Yikes! That's getting close to being a Horcrux. All it lacks is the destruction of that piece of soul when the item gets destroyed. Now that would be nasty.
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"I'm not arguing. I'm just explaining why I'm right." |
04-22-2021, 08:22 AM | #124 |
Join Date: Sep 2018
Location: North Texas
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Re: Show me the magic!
It's only a sliver (read in the voice for "it's only a model" from The Holy Grail), but yes, destroying an 'attuned' arcane focus does have detrimental effects on the wizard 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; 04-22-2021 at 09:48 AM. |
05-07-2021, 03:14 PM | #125 |
Join Date: Oct 2020
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Re: Show me the magic!
I am not even sure I want a heal spell in TFT but I do find it fun trying to figure out how things could be done so here are a few ideas I thought up for heal spells.
IQ 9* - Aid (T) A change to the aid spell Allow wizards to maintain the aid spell past the normal 2 turns by using their action (choosing the cast spell option). This will allow you to stabilize someone while you wait for help (or walk to town at 1 hex per turn) but not actually allow you to keep your party topped off while out adventuring. *This of course would make Aid a stronger spell so it might need to have a high IQ requirement. IQ (TBD) - Rapid Regrowth(T) (T) Kick targets natural healing abilities into overdrive fully healing them but giving them 2 fatigue for every 1 hit healed. This spell takes 6 turns to cast. As for the cost to the wizard I haven't decided yet, but it shouldn't be too high as most of the cost is payed by the target. (You most heal the full amount.) IQ (TBD) - Aberrant Amelioration (T) Heal target for 2d of damage. Cost 2 per hit healed. Thus a wizard can easily kill themselves if they roll high on the healing dice. (Could be 3 per hit healed if wizards are using this spell to much.) |
05-12-2021, 11:21 PM | #126 |
Join Date: Jun 2018
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Re: Show me the magic!
IQ 16 Wizard's Oath (S) - This form of Geas is cast upon wizards prior to their audience with a sovereign, guild leader, or access into the inner sanctum and is intended to prevent them from casting malicious or harmful spells. While under the oath, the base difficulty of all spells increase to 5 dice, fST costs are 50% higher, and the caster is instantaneously alerted to the attempt and the spell's nature. Cost: 3 fST Duration: 1 day
IQ 16 Wizard's Pledge (S) - The lessor form of Wizard's Oath. Alerts the caster if the subject attempts to cast a spell. All spells cast by the subject are 4 dice difficulty. Cost: 2 fST Duration: 1 day. Notes: To successfully cast these spells, the subject of the Oath or Pledge must agree to the duration (up to 1 day) and terms. There is no 3/DX roll for success. The caster knows if the spell was successfull. If the Oath or Pledge is then broken during the agreeed duration, the caster will instantly know who broke the terms (if there were multiple subjects) and what spell they attempted to cast. |
05-13-2021, 11:24 PM | #127 |
Join Date: May 2020
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Re: Show me the magic!
IQ 14 Summon Weapon/armor: (C)
Wizard manifests a weapon or armor composed of their magic essence (mana?) for their personal use only. The weapon/armor appears in their hands or body, and can be any type listed. The wizard gains the base talent to use the weapon while the spell is in effect. The item must be a singular creation so a bow does not manifest with arrows etc. Armor effects DX and MA as normal. Cost: 3 ST, plus 1 per turn. |
05-14-2021, 09:01 AM | #128 |
Join Date: Jun 2008
Location: Boston area
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Re: Show me the magic!
It's not explicit in your description, but I presume that summoned metal armor doesn't affect spellcasting? Or do they summon silver variants?
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05-14-2021, 10:44 AM | #129 | |
Join Date: Oct 2015
Location: New England
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Re: Show me the magic!
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05-14-2021, 01:25 PM | #130 |
Join Date: May 2020
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Re: Show me the magic!
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