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Old 05-22-2020, 08:14 AM   #71
ZooProfessor
 
Join Date: Sep 2018
Default Re: Show me the magic!

Our IQ 14 spells:

Advanced Control Plant (T): This is like Control Plant, but works on all the plants of THE SAME TYPE that are in three connected hexes. This will not work on plants of mixed types. Advanced Control Plant can also be used to control ONE plant for a longer time. The cost is variable. To use Advanced Control Plant to control 3 Hexes of plants, the cost is 4ST plus 2 per turn maintained. To use Advanced Control Plant to control a single plant for longer time than with Control Plant, it costs 3 ST to control the plant for 4 turns, plus 1 per turn maintained after 4. Any wizard who knows this spell knows the Control Plant spell for free.

Advanced Healing (T) :For each 4 points of ST that the wizard puts into this spell, he/she can cure one hit of damage on himself or another. Heal will also restore lost fatigue from spellcasting, etc., but rarely is it practical to use it this way. Heal will cure HT already lost to disease and poison, but it will not cure the disease nor make the poison go away. It is possible to place healing magic into an artifact (Healing Stones), but such things are rare and costly and work no better than a mage with the Healing Spell and a Strength Battery or a corps of apprentices. Healing scrolls, on the other hand, are common. As with other scrolls, the magic comes from the scroll and the strength comes from the caster. *C*

Bless (T): Like Curse except in reverse and in duration. Change all die rolls by one point for every 2 ST used to cast. Rolls give subject of spell higher rolls when high rolls are desired and lower rolls when low rolls are desired. Lasts 12 turns. *C*

Bond Object (T): This spell may be used to bond any non-living item to its owner. For details on casting this spell, see Creating Magic Items, p. 149, and treat this as you would Weapon or Armor Enchantment. The bonded object is harder for the owner to drop by accident (if it is a weapon then a critical failure roll that would usually cause it to be dropped will have no effect). This doesn’t mean that the object cannot be taken or stolen, but the object WANTS to be with its owner. In a very real way, the object is now enchanted. It will try to move through the world in a way that will make it likely to fail others who try to use it (particularly to use it against its owner) and will try to return to its owner’s hands. A bonded weapon should cause any user other than the owner to randomly have a harder time using it to hit someone (DX minus) or randomly do less damage than expected (the GM should feel free to have fun with this if the weapon is being used by someone who doesn’t know of its enchantment). A bonded ring that was stolen might be easily dropped by the thief and then sink to the very bottom of a nearby body of water, rolling toward it almost as if with a mind of its own (and the ring might sink deeply into the mud but suddenly sparkle from a stray sunbeam when its owner passes close). An object can only be bonded to one owner at a time (though there are tales of objects having an affinity to an entire family line, the spell to do that has been lost). This spell is permanent unless removed by Remove Thrown Spell or the owner of the object dies or the object is destroyed. If the object is damaged but not destroyed (in the GM’s judgement), then the spell MAY fail or not. It is possible that the enchanted crown that was cleaved in half will no longer be bonded to the king who owns it, but it is also possible that both halves with seek to return to their owner and the crown might be mended with the enchantment intact. If a bonded object is destroyed, and if one owner was bonded to it for a very long time, there is a possibility that the loss of the object may cause the owner to suffer real or imagined symptoms from that loss. The GM should be reasonable in these effects and should implement such a thing only for very dear objects that have been with the owner for a very long time (years).

Flesh Weld (T): Much the same as Bone Weld but for whole limbs and bodies instead of bones. Can also be used to reattach lost limbs or substitutes, and add extra parts to living (or dead) beings. This spell includes Bone Weld.
Costs are as follows:
Dead Bodies: 2 ST for a single joint,
8 ST for a whole body
Living Beings: Original part 5 ST,
Substitute (but similar) part 10 ST,
Substitute (but dissimilar) part 15 ST,
Extra add-on parts 20 ST

Know Fear (T): Lets wizard read the mind of one subject in order to find the subject’s greatest fear. This is a form of telepathy. It costs a little less because it only gives one very specific result. Wizard must be in physical contact with subject – so a hostile subject had better be tied up or held. A hostile subject gets a 4-die saving roll vs. IQ to avoid having his mind read. Subject must be conscious. This spell will work on animals, but is unlikely to be very useful (most animals are afraid of bigger animals, of fire, etc.). It will not work on dragons. Costs 3 ST.

Know Secret (T): Lets wizard read the mind of one subject in order to find the subject’s deepest, darkest secret. This is a form of telepathy. It costs a little less because it only gives one very specific result. Wizard must be in physical contact with subject – so a hostile subject had better be tied up or held. A hostile subject gets a 4-die saving roll vs. IQ to avoid having his mind read. Subject must be conscious. This spell will work on animals, but is unlikely to be very useful (most animals do not have a concept of shame, so if they have a secret at all it will likely be the location of a hidden nest or cache of food). It will not work on dragons. Costs 3 ST.

Megahex Turning (T): Like a Turning spell, but cast on the occupants of a whole megahex at once. That is, any hex and all hexes adjacent to it. If the spell works, every figure in the megahex is under a Turning spell. Cost 2 ST to cast plus 1 ST per turn

Second Death (T): Negates the effects of the Zombie or Animate Corpse spells. Cost 2 ST

Spell Proof Corpse (T): Prevents one corpse from being used by any spell when cast upon it. Cost 1 ST *C*

Summon Quartus (C): Just like Summon Tertius but with an even stronger ally summoned. The DX cap is still 13 with max for ST at 30 and the total for ST plus IQ at 40 or less. This may not be a typical “animal” and the summoned creature may use a weapon provided it has the IQ to know the weapon skill, the ST to use the weapon chosen and the damage of this weapon chosen does not exceed 3d + 3 damage. Summoned creature may be the size of a giant or less. A giant (ST 30, DX 9, IQ 8, MA 8, no armor, club does 3d+3 damage) would be an example of one of the strongest allies. Costs 4 ST, plus l for each turn the creature stays. COMMENTS: THIS SPELL REPLACES THE SUMMON GIANT SPELL. Summon Tertius is a prerequisite for this spell. The particular creature summoned needs to be discussed and approved by the GM prior to play if there is no creature with given stats that is similar in the rules as written to the creature that the player wishes to summon.

Thieves’ Bane (T): Immunity to Drop Weapon and to Break Weapon for everything carried, worn, or touched. Nothing can be taken by force and nothing can be accidentally dropped or broken. While this spell is in effect, a roll of 17 or 18 will not cause you to drop or break your weapon or any other item you are holding. Cost 2 ST plus 1 per turn while it is maintained.

Transmute (T): Changes the chemical make-up (so wood into steel, lead into gold, etc.) of an object at a rate of 1 pound (or less) in size per 1 ST used to cast lasts for one hour, cannot be continued but can be recast. No effect on living creatures. This spell is often abused by those trying to trick someone into accepting a lesser object thinking it is a nicer object. An Alchemist will get a 4 die versus IQ to see what the original material was, a Master Alchemist will roll only 3 dice. Anyone thinking they are getting a delicate golden bracelet in the shape of a realistically carved daisy chain is going to be pretty upset if it turns into a wilted flower chain an hour later.

Transmogrify (T): Changes the physical shape of an object that is 1 HX or less but will not change the composition of the object. It will not change the size of the matter to be transformed. This would allow a silver goblet to be changed into a silver dagger or something of that sort. If you wanted to change a silver coin into a silver dagger, that is fine but it will be a really tiny dagger. It has no effect on living creatures. This is permanent until removed by Remove Thrown Spell or until the object transformed is damaged or destroyed or until the casting Wizard wills the spell away. Cost 10 ST
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Old 05-22-2020, 08:18 AM   #72
ZooProfessor
 
Join Date: Sep 2018
Default Re: Show me the magic!

Our IQ 15 Spells:

3-HEX Chrysalis(C): Exactly like Chrysalis except the cocoon is now on any three connected hexes. Anyone who knows this spell also knows Chrysalis without additional IQ or XP cost. *C*

Advanced Mage Sight (T): A more advanced version of Mage Sight and any wizard who knows this spell knows Mage Sight for free. This spell does everything that Mage Sight will do, plus it also allows its subject to see through any substance except lead that is one foot or less deep. The wizard decides how deeply he or she wishes to look (so a wizard could choose to only see through a layer of cloth to view the contents of someone’s pocket or could see through a person’s leg to see if the bone is broken). This spell effectively makes something transparent for the subject, however whatever the subject is trying to see through has to be no further away than 1 HX. So a wizard using this spell couldn’t sit on a hill and look through the foot-thick walls of a tower, but that same wizard COULD stand right next to the wall and have his vision penetrate the wall and then he could see as far into the tower as his normal vision would show (just as if that section of the tower’s wall was transparent). Cost: 4 ST for 12 turns, plus 2 per minute to continue.

Advanced Shrink/Grow Object (T): This works on a 1 HX object. The characteristics of the object stay the same, but the object shrinks or grows by 10% for every 3 ST used to cast. This spell lasts for 1 day. It can only work on a single object at a time, so it would not work to pile several small items into one hex and cast only one spell to shrink or grow them all. The tensile strength of certain items may be compromised if it is grown to exaggeratedly huge proportions (GM’s discretion). The mass and volume of the item will increase or decrease as the dimensions increase or decrease. Any wizard who knows this spell also knows the Shrink/Grow Object spell for free.

Asp’s Sting (S): Asp’s Sting can only ever be cast by a wizard on herself. When reading this spell’s effects one might immediately think of the Hammertouch spell, since both allow the wizard to do damage with bare hands, but there are several critical differences in the two spells. Asp’s Sting does no damage to anything other than a living creature, while Hammertouch can be used against objects. Hammertouch lasts for three turns while Asp’s Sting lasts indefinitely until its power is expended into a victim, but once that happens one time the spell effect is finished and would need to be recast to be used again. That means that a Hammertouch spell can be used right away and for the next three-turn interval, while Asp’s Sting will be good for only one attack, but it can be cast in advance if desired and then used for a single devastating wound when needed. Asp’s Sting requires more advance preparation (explained below) and costs a blood price upon each use since the wizard expends ST in the form of actual damage and NOT in fatigue. Asp’s Sting requires the bare skin of the wizard to touch the bare skin of the enemy (it is perfectly safe to touch the wizard until he or she wills the Sting to take effect, but then it would be supremely dangerous for an enemy to slap the wizard’s face, for example).

If multiple people are touching the wizard at exactly the same time, the wizard can will each point of the Sting to go into a specific victim but this is the only circumstance in which one sting can affect more than one combatant--- the wizard cannot, for example, cast a 5 ST Asp’s Sting and use them in separate attacks using 3 ST in the first and 2 ST in the second. A wizard who has cast a 5 ST Sting COULD choose to only use 2 ST against the victim, but the benefits of the other 3 ST would be lost AND the blood price for them would still be 5 ST. A wizard can choose to blunt the effect of the Sting to an enemy, but must decide on how much damage he or she will take upon the instant of casting (though this damage is not sustained UNTIL the Sting is used in combat). The Asp’s Sting is dangerous to enemies, but dangerous to the wizard as well. A wizard CAN kill himself with this spell.

For example, if a wizard with a basic ST of 10 has taken 5 points of damage and then she chooses to unleash the power of an 8 point Sting in combat, she will take those points and be at -3. Now suppose the same wizard of basic ST of 10 had 5 points of FATIGUE and then unleashed the 8 point Sting, she would be unconscious until “resting” enough to recover the fatigue points. It is rarely a good idea to use more than half your basic ST in an Asp’s Sting spell, but you can use up to your total basic ST if you choose to accept the consequences for yourself.
Why then would someone ever choose Asp’s Sting over Hammertouch? First, because the damage is greater. For every one ST point of DAMAGE the wizard expends, the enemy sustains 1D + 1 of damage. Second, damage done by Asp’s Sting bypasses armor (it does NOT bypass magical protection, like Iron Flesh or the Spell Shield). Third, when the wizard chooses to cast the spell before the fight, he or she can try until the casting is successful (no ST damage is sustained if the casting fails), so once in the fight the wizard need only will the effects to hit (no DX roll during combat) so success is a guaranteed event, the only question is how much damage the enemy will sustain.

Hammertouch is a better spell for when a wizard expects to be standing toe to toe with enemies on a regular basis. Asp’s Sting is a better spell for when a wizard wants secret protection that might save her life in a desperate situation where she is forced into direct contact with an enemy.

In order to be able to use Asp’s Sting at all, magical sigils must be tattooed on the wizard’s arms. These can be done at the Wizard’s Guild, but that is not necessarily the only place. Some theorize that these sigils open the wizard to some higher being (snake demon or snake god—depends on whose theory you listen to), but the Wizard’s Guild mostly disdains this explanation (at least in public). There have been religions (cults) that have sprung up around this idea of connection to some snake deity and you will sometimes find groups of people all with tattoos that look similar to the ones that open the wizard to the spell (whether or not all the tattoos you see are truly magical is another question). The magical version of the tattoos can be completely invisible or can be showy--- a warning to potential enemies--- and that is always up to the wizard. If the tattoos are visible they will look like snakes twined around the wizard’s forearms and raised up with bared fangs, obviously ready to strike.

When a wizard casts Asp’s Sting, whether before the combat or during it, he or she must note this on the character sheet along with the details of how much ST damage is being sunk into the spell. The wizard sustains no damage and no fatigue on the point of casting--- and failed casts cost nothing ever. Once successfully cast, the Asp’s Sting is ready for use. When used, the wizard just needs an instant of skin to skin contact to will the spell’s effects to hit--- and then they hit the enemy and the wizard both at once.

Innervate: (T): This is like a combination of an Agility, Cleverness, and Strengthen spell combined. Casting wizard can increase ST, DX, and IQ ALL by 2 points for every 3ST the wizard uses to cast it. Lasts for 3 turns. As with Agility, this spell cannot be used to help in the creation of magical items. Agility, Cleverness, and Strengthen spells are prerequisites for this spell.

Megahex Invisibility (T): Like Invisibility spell, but covering a megahex (the casting distance from the wizard is calculated based on the closest hex of the desired megahex of affected area). Any wizard who has this spell has the ability to cast the spell on any portion of connected hexes that would be inside of a single megahex. Cost: 5 ST to cast, plus 1 each turn it is maintained. Any wizard who knows this spell also knows the Invisibility spell, so if only one hex need be made invisible the less powerful spell could be used for a lower ST cost.
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Old 05-22-2020, 08:18 AM   #73
ZooProfessor
 
Join Date: Sep 2018
Default Re: Show me the magic!

The rest of our IQ 15 Spells

Summon Demon Familiar Spell (S): This familiar is a minor demon that takes solid animal form. Usually small, such as a cat, rat or something similar. The familiar will take any form the wizard wishes. Once set, this form is permanent unless the spell is recast.

The familiar will always serve the will of the wizard. It will not attempt to trick or harm the wizard in anyway.

Abilities:

ST battery

The familiar serves as a living, 10 pt strength battery. The wizard may draw ST from the familiar as long as they are in the same megahex. The familiar regains fatigue at the same rate as any wizard. If the familiar is ever drained completely of ST, it disappears for 24 hours. It will be fully charged when it reappears.

Insubstantial

The familiar can become insubstantial for 12 turns. It will then disappear for 24 hours.

Demon form

Upon command, the familiar will take its true form, that of a minor demon. It will fight or perform any other task it is commanded to for 12 turns. It will then disappear for seven days.

Minor demon:

ST 20
DX 13
1Q 18

Battle axe 3D6
Flying
Will not use magic
Cannot be killed. If ST is reduced to 0, it will disappear for seven days.

The Blood Price:

In addition to the ST cost to cast this spell, the casting wizard must pay the blood price to seal the pact with the minor demon.

The blood price is the act of sacrificing a part of the wizard’s own body. Usually it is an eye, hand, foot or the tongue. This sacrifice must carry a permanent penalty of some kind or it is not acceptable.

Penalties

Eye = -2DX with missile & thrown weapons or spells
Hand = -3 DX for any action requiring two hands. Some actions may be impossible.
Foot = MA is halved
Tongue = Cannot speak

These penalties apply even if a prosthetic device is worn.

If the sacrifice is ever reversed by magic, the blood price is nullified and the familiar will assume its demon form and attack the wizard. This applies to a magical regeneration of the part, or a magical prosthesis that functions like an original part. It does not apply to a general magic item that reduces the effect of the sacrifice. For instance, wearing a pair of boots with a speed spell on them would not negate the sacrifice of a foot as blood price. Cost ST 10 + blood price for initial cast.

Summon Spirit (C): Calls an insubstantial being to do the caster’s bidding for 12 turns. The spirit can only be seen with Mage Sight, but a Detect Life spell will reveal its presence. Cost 4 ST

Undead Hoard (T): Like the Animate Corpse spell, but works on up to 7 bodies. DX adjustment is figured as though wizard was casting at the farthest body. Lasts 12 turns. Cost 5 ST
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Old 05-22-2020, 08:21 AM   #74
ZooProfessor
 
Join Date: Sep 2018
Default Re: Show me the magic!

Our IQ 16 Spells:

Advanced Beguile (T): Exactly like Beguile, except for ST cost, duration, and now the wizard can designate a target for the victim’s affections other than the wizard him or herself. The target the victim is being Beguiled to love must be within line of sight of the victim. If the victim of the spell is an enemy or if the victim is of a very different species (a human and a dragon, for example) than the one he is being Beguiled into loving, then they get a saving roll of 3 Dice versus IQ. If the victim is of the same or similar species (so dwarfs, elves, humans, halflings--- races who are actually close enough that breeding would be possible) then the saving roll is 4 Dice versus IQ. Cost 4 ST and lasts for 10 minutes, cannot be renewed but can be recast. This spell will not force the victim to be controlled, but he or she will do whatever he might do if asked by a deeply loved person and he is very unlikely to try to directly damage his beloved. Control Person would give the wizard direct control and this spell will not, but the duration of this spell is minutes and not turns, so the strategic use of this spell is different from Control Person. Since the victim CAN refuse the beloved one’s requests, asking for something outrageous (e.g. “Kill your friends and join me!”) will not trigger a fresh saving throw, but the GM decides how likely the victim will be to do whatever is being requested by his beloved. Any wizard who knows this spell knows the Beguile spell for free.

Advanced Shrink/Grow Creature (T): This works on a single living creature of less than ST 20. The characteristics of the creature stays the same, but the creature shrinks or grows by 10% for every 3 ST used to cast. This spell lasts for 1 day. The mass and volume of the creature will increase or decrease as the dimensions increase or decrease. The IQ for the creature will not change, but the other attributes of the creature may or may not change with a large change in size (GM discretion). Also, if the creature is unwilling it gets a 4 Dice versus IQ saving throw to try to avoid being shrunk or grown. Even if the spell works there could be a violent reaction to this spell or the creature could panic and run (especially if it is a generally timid or stupid creature and if the size change is significant enough). Any wizard who knows this spell also knows the Shrink/Grow Creature spell for free.
Advanced Telekinesis (T): This spell might be thought of as long-distance Telekinesis. Like Telekinesis, this spell allows a wizard to move an object with his or her mind. Unlike Telekinesis, the wizard does not have to be able to see the object. The wizard must have seen the object to be moved with his own eyes AND must have seen it in its exact current location. If the object to be moved is inside a building there must be a clear way through (this spell won’t defeat locked doors, but if there is a glass window and the object is something that would break glass then it will crash through). The way to the wizard can be circuitous, but as long as there is a way the object will zip through to come to the wizard’s hand. The flying object is clearly visible to anyone around, so if a wizard decides to steal something using this spell it is very risky business. If someone tries to grab the object and stop its escape the person doing the grabbing should roll 3D6 versus his adjDX and on a successful roll he grabs it, however he then must roll 3D6 versus his basic ST to see if he stops the object or if he is pulled right along with it to the wizard. This spell costs 5 ST per turn and it may well take several turns for an object to come to the wizard if it is very far away (the GM should assume that the flight of the object to the wizard is very rapid, but not instantaneous, and should decide on number of turns accordingly. Any wizard who knows Advanced Telekinesis knows the Telekinesis spell for free.

Advanced Thieves’ Bane (T): Immunity to Drop and to Break Weapon for everything carried, worn, or touched for every being in up to 4 connected hexes. Nothing can be taken by force and nothing can be accidentally dropped or broken. While this spell is in effect, a roll of 17 or 18 will not cause you to drop or break your weapon or any other item you are holding. Cost 2 ST plus 1 per turn while it is maintained for one hex, Cost 3 ST plus 1 per turn maintained for 2 or 3 or 4 hexes. Once the spell is cast, subjects need not remain in the original connected hexes in order for the wizard to maintain the spell.

Expert Ward (S): The biggest difference in this spell and the lower versions of it is the requirement that the casting wizard must stay in proximity to the ward for it to work is removed. This spell could be rightly thought of as “long distance ward” because this is the sort of spell a wizard would use to protect property where he or she lives even when the wizard is off adventuring in another part of the world. The duration of the spell is also increased. This is a protective spell. By setting Ward on a doorway, or just an area of floor, a wizard can “booby-trap” it psychically. Anything that comes through the warded doorway or area of floor (up to 3 connected megahexes) will be known to the casting wizard, even if he is asleep, busy, or facing another way. He will also know if the intruder has hostile intentions. Any number of Ward spells may be cast. Lasts 2 weeks. Cost: 2 ST. Some version of the ward spell must be cast once over each of the five wards of the magic items called Wards in order to energize them. If this spell is used (as opposed one of the lesser strength versions of the spell) the size of the protected area will be one texahex instead of one megahex.
Megahex Second Death (T): Like Second Death but affects every figure in one megahex. Cost 4 ST

Holy Symbol of Power (S): ONLY a Theologian may know this spell. A Theologian who knows this spell may inscribe an object with his or her holy symbol giving it divine (magical) powers. He or she can choose to have it do ONE of the following:
1. On a weapon, make it plus 2 to hit OR plus 2 damage
2. On armor, make it stop 2 extra hits OR reduce DX penalty by 2 (cannot raise DX above standard).
3. On a gem, have it function as a 2 PT ST battery
4. On an amulet, allow character to cast any two Cleric spells that he does not know (regular ST cost for casting and IQ requirements for spell still apply)
A Theologian may not have both a Holy Symbol and a Holy Symbol of Power. Knowing the Holy Symbol of Power spell means that the character also knows the Holy Symbol spell at no IQ cost. Theologians may not have more than one Holy Symbol of Power at a time, but Wizardly Theologians MAY have a Holy Symbol of Power and a Staff (any level). Holy Symbols of Power take 4 weeks to make at a cost of 10 ST per day but this is not done during an adventure except to replace a broken item. Any theologian with this spell will be assumed to have a Holy Symbol of Power at the start of the adventure but he or she MUST declare which of the ways he or she is using it.
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Old 05-22-2020, 08:23 AM   #75
ZooProfessor
 
Join Date: Sep 2018
Default Re: Show me the magic!

Our IQ 17 Spells:

7-HEX Chrysalis (C): Exactly like Chrysalis except the cocoon is now on any seven connected hexes. Anyone who knows this spell also knows Chrysalis and 3-HEX Chrysalis without additional IQ or XP cost. *C*

Advanced Transmogrify (T): Changes the physical shape of a living being that is ST 20 or less. If the living being is willing to be transformed, then no saving throw is required. The living being can be transformed into a creature of similar size. That doesn’t necessarily mean that the creature usually grows into that size. For example, a wolf could be changed into a house cat, but the house cat will be the size of a wolf--- it will have the ST and DX of a huge house cat. The IQ of the changed being is unchanged, but the ST and DX are of the new creature and any physical protections (for skin, scales, etc.) will be for the new creature. If the living being to be transformed is unwilling, then the victim gets an 8 Die saving roll versus ST plus DX (using ORIGINAL creatures ST and DX). This spell is permanent until removed by Remove Thrown Spell or until the victim makes a saving roll (can try once per day but using the NEW creature type’s ST and DX) or until the subject of the spell is killed or until the casting Wizard wills the spell away. The subject of this spell may no longer be able to use talents or spells if the new physical shape is not conducive to their use. Cost 15 ST and the Transmogrify Spell is a prerequisite.

Advanced Transmute (T): Same as Transmute but the effect lasts for an entire day. This would basically make anyone you duped with it take longer to discover the trickery. Cost 4 ST per 1 pound transmuted. A wizard who knows this spell also knows the Transmute spell for free.

Expert Control Plant (T): This is like Control Plant, but works on all the plants of ANY TYPE that are in three connected hexes. Used this way, Expert Control Plant WILL work on plants of mixed types that fill 3 connected hexes. Expert Control Plant can also be used to control all plants OF THE SAME TYPE in 7 connected hexes. The cost is variable. To use Expert Control Plant to control 3 Hexes of plants, the cost is 3ST plus 2 per turn maintained. To use Expert Control Plant to control a single type of plant in 7 connected hexes, it costs 5 ST, plus 2 per turn maintained. Any wizard who knows this spell knows the Control Plant and Advanced Control Plant spells for free.

Expert Healing (T) :For each 3 points of ST that the wizard puts into this spell, he/she can cure one hit of damage on himself or another. Heal will also restore lost fatigue from spellcasting, etc., but rarely is it practical to use it this way. Heal will cure HT already lost to disease and poison, but it will not cure the disease nor make the poison go away. It is possible to place healing magic into an artifact (Healing Stones), but such things are rare and costly and work no better than a mage with the Healing Spell and a Strength Battery or a corps of apprentices. Healing scrolls, on the other hand, are common. As with other scrolls, the magic comes from the scroll and the strength comes from the caster. *C*
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Old 05-22-2020, 08:24 AM   #76
ZooProfessor
 
Join Date: Sep 2018
Default Re: Show me the magic!

Our IQ 18 Spells:

Expert Mage Sight (T): A more advanced version of Advanced Mage Sight and any wizard who knows this spell knows Advanced Mage Sight and Mage Sight for free. This spell works like Advanced Mage Sight, but it extends the depth that the subject’s sight can penetrate solid substances. The subject can now see through any substance except lead that is one HX or less deep. The wizard decides how deeply he or she wishes to look (so a wizard could choose to only see through a foot of rock to see what is embedded inside or he could choose to see through a section of ground an entire HX in depth). This spell effectively makes something transparent for the subject, however whatever the subject is trying to see through has to be no further away than 1 HX. So a wizard using this spell couldn’t sit on a hill and look through the foot-thick walls of a tower, but that same wizard COULD stand right next to the wall and have his vision penetrate the wall and then he could see as far into the tower as his normal vision would show (just as if that section of the tower’s wall was transparent). Cost: 4 ST for 12 turns, plus 2 per minute to continue.

Expert Shrink/Grow Object (T): This works on a 1 HX object. The characteristics of the object stay the same, but the object shrinks or grows by 10% for every 10 ST used to cast. This spell is permanent unless the wizard wills it off or unless the spell is removed with Remove Thrown Spell. It can only work on a single object at a time, so it would not work to pile several small items into one hex and cast only one spell to shrink or grow them all. The tensile strength of certain items may be compromised if it is grown to exaggeratedly huge proportions (GM’s discretion). The mass and volume of the item will increase or decrease as the dimensions increase or decrease. Any wizard who knows this spell also knows the Shrink/Grow Object and Advanced Shrink/Grow Object spells for free. You COULD use this spell to take a gold piece and stretch it to 100 times its original size. If you do that, the ST cost would be astronomically huge. Just as an example, suppose you had an item that was 10 feet long. 10 ST would increase this by 10% (or one foot) so it would be 11 feet long. If you spent 50 ST, it would increase the length by 5 times 10% or 50%, so it would increase it by 5 feet, so now the item is 15 feet long. So, the one gold piece, in order to double it in size would cost you 100 ST (to increase the size 10 times 10%-- or 100%, which would double the size). So 100 ST would turn your one gold piece into a gold piece that is twice as large.

Rot/ Rejuvenate (T): Subject of the rot spell will begin to decompose rapidly, losing 1 ST and 1 DX every turn during the spell’s duration. Because of the horrifying nature of this spell, a saving throw of 3 D6 vs. IQ is required by the subject in order to move or take an action, for the first turn. Every turn after that, the roll is increased by one die. Rejuvenate simply reverses the process. A character who knows this spell need not make saving rolls. The effects of the Rot spell can only be reversed by the Rejuvenate spell. Normal rest, healing spells or potions have no effect but the Rot Spell can be stopped by Remove Thrown Spell. A character who is even partially rotted will have a negative reaction modifier (GM’s choice) from others. Others will often mistake him for a zombie or leper. The ST loss in terms of hit points are counted like fatigue (except that rest will not return the points), so this can make a victim pass out but cannot kill him. Costs 3 ST + 1 ST per turn. *C*
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Old 05-22-2020, 08:26 AM   #77
ZooProfessor
 
Join Date: Sep 2018
Default Re: Show me the magic!

Our IQ 19 Spells:

Expert Beguile (T): Exactly like Advanced Beguile except the duration of this spell is variable. For every 5ST the wizard uses to cast, the spell will last for 30 minutes. The victim of the spell gets a fresh saving throw verses IQ (as detailed in the Beguile spell) every ten minutes. Any wizard who knows this spell knows the Beguile and Advanced Beguile spells for free. There are rumors of a Master Beguile spell that is permanent if the casting wizard is powerful enough. If such a spell exists, it is not a part of any known grimoire in existence. Perhaps that is just as well.

Expert Shrink/Grow Creature (T): This works on a single living creature. The characteristics of the creature stays the same, but the creature shrinks or grows by 10% for every 10 ST used to cast for creatures with a basic ST of less than 20 or 10% for every 15 ST used to cast for creatures with a basic ST of 20 or greater. The mass and volume of the creature will increase or decrease as the dimensions increase or decrease. The IQ for the creature will not change, but the other attributes of the creature may or may not change with a large change in size (GM discretion). Also, if the creature is unwilling it gets a 4 Dice versus IQ saving throw to try to avoid being shrunk or grown. Even if the spell works there could be a violent reaction to this spell or the creature could panic and run (especially if it is a generally timid or stupid creature and if the size change is significant enough). This spell is permanent unless the wizard wills it off or unless the spell is removed with Remove Thrown Spell. Additionally, the creature gets a new 4 D versus IQ saving throw once per day. Any wizard who knows this spell also knows the Shrink/Grow Creature and the Advanced Shrink/Grow Creature spells for free.

Expert Thieves’ Bane (T): Immunity to Drop and to Break Weapon for everything carried, worn, or touched for every being in up to 7 connected hexes. Nothing can be taken by force and nothing can be accidentally dropped. While this spell is in effect, a roll of 17 or 18 will not cause you to drop or break your weapon. Cost 2 ST plus 1 per turn while it is maintained for 1 hex, Cost 3 ST plus 1 per turn while it is maintained for 2 or 3 or 4 connected hexes, Cost 4 ST plus 1 per turn for 5 or 6 or 7 connected hexes. Once the spell is cast, subjects need not remain in the original connected hexes in order for the wizard to maintain the spell.

Preservation (T): Will stop dead, organic matter from decaying indefinitely. Used mostly on zombies and friends’ bodies. Cost 15 ST
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Old 05-22-2020, 08:27 AM   #78
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Join Date: Sep 2018
Default Re: Show me the magic!

Our IQ 20 Spells:

Expert Transmogrify (T): Changes the physical shape of a living being of ST greater than 20. If the living being is willing to be transformed, then no saving throw is required. The living being can be transformed into a creature of similar size. That doesn’t necessarily mean that the creature usually grows into that size. For example, a wolf could be changed into a house cat, but the house cat will be the size of a wolf--- it will have the ST and DX of a huge house cat. The IQ of the changed being is unchanged, but the ST and DX are of the new creature and any physical protections (for skin, scales, etc.) will be for the new creature. If the living being to be transformed is unwilling, then the victim gets an 8 Die saving roll versus ST plus DX (using ORIGINAL creatures ST and DX). This spell is permanent until removed by Remove Thrown Spell or until the victim makes a saving roll (can try once per day but using the NEW creature type’s ST and DX) or until the subject of the spell is killed or until the casting Wizard wills the spell away. The subject of this spell may no longer be able to use talents or spells if the new physical shape is not conducive to their use. Cost 20 ST and the Transmogrify Spell and Advanced Transmogrify Spell are both prerequisites.

Expert Transmute (T): Changes the chemical make-up (so wood into steel, lead into gold, etc.) of an object at a rate of 1 pound (or less) in size per 20 ST used to cast. This spell is permanent unless removed by Remove Thrown Spell, the casting wizard wills the spell away, or the GM rolls a critical failure (see below). No effect on living creatures. A wizard who knows this spell also knows both the Transmute and Advanced Transmute spells for free. This spell is incredibly tricky to cast well. An Alchemist will get a 4 die versus IQ to see what the original material was, a Master Alchemist will roll only 3 dice. Alchemists absolutely will not use a transmuted item in potions because there is a chance that over time the spell will break down. The GM should test for the spell’s resilience over time. The GM rolls weekly (3 dice versus the casting wizard’s IQ--- and only a critical failure at 18 means the spell is breaking down). Use of this spell without warning others can be dangerous. For example, if the wizard changes his coppers into gold using this spell, on a critical failure of the GM’s weekly roll some or all of the coppers will start to transform back. Anyone the wizard has paid with this fake gold is highly unlikely to be happy with the wizard and legal trouble (or worse) could result. Since the GM does the rolls, it is very possible that the wizard wouldn’t know of the problem until getting very unhappy visitors at his or her door.
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Old 05-22-2020, 08:33 AM   #79
ZooProfessor
 
Join Date: Sep 2018
Default Re: Show me the magic!

A few notes:

A "texahex" is a megahex of megahexes.

We have an IQ 9 spell called Plantspeak, but I didn't include it because it is very similar to the Plantspeak Potion from the Book of Unusual Potions by Phil Reed (which is excellent as a resource, by the way) and I modified the wording of my spell to be internally consistent with the potion, so I am concerned that my spell has copy-written language in it.

If you see a *C* at the end of a spell this is a spell that non-wizard Priest or Theologian characters can take for the standard wizard IQ/XP cost according to our house rules.

Here are the notes and disclaimers that I included at the end of our house rules grimoire.

NOTES ON SUMMONING SPELLS IN THIS GRIMOIRE:
AT ISSUE: It seems to ignore logic to think that a wizard who could summon a wolf could not also summon a dog, a cat, a chimp, or some similarly sized animal of similar dangerousness.
This is already possible with the Summon Scout spell which is clearly intended to allow players to use the spell in inventive ways that will add to the flexibility of the spell and also add to how well the spell fits in with the creatures in the area of the game’s campaign.
Here is a list of summoning spells that are meant to replace the listed spell: Summon Primus (replaces wolf), Summon Secundus (replaces bear), Summon Tertius (replaces gargoyle), and Summon Quartus (replaces giant). The spell is not intended to allow summoning of creatures that are more powerful than the spells that they replace. Since this change increases the flexibility (and arguably the power) of these spells, in order to have the most powerful of the layered summoning spells one must know the earlier versions as well. That is why each stronger spell has the weaker spell as a prerequisite.
The summoning spells for Dragons and for Demons are just as in the rules as written. Dragons and Demons are special beings and require specialized spells. The only change to these are the clarifications below:
If a wizard knows the Summon Demon Spell, it includes the Summon Lesser Demon Spell. Both are not on the spell list--- as the wizard learns the “better” spell it replaces the old spell and wizard can cast either.
If a wizard knows the Summon Dragon Spell, it includes the Summon Small Dragon Spell. Both are not on the spell list--- as the wizard learns the “better” spell it replaces the old spell and wizard can cast either.

The Summon Scout, Summon Swarm, Summon Demon Familiar, Summon Spirit, and Summon Myrmidon spells are not in the layered Summon Primus, Secundus, Tertius, and Quartus spells because they work differently. The Swarm is very different from a summoned being meant to fight for the wizard and the Myrmidon is a warrior who uses armor and weapons. The layered summoning spells bring animals or magical beings, usually to fight but in the case of demons perhaps for other purposes. The Scout spell is not meant to bring a fighter and its length is not measured in turns, so it is also special and a standalone spell. The Summon Demon Familiar spell is not a summoning spell at all in the traditional sense as it is a pact with a specific being. The Summon Spirit spell brings an insubstantial being, so this is different than the layered spells.

NOTES ON PERMANENT SPELLS IN THIS GRIMOIRE:
There are certain expert level spells that have a permanent (until removed or reversed by magic or other means) effect. One example of this is the Expert Shrink/Grow Creature spell. It is very expensive in ST cost to do this spell (10 ST for every 10% size change desired for a creature ST of less than 20--- 15 ST if the creature is ST 20 or more), so this is unlikely to be a good combat spell. Maybe most combat wizards would find such a spell a poor use of one slot on their spell list, but this could be something that could enhance gameplay and it would be very interesting to find an entire zoo of living animals that fit inside a shoe box. Clever GMs might find good uses for this spell and others with a permanent effect, BUT if desired a GM could just say that no spells that have a permanent effect are allowed to be chosen by player characters. This last would get rid of any possibility that such a spell could unbalance the game, though these spells were carefully written to try to keep such a possibility very very low to begin with.

Last edited by ZooProfessor; 05-22-2020 at 09:16 AM.
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Old 05-22-2020, 01:22 PM   #80
TippetsTX
 
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Join Date: Sep 2018
Location: North Texas
Default Re: Show me the magic!

This is some good stuff. I'm seeing a pattern, though... clearly, cleric/divine magic plays a significant role in your game.

I'm also thinking that many of these would work well as 'rituals' (i.e. spells that cannot be cast in a single turn).
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Last edited by TippetsTX; 05-22-2020 at 02:43 PM.
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