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01-15-2022, 02:51 PM | #1 |
Join Date: Aug 2018
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Animate Spell
Has anyone developed a house rule for animating objects (i.e., stone statue, wooden figure or similar)?
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01-15-2022, 04:06 PM | #2 |
Join Date: Aug 2004
Location: Pacheco, California
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Re: Animate Spell
Here's my rules for golems
https://www.hcobb.com/tft/new_spells.html#golem
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-HJC |
01-16-2022, 08:22 AM | #3 |
Join Date: Dec 2017
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Re: Animate Spell
I've created a house-rule spell for animating objects such as furniture, etc.
ANIMATE OBJECT (T): The caster gives temporary life to weapons, chairs, and other dead or inanimate objects. The objects animated can move about under the wizard’s direct control or can mindlessly follow “preprogrammed” instructions (e.g. stand by a doorway and attack anything that tries to go through). The DX of the animated object is 2 points less than the wizard’s own DX – unless the Game Master rules that the object is incapable of having a DX that high. The ST of the object depends on the amount of ST the caster invests in the spell (1 per 5 ST given to the object). p.s., the animation can be made permanent by using in the application of a Lesser Enchantment. |
01-16-2022, 10:17 AM | #4 | |
Join Date: Aug 2018
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Re: Animate Spell
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01-16-2022, 02:33 PM | #5 | |
Join Date: Aug 2018
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Re: Animate Spell
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01-16-2022, 08:57 PM | #6 |
Join Date: Sep 2018
Location: North Texas
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Re: Animate Spell
This is my version (written, but not yet playtested)...
IQ 15 - ANIMATE OBJECT (T) This spell will imbue inanimate objects with mobility and a semblance of life. Each such animated object can be controlled as a summoned being, used to distract, attack or interact with whomever or whatever you designate. Unlike those creations, however, the wizard has no magical perception thru the enchanted object but neither can they be usurped by any 'control' spell (although they are vulnerable to REMOVE THROWN SPELL). In fact, animated objects can exhibit an unusual amount of autonomy, behaving similarly to a trained and loyal animal. They continue to act even after the wizard is rendered unconscious. You may animate one small object (¼-hex or less) for 4 ST. A medium-sized object (up to ½-hex) counts as two small or smaller objects and costs 8 ST, a large object (up to 1-hex) is 16 ST, and a huge object (up to 3-hex) will cost 32 ST. Regardless of size the object attacks w/ a DX equal to the wizard’s own attribute minus 2 and has an MA of 8. On a successful hit, the object will deal the equivalent of 'club' damage based on the ST used to cast the spell (i.e. a medium object does the same damage as a ST 8 fighter). They can be destroyed using the sundering rules (q.v.). Note: The spell cannot animate objects carried or worn by someone, but can otherwise give life to any object made of non-magical materials. Cost: Variable Duration: 1 minute, renewable
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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; 01-17-2022 at 01:51 PM. Reason: Objects do club damage, not unarmed. |
01-17-2022, 08:10 AM | #7 |
Join Date: Jan 2018
Location: Sydney, Australia
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Re: Animate Spell
I think there's two kinds of spell here, which would probably work in quite different ways.
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01-17-2022, 08:41 AM | #8 |
Join Date: Aug 2004
Location: Pacheco, California
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Re: Animate Spell
Create Chair Elemental: So long as she succeeds in the control rolls the Witch Queen Victoria shall sit anywhere and onlookers shan't be amused by the results.
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-HJC Last edited by hcobb; 01-17-2022 at 08:46 AM. |
01-17-2022, 07:48 PM | #9 |
Join Date: Oct 2015
Location: New England
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Re: Animate Spell
Magi Carta for Heroes & Other Worlds is sort of compatible with TFT and has an Animate Object spell as a Thrown spell at IQ 14. With it one can animate objects of a size determined by how much ST is put into it, with 2 ST for a small object (never really defined) and doubling each size increase (4 ST for medium, 8 for large, etc.). The spell description states that the objects can attack, but it never gives attributes for objects.
Here's my untested take, just for statues: IQ 10, Animate Statue (T): This spell vivifies a single statue or sculpture (in the round or bas relief), giving it attributes average for the artwork's subject for 3 rounds (a life-size statue of a wolf would have a wolf's stats, a life-size warrior would have a Myrmidon's, and a monumental sculpture of a person would have a giant's stats). Wooden sculptures have stop 3 hits, stone stops 4, and bronze stops 6. Costs 1/hex, can be renewed. My rationale for the low IQ and cost is that you need a statue handy, so it is considerably less useful than being able to animate any object. I'd be tempted to allow single blows that deal a statue high damage to break an animated statue, similar to how skeletons shatter. I'm also tempted to have cutting or impaling weapons used against them to have a risk of being damaged. |
01-17-2022, 08:33 PM | #10 | |
Join Date: Sep 2018
Location: North Texas
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Re: Animate Spell
Quote:
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“No matter how subtle the wizard, a knife between the shoulder blades will seriously cramp his style.” -Vladimir Taltos |
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