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Old 03-23-2022, 11:10 AM   #1
hcobb
 
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Default IQ 7 spells

What kind of spells are so simple that they'd be suitable for an IQ 7 spellcaster?

Shriek (S): Creates a loud unnatural sound from the caster's hands. Animals will flee the first time they hear this if they roll a 1 on their reaction. Costs 1 fatigue.

Slide (T): Subject may attempt a 2/DX roll for each of the next three turns to slide downhill without damage. Costs 2 fatigue.

Sniff (T): Subject gets +2 IQ for all smell perception rolls for the next minute. Costs 2 fatigue.

Spark (T): Does 1 point of fire damage to the target (armor protects, but shields don't). Can catch highly flammable objects such as loose paper or dry straw on fire. Costs 1 fatigue.
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Old 03-25-2022, 01:46 AM   #2
Steve Plambeck
 
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Default Re: IQ 7 spells

Those are very cool Henry -- very much what I had in mind in the other thread where I mentioned the IQ 7 "Backwoods Spells" my original group had approved as house rules decades ago.

So I dug deep and dredged up an old binder of our house rules hoping to add to your list, as I couldn't recall any specific ones.

I found the page. It recorded the fact we'd ratified the house rule approving the idea of IQ 7 spells (that would not require Literacy), but no one ever wrote any - it said "to be determined". We were mostly all writers and our campaign ran 18 years, but we never got around to writing any! We could have used yours! LOL!

Perhaps I talked everyone out of it though. I see in my notes I was questioning how it would work, and if we'd really need "Backwoods Spells". For one thing it conflicted with another house rule that required a magic user to take our Wizardry talent. That talent had a minimum IQ of 8, so IQ 7 spells would be a contradiction. Funny thing about house rules is if you have enough of them, they can end up conflicting with each other :)

For another thing, we had an extensively developed system of "Divine Magic". These divine "spells" didn't require Literacy, and had no minimum IQ level, so I argued in my notes that any "Backwoods Spells" would be superfluous anyway in our universe.

I still think it would be a great idea for TFT in general though. Magic shouldn't reflect imperialistic and snobbish cultural biases. Quite the opposite. Western culture has demeaned what it terms "primitive", but what the word actually means is "Of or relating to an early or original stage or state; primeval."

But I may have digressed.
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Old 03-25-2022, 09:15 AM   #3
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Default Re: IQ 7 spells

Summon Stone (C): Creates a smooth rock of up to a third the caster's ST in pounds into the caster's hand. Costs 1 fatigue per minute.
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Old 03-25-2022, 10:19 AM   #4
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Default Re: IQ 7 spells

Find (S) This spell allows the caster to locate a specific object known to them, such as a button, key, or their spectacles, etc., if they enter a hex adjacent to it. Costs 1 to cast and 1 to maintain.

Dry (T) This spell dries a single wet inanimate item of up to 1 lb., such as a stocking or hat, or a proportionate section of a larger item. Costs 2.
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Old 03-25-2022, 10:38 AM   #5
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Default Re: IQ 7 spells

A few more ideas can be found buried in this thread too...

https://forums.sjgames.com/showthrea...light=Cantrips
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Old 03-26-2022, 03:40 AM   #6
warhorse11h
 
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Default Re: IQ 7 spells (cantrips, part 1 of 2)

Posted these some time back and subsequently took them down. At any rate, they were adapted from another game. Use them as you see fit.

IQ 7 Spell
Cantrips (S) Minor spell effects. Learn 1 cantrip per IQ point. Cantrips that summon something, last 12 melees. The summoned critter appears in an adjacent empty hex. They have normal MA and move as the caster directs. They can be renewed by recasting if desired, but only 1 of any specific creature can be summoned and exist at one time.
Use of any cantrip requires 1 ST. (I prefer to allow ST expended for a cantrip to be restored in 5 not 15 minutes unless one is in combat or strenuous activity. They are supposed to be minor effects in nature.)
Cantrips Conform to Thrown Spells (T), Missile Spells (M) or Creation spells for DX "to hit" roll adjustments from the caster to the target. Cantrips require a "to hit" roll vs DX.
Multiple cantrips that affect a person are not cumulative. There is never more than a 1 point penalty. Note: For cantrips that directly affect a person, a saving throw vs IQ is appropriate. 2D6 if the subject is aware magic is being used on him, 3D6 if not.


Bee (C)summons 1 bee.

Belch (T) 1D6 times rapidly, -1DX for one melee

Birdcall (M) Can produce the call of one bird from any direction or distance he can see.

Blackhands (T) Turns the casters hands black. 12 melee duration.

Blink eyes (T) 1D6 times rapidly, -1DX for one melee

Blue light (T) Creates a small ball of light, equal to a candle that appears over the users head and travels as he desires it to.

Bug (C) summons 1 normal bug. Whatever you want it to be.

Catfeet (T) silences the subjects footfalls for 12 melees. But only his footfalls. Everything else can still make noise.

Cause rash (T) Causes subject to break out in a rash that lasts 24 hours.

Change (T) removes dirt from a bandage or other cloth up to 1 square foot size. Wizard dads are fond of this one for awhile.

Chill (T) reduces the temperature of up to a gallon of liquid to 40 degrees F, the liquid warms naturally.

Clean (T) Removes all dirt and dust from all surfaces in a MH area.

Color (T) Changes the color of one item for one day.

Colored Lights (T) causes a light source to emit rainbow colored lights for 12 melees

Cough (T) 1D6 times rapidly, -1DX for one melee

Creak (M) Sound of a door that needs oil being opened.

Curdle (T) Causes milk or other liquid to go bad. 1 cubic foot affected.

Cut (T) Cuts any cloth, string, thread, strap etc. A cut up to 12 inches long can be created.

Dampen (T) Moistens a cloth or surface up to 1 foot square.

Dim (T) Reduces a light source to the brightness of a candle for 12 melees.

Dirty (T) Makes every surface dirty in a MH area.

Disguise scent (T) Deodorizes a MH area.

Disinfect (T) Kills all microbes in a cubic foot area.

Distract (T) The subject is distracted and suffers a -1DX penalty for the action he is currently trying.

Dry (T) Removes moisture/wetness from a MH area. or 1 cubic foot of material. Can be used to dry fruits, meat, etc.

Dry wood (T) Removes all moisture from a cubic foot of wood. Good for making firewood in the middle of a rainforest during rainy season.

Dust (T) Removes dust from all surfaces in a MH area.

Dusty (T) Makes every surface dusty in a MH area.

Edible plant (T) Makes one plant, regardless of type, edible. Doesn't make it taste good though.

Exterminate (T) Kills all vermin in a MH area.

Firefinger (T) Produces a flame from 1/2" to 6" in length from one finger. Can be maintained for up to 12 melees.

Flavor (T) Restores full flavor to one item of food or drink. Or spice it to the caster's taste.

Footfall (M) Makes the sounds of someone walking in the direction the caster wishes. The sounds can be made to appear to be getting closer or further away.

Freshen (T) Restores freshness and taste to any food or drink. Can't do anything if it has spoiled.

Gallop (M) Sound of horses galloping, going in whatever direction the caster wants.

Gather (T) Causes all small items in a hex to come together in a neat pile or if different types in separate piles.

Giggle (M) Sound of giggling coming from a direction chosen by the caster.

Gnats (C) A cloud of gnats appears. They can be used to harass a subject, causing a -1DX.

Groan (M) Groaning sounds from a direction chosen by the caster.

Hairy (T) Causes the subjects hair to grow 6". All his/her hair.

Haze (T) Causes a MH to become hazy. Objects appear somewhat indistinct. Attacks into or through it are at -1DX and it lasts 12 melees.

Heal Rash (T) Cures any rash not caused by curses or spells. Will heal the cantrip "Rash".

Hide (T) Causes any object of less than 1 cubic foot in size to become extremely unnoticeable. Someone looking at the object casually will not see it if he does not save on 3D6 vs IQ with a -2 penalty. Someone actively looking for the object saves on 2D6 vs IQ with a -2 penalty. Any appropriate detection spell will instantly reveal the item.

Horn (M) Sound of a horn coming from a direction chosen by the caster.

Knot (T) Tie two ropes, strings, threads or cables together using any knot the caster knows.

Leadblade (T) Slows the subject slightly. He acts last among characters with the same DX. Lasts one melee.

Listen (M) Caster can hear any conversation he can see, even if they are whispering. Lasts 12 melees.

Mark path (T) Creates a mark visible to the caster on a rock, tree, wall, door, etc. The duration of the mark is one day.

Minor Shield (T) Creates a small amount of magical protection. Anyone attacking the subject of this cantrip with a normal weapon misses if the "to hit" roll is equal to the attacker's adjusted DX for the attack.

Mirage (M) Creates a very simple mirage. The mirage appears distant, indistinct, the colors are faded, shapes are blurry. No save is necessary to disbelieve this illusion, only state the intention to disbelieve.

Moan (M) Sound of moaning coming from a direction chosen by the caster.

Mouse (C) summons 1 mouse

Mute (M) Silences the noise of one item for one melee. i.e. a door being opened.

Nod (T) Causes the subject to nod his head as if in answer to a question.

Noise (M) Noise coming from a direction chosen by the caster. The noise can be anything the caster has previously heard.

Palm (T) Causes small items held in the caster's hand to disappear and reappear when and as the caster chooses.

Parch (T) Makes the subject really thirsty. Can also be used to dry out a cubic foot of material.

Polish (T) Cleans and polishes all metal, leather or wood in a square foot area.

Present (T) Causes paper, cloth, ribbons, thread and or strings to wrap around an object up to one cubic foot in size. Changes the color of the paper and cloth into attractive shapes and designs and makes the string, ribbon and thread appear decorative. Can be used to hide an object or prepare it for transport.

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Old 03-26-2022, 03:42 AM   #7
warhorse11h
 
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Default Re: IQ 7 spells

IQ 7 spells (cantrips, part 2 of 2)

Quench (T) Satisfies the subjects thirst.

Quickblade (T) Speeds the subject up slightly. He acts first among characters with the same ADX. Lasts one melee.

Rainbow (T) Causes rainbow colored lights to stream from the caster's hands. Has no effect but to illuminate the area.

Rattle (M) Sound of rattling coming from a direction chosen by the caster.

Ravel (T) Causes torn cloth or thread or rope to reunite. Can fix a tear up to 1 foot in length.

Repel Insect (T) Causes one insect to move away from the caster at maximum MA for one melee.

Salt (T) Salt a quantity of food to the caster's taste. Works on up to 1 cubic foot of food.

Scorch (T) Causes a wooden or leather surface up to a square foot in size to blacken and char as if exposed to a flame.

Scratch (T) Causes 1D6 scratches to appear on a surface up to 1 foot square.

Shrine (T) Prepares an area a MH in size so that the caster can attend to his religious devotions.

Smokepuff (T) Causes any fire source to emit a smokepuff for one melee.

Snatch (T) Allows caster to mentally remove a small object, (1 oz per IQ point) from one person to himself. The subject does get a save vs IQ on 2D6 to notice, but it is a 3D6 save if he is distracted. Noticing that it is gone does not mean he knows who took it, only he knows it's gone.

Sneeze (T) Subject sneezes 1D6 times. -1Dx for 1 melee.

Sour (T) Gives one cubic foot of food or drink a sour taste.

Spark (M) Sparks appear in a hex chosen by the caster.

Spice (T) Seasons 1 cubic foot of food to the caster's taste.

Spider (C) Summons 1 spider.

Spill (T) Causes the subject to spill a container up to 1 cubic foot in size. Can be liquid or solid.

Sprout (T) Causes seeds to sprout in a 1 square foot area, or causes an existing plant to grow leaves, buds, and new branches. Works on one plant bush or tree.

Sting (T) Subject feels a stinging pain in a location chosen by the caster. It produces a-1DX penalty.

Stir (T) Causes a spoon, ladle or stick to move in a circular motion inside a container of liquid or loose solid objects.

Stitch (T) Sews a torn piece of cloth or two cloths together. Up to 12 inches long.

Sweeten (T) Gives up to 1 cubic foot of food and drink a sweet taste.

Tangle (T) Causes a rope, thread, or string to become tangled to the point of uselessness until it is rolled up again.

Tap (M) Sound of tapping coming from a direction chosen by the caster.

Tarnish (T) Makes up to 1 square foot of metal appear older, neglected and unused.

Test soil (T) Caster can test an area a MH in size to see if it can support plant life.
1
Thump (M) Sound of thumps coming from a direction chosen by the caster.

Tie (T) Join two strings or ropes together with any know the caster knows.

Tweak (T) A twisting, pulling, and pinching force is applied to the subjects body in a location determined by the caster. Causes a -1 DX for one melee.

Twitch (T) Causes the subject to twitch. He's -1 DX for one melee.

Two D'lusion (T) Creates an illusion that an area up to a MH in size has not been entered for a month or more. No save is necessary to disbelieve this illusion, only state the intention to disbelieve.

Unlock (T) Can unlock any simple and small locking device. A latch or catch would be unlocked. A lock requiring a key or one that is trapped or magical would be unaffected.

Untie (T) Unties one knot in a rope string or thread.

Warm (T) Heats a quantity of material up to 1 cubic foot in size to 120 F.

Whistle (M) Sound of whistling coming from a direction chosen by the caster.

Wilt (T) Causes one normal plant to wither and dry out.

Wink (T) Causes the subject to wink one of his eyes. Caster chooses which eye.

Wrap (T) Causes paper, cloth, ribbons, thread and or strings to wrap around an object up to one cubic foot in size. Can be used to hide an object or prepare it for transport.

Yawn (T) Causes the subject to yawn. He suffers a -1 DX penalty for one melee.

In my copy of Advanced Wizard, if the IQ of the spell is the same as the wizard or one less, he has to speak and gesture to cast the spell. If the spell IQ is 2 to 4 points less than the casters, he either has to speak or gesture and if the spell IQ is 5 points or more less than the wizards, he doesn't have to speak or gesture.
Being hit by a coughing fit, yawning, etc. could play hob with the speaking part of spell casting.
An NPC wizard of IQ 9 gets hit by a yawn cantrip. He has to speak and gesture to cast a Magic Fist and would suffer the -1 DX. A wizard of IQ 10 or more would be able to just use a gesture to cast a Magic Fist and not suffer the penalty. A wizard of IQ 14 intends to use a Lightning Bolt but gets hit with the yawn cantrip. If he uses the Lightning Bolt, he has the penalty, but if he switches to a Fireball, he won't. And who do you think is likely to be the target of that Fireball. The guy who looks like a wizard would be my guess.
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Old 03-26-2022, 07:57 AM   #8
phiwum
 
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Default Re: IQ 7 spells

The summoning spells (bee, mouse, etc.) are pretty cheap versions of summon scout. If you're only after a scout, a bee works at least as well as a bat, after all, and is smaller and less obvious than most mammals.
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Old 03-26-2022, 08:05 AM   #9
hcobb
 
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Default Re: IQ 7 spells

Really needs to be control insect that only grants movement, not senses.
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Old 03-26-2022, 08:23 AM   #10
phiwum
 
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Default Re: IQ 7 spells

That's not a bad fix, Henry. That would effectively limit the effectiveness of the summoning to line of sight and so there's no overlap with Summon Scout.
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