10-17-2023, 09:42 AM | #231 | |
Join Date: Oct 2015
Location: New England
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Re: Show me the magic! Mana Wart
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10-17-2023, 10:16 AM | #232 | |
Join Date: Aug 2004
Location: Pacheco, California
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Re: Show me the magic! Mana Wart
Quote:
https://www.hcobb.com/tft/new_spells.html#Spells
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10-19-2023, 12:05 PM | #233 |
Join Date: Aug 2004
Location: Pacheco, California
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Re: Show me the magic!
Ring of vampirism: The means of enchantment of this golden ring with a small ruby carved into a raindrop shape (base value of the ring: $300) has been lost. The wearer of the ring gains Dark Vision at no fatigue cost (but is -4 DX in full sunlight, adjust for the amount of light), and can use Flight for 1 fatigue per minute. They suffer an intense thirst for humanoid blood and if this is not provided they take 1 hit per hour, however in any hour where they drink at least one quart of such blood they heal 1 hit (other than from silver, fire, and acid damage). This ring has no effect when worn by an actual vampire or werewolf, and does not cause nor cure these afflictions.
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10-26-2023, 11:54 AM | #234 |
Join Date: Aug 2004
Location: Pacheco, California
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Re: Show me the magic!
IQ 11 Staff to Weapon (T): Turns the wizard's own staff into the form of an ordinary weapon of whatever type or size desired, but does not change the type of material, even if the amount is changed. So a wooden wand could turn into a quarterstaff, nunchucks, or spear thrower and a silver dagger could turn into a silver greatsword or silver whip. Costs 1 fatigue per minute.
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10-26-2023, 12:41 PM | #235 | |
Join Date: Sep 2018
Location: North Texas
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Re: Show me the magic!
Quote:
https://forums.sjgames.com/showpost....2&postcount=46
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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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10-29-2023, 03:18 PM | #236 |
Join Date: Aug 2004
Location: Pacheco, California
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Re: Show me the magic!
IQ 10 Toss (S): Delivers a thrown weapon or item that the caster has readied (perhaps with Quick-Draw) to strike at a target up to the caster's base ST in hexes with no range penalty as it is guided by a small gust of wind along the way. The to-hit roll is also used for the casting roll for this spell, so defending or dodging increases the chance of spell critical failure. Note that Gesture requirements (ITL 142) will restrict casters below IQ 12 from using Toss on anything other than their own Staff. Costs 1 fatigue.
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10-29-2023, 06:26 PM | #237 |
Join Date: Aug 2004
Location: Pacheco, California
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Re: Show me the magic!
IQ 13 Hold Wound (T): Useful against open wounds and bruises (stabs, clubbing, slashes, clawing, arrows, etc), but not damage from poison, flame, or blood loss. First clean out the wound (to prevent deep infection. Physickers do this automatically with their work, but can they can clean with only water or wine if they don't have a kit handy.) Record the current level of Hold Wound and those injuries while still a little sore will not impend combat effectiveness and the figure can take that much more damage before suffering from the impact of their total wounds. Every 24 hours replace one point of Hold Wound with natural healing. Each healing potion will also replace a level of Hold Wound with natural healing first, then work on other wounds once Hold Wound reaches zero. Only Hold Wound spells greater than the current level will work on the target figure and will replace the previous casting. Costs 5 fatigue per hit of wounds held and lasts until the body heals or Remove Thrown Spell is applied to reopen the wounds.
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11-26-2023, 03:11 PM | #238 |
Join Date: Nov 2007
Location: Greater Boston
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Re: Show me the magic!
Restore Textile (T) IQ 14
This spell is similar to the Repair spell in that it will restore a piece of textile or paper-like material to its undamaged state, providing most of the material can be recovered*. Burned paper may be restored providing all the ashes of the original are still accessible (for instance, if it is cast on the fireplace that was used to burn it). Any stains or similar blemish will be removed, but the wizard must actively guide the spell to avoid "cleaning" off ink or paint. It takes ten minutes and 2 ST, per 1ft sq of material. Yes, we all know actual combustion, and decay actually remove material, and don't just change its state. This is magic. Look at it as a localized time travel spell that rolls back the clock on paper or textiles, like Dr Strange with that apple in the first movie. |
11-27-2023, 06:53 AM | #239 |
Join Date: Aug 2004
Location: Pacheco, California
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Re: Show me the magic!
Fog (C) IQ 12
At the base cost of 1 fatigue fills the caster's and the six adjacent hexes with a thick fog. This inflicts a hit per turn on Fire elementals inside the fog, provides a hit per hex of armor against fireballs and dragon's breath and is -2 DX/hex to see through for anyone without Mage Sight (Anything past three hexes of fog is blocked form sight), and inflicts -1/hex for hearing rolls (Anything at a -6 to be heard is inaudible). The radius increases by one hex for each additional fatigue spent in the casting and whatever the radius costs only 1 fatigue per minute to maintain.
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11-27-2023, 08:37 AM | #240 | |
Join Date: Oct 2015
Location: New England
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Re: Show me the magic!
Quote:
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