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Old 10-17-2023, 09:42 AM   #231
Shostak
 
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Default Re: Show me the magic! Mana Wart

Quote:
Originally Posted by David Bofinger View Post
Witches could store mana in their familiar, etc. Make the staff optional.
Great (or twisted?) minds think alike; I had the same idea for familiars serving as mana reservoirs.
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Old 10-17-2023, 10:16 AM   #232
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Default Re: Show me the magic! Mana Wart

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Originally Posted by David Bofinger View Post
Witches could store mana in their familiar, etc. Make the staff optional.
There are several stories where they switch forms between the two including our own Staff To Snake and my Staff to Familiar.

https://www.hcobb.com/tft/new_spells.html#Spells
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Old 10-19-2023, 12:05 PM   #233
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Default 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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Old 10-26-2023, 11:54 AM   #234
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Default 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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Old 10-26-2023, 12:41 PM   #235
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Default Re: Show me the magic!

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Originally Posted by hcobb View Post
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.
A bit different from my own version... you restrict by the source object's material while I restrict to it's general size/mass.

https://forums.sjgames.com/showpost....2&postcount=46
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Old 10-29-2023, 03:18 PM   #236
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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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Old 10-29-2023, 06:26 PM   #237
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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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Old 11-26-2023, 03:11 PM   #238
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Default 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.
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Old 11-27-2023, 06:53 AM   #239
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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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Old 11-27-2023, 08:37 AM   #240
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Default Re: Show me the magic!

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Originally Posted by hcobb View Post
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.
Nice. Does this do anything to standard Fire damage? Does it make Slippery Floor even more slick? Why not allow standard Creation range?
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