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(TFT) Number of apprentices
If a character is going to make an enchantment, they may need
apprentices to help. In addition to needing a Lab ($10,000 minimum) they are
going to need the book for the magic item, required components, and maybe
other lead wizards who have more than just the aid spell. The first section
below is what one lone wizard with lessor/greater magic item creation
(and/or weapon/armor enchantment), and his apprentices, can do. The second
section is about teams of.
E N C H A N T M E N T
Items, ranked by number of apprentices needed.
The IQ listed is of the original spell
# IQ Item
0 8 Slow movement
0 8 Drop weapon
0 8 Light (1 kg)
0 9 Avert (1 HOP/turn)
0 9 Darkness (1 HOP)
0 9 Dark vision
0 9 Gem: summon wolf
0 10 Gem: summon warrior
0 10 Lock
0 10 Key
0 10 Trip
0 10 Speed movement
0 10 Dazzle
0 11 Silent movement
0 11 Gem: summon bear
0 11 Mend:Serpent torc
0 13 Gem: summon Gargoyle
0 13 Sticky floor (1 hex)
0 13 Slippery floor (1 hex)
0 13 Curse (-1)
0 13 Amulet vs. disease
0 13 Fireproof
0 13 Ring of control
0 14 Fresh air
0 15 Quiver of replenishment
0 19 Limiting spell
1 9 Detect life
1 10 Detect enemies
1 11 Rope
1 12 Mage sight
1 20 Command word
1 20 Flaming weapon
1 20 Strength battery (1 point)
2 8 Blur
2 9 Clumsiness (-1)
2 9 Confusion (-1)
2 9 Weakness (-1)
2 10 Far vision
2 11 Make: Serpent torc
2 13 Flying carpet
(2 hex)
2 14 Weapon/Armor enchant (+1)
2 14 Gem: summon giant
2 15 Gem: summon dragon
(4 hex)
2 15 Hammer touch
2 17 Cleansing
2 18 Gate lock
2 19 Little death
2 20 Increase one attribute (+1)
3 8 Detect magic
3 12 Freeze
3 12 Invisibility
3 14 Telepathy
3 17 Geas
3 17 Amulet of Skepticism
3 20 Zombie ring
4 10 Shock shield
4 11 Sleep
4 12 Magic rainstorm
4 13 Flight
4 13 telekinesis
4 13 Amulet vs. one elemental
4 15 Amulet vs. creature
4 16 Long distance telepathy
4 17 Expunge
4 17 Insubstantiality
4 17 Spell sniffer
5 15 Quiver of replenishment
with silver arrow
5 15 Quiver of replenishment
with silver arrow
and +1 attribute
5 16 Amulet vs.drunkenness
6 10 Shadow (1 hex)
6 11 Reverse missiles
6 11 Persuasiveness
6 13 Stone flesh
6 13 Amulet vs. all elementals
6 14 Dispel Illusions
6 14 Glamor
6 15 Pentagram (1 hex)
6 15 Astral projection
6 18 Gate key
6 18 Shapeshifting (specify)
6 20 Crystal Ball
7 12 Fireball
7 12 Magi sight
7 14 Bound small demon
7 15 Unnoticeablity
7 16 Gem: summon dragon(7 hex)
7 20 Lens of translation
8 12 Wand of fireballs
8 8 Wand of magic fist
8 14 lightning
8 14 Spell shield
8 20 Charm (+1)
9 15 Iron flesh
9 14 Wand of lightning
9 20 Wards
10 13 Destroy Illusion
10 15 Giant rope
14 14 Lightning
14 18 Wizards wrath
15 15 Teleport
17 18 Wand of Wizards wrath
19 19 Long distance teleport
E N C H A N T M E N T
Items, by teams needed
Number of wizards and apprentices listed
Cost per week is listed and potions required
# # $
Item wis app week Doses of
Clumsiness +2 2 4 1,010 10 Clumsiness
+3 4 8 2,020 20 Clumsiness
+4 8 16 4,040 40 Clumsiness
+5 16 32 8,080 80 Clumsiness
Confusion +2 2 4 1,010 4 Confusion
+3 4 8 2,020 8 Confusion
+4 8 16 4,040 16 Confusion
+5 16 32 8,080 32 Confusion
Weakness +2 2 4 1,010 8 Weakness
+3 4 8 2,020 16 Weakness
+4 8 16 4,040 32 Weakness
+5 16 32 8,080 64 Weakness
Curse -2 2 - 810 5 Clumsiness
to rolls 2 Confusion
4 Weakness
-3 4 - 1,620 10 Clumsiness
to rolls 4 Confusion
8 Weakness
-4 8 - 3,240 20 Clumsiness
to rolls 8 Confusion
16 Weakness
-5 16 - 6,480 40 Clumsiness
to rolls 16 Confusion
32 Weakness
Darkness 2 hex r 2 - 90
3 hex r 4 - 180
4 hex r 8 - 360
5 hex r 16 - 720
Attribute +2 2 4 150
+3 4 8 300
+4 8 16 600
+5 16 32 1,200
Wepon/armor +2 2 4 230
+3 4 8 460
+4 8 16 920
+5 16 32 1,800
# # $
Item wis app week Doses of
Pentagram 3 hex 3 18 375
4 hex 4 24 500
7 hex 5 30 625
Maintain 2 hex 2 4 150
Image 3 hex 3 6 225
4 hex 4 8 300
7 hex 5 10 375
Maintain 2 hex 2 - 50
Illusion 3 hex 3 - 75
4 hex 4 - 100
7 hex 5 - 125
Strength 10 2 2 24 healing
battery 15 3 3 36 healing
20 4 4 48 healing
25 5 5 60 healing
30 6 6 72 healing
35 7 7 84 healing
40 8 8 96 healing
45 9 9 108 healing
50 10 10 120 healing
55 11 11 132 healing
60 12 12 144 healing
65 18 18 156 healing
70 14 14 168 healing
75 15 15 180 healing
80 16 16 192 healing
Fireball rod 1 pyro per point
Lightning rod 1 silver slime per point
Any rod, 16 wizards = 16 points
# # $
Item wis app week Doses of
Mobile sticky floor 2 - 92
Mobile slippery floor 2 - 92
12 turn summon wolf/warrior 2 - 50
12 turn summon bear/gargoyle 2 - 50
12 turn summon Giant/dragon(4 hex) 2 4 150
12 turn summon Dragon(7 hex) 2 14 400
# # $
Item wis app week Doses of
Flaming 2 2 2,640 4 pyro
missile weapon 2 fireproof
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