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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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