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(TFT) spell prefixes (vote please)



Dear All,
I found this that Michael sent me 5 months ago (from WW9 many moons ago) -
do we have any consensus on this, guys? Some effects sound alot more
interesting than others.


SPELL PREFIXES
>From The Scope of Magic: Spell Prefixes by Stewart Wieck from White Wolf #9
But it seems no matter how many spells the magic-user class is given, it
always, at some point or another, begins to bog down again. The reason for
this seems to be that though the magic- user is given new spell choices,
his versatility never really increases. He can cast an oldy (but a goody)
like fireball, but it is still "just" a spell. The intent of this column of
'The Scope of Magic" is to increase the versatility that the magic-user
seems to lack. This will be done by introducing what are called 'spell
prefixes".
Spell prefixes are just what the name implies. They are things used before
a spell. In this case, though, the prefix actually becomes part of the
spell and modifies it in some way.
Each prefix only adds one turn to the casting time of each spell and they
are learned as any other spell is. Each prefix has an "IQ level" either
assigned to it or the description of the prefix notes how to figure the "IQ
level" of the form of the prefix which is to be used. The prefix does not
take up a spell "slot" but acts like a Hobby talent (costing < an attribute
point).
As you can see, the use of spell pre- fixes is easy enough to understand
and govern. What follows is a list of fifteen spell prefixes. You are, of
course, free to add to the list.
One more rule should be pointed out which governs their use. Yes, prefixes
may be combined. You may cast a chain Confusion that is hidden, colored
pink, and has a range of twice normal. But also keep in mind the cost and
time. The spell cost would be (in addition to the spell itself) 3 fST
(chain), 3 fST (hide), 1 fST (color), and 2 fST (range), plus 3 fST per -6
IQ for 12 fST. But it would probably take out the roomful of orcs. Also,
concentration always takes effect first. Magic-users now have a bit more to
work with, but they must still be careful.
Area Change (IQ 8, Costs 1-2 fST/25%) This prefix simply allows the area of
effect of the spell to be increased or decreased. I am sure that frequent
dungeon goers will find the later use of particular note when they consider
throwing a fireball down some passageway. There are two ranges of costs for
this prefix. For spells IQ 8-12, the fST cost s is 1 fST per 25% increase
or decrease. The cost for spells IQ 13 or more goes up to 2 fST per 25% of
change.
Affector (IQ 14, Costs 7 fST) This prefix, though perhaps of semi-limited
use, is nonetheless a very interesting one. The IQ level of the prefix (IQ
14) should give some indication of the power of the prefix. By adding this
to a spell, a magic-user could, for example, affect a blue dragon with his
lightning bolt or affect a white dragon with his cone of cold. Affector
does not apply just to dragons. Are you sick of not being able to charm
undead? I'm sure near unlimited uses could be found for this prefix. Just
remember that it only applies to the spell cast after it. It cannot allow a
+2 DX weapon to harm an iron golem, etc.
Chain (IQ 8, Costs 3 fST) This is the first case of a prefix being
inadvertently applied to another spell to make a new spell. The exact
details of the combination are lost, but the result is still in common use
by most powerful mages around. Commonly used with the Lighting spell.
The Chained spell affects or strikes one object or creature initially, then
arcs to a series of other objects or creatures within range, losing energy
with each jump (but not requiring the same spell to be cast again). After
the first strike, the spell arcs to the next nearest object or creature.
Each jump reduces the strength of the spell.
The chain can strike as many times (including the first object or creature)
as the spell's effects will last after being weakened with each  target.
The spell continues to arc until it has struck the appropriate number of
objects or creatures, until it strikes an object that obliterates it (Gm's
decision), or until there are no more objects or creatures to strike.
Direction is not a consideration when plotting chain arcs. Distance is a
factor - an arc cannot exceed the spell's range. If the only possible arc
is greater than the spell's range, the stroke fades into nothingness.
Creatures immune to the spell can be struck, even though no damage is
taken. Note that it is possible for the chain to arc back to the caster!
The wizard cannot pick and choose the targets.
More than just lightning can be chained. It can be applied to almost any
spell which requires a target. Use chain in conjunction with a Confusion
spell. The fST cost of the prefix equals the fST of the spell it is to be
with plus three (3 fST). Therefore, a chained Confusion would be level 4
fST for -2 IQ, or 5 fST for -3 IQ, etc. A chained spell, however, weakens
as it goes from victim to victim. Each victim after the first receives a
cumulative +1 SR to the save or -1 die/point (whichever is appropriate) of
damage. Therefore, no more than three targets could be affected by chain
Magic Fist because the maximum damage with any single Magic Fist is three
(1d6-2). The third target would only take one point of damage from the
Magic Fist (assuming that a six was rolled for the damage) and nothing at
all would be chained onto a fourth victim.
Color (IQ 8, Costs 1 FST) The color prefix is the simplest of them all. It
costs only a cantrip to use. Its only affect is to change the color of any
physical manifestation of a spell. A green Fireball would be possible as
would a purple Cone of Cold. The use of this prefix, a few years ago, is
the reason the reason the wizard Yuteron became known as The Green Wizard.
Combination (IQ 15, Costs 8 FST). This is an IQ 15 prefix. This high cost
is very justified for the prefix allows two spells to be cast at
essentially the same time. The casting time for the whole package equals
the casting time of the higher IQ of the two spells. The two spells may
then be used in direct combination somehow (a Fireball detonates at the end
of a Lighting) or they may be used totally separately (cast a Fireball at
someone near you while putting up Spell Shield to protect yourself. As can
be seen, this is a highly potent prefix and must be used with careful GM
supervision.
Concentration (IQ 12, Costs 5 FST). How many times has your favorite
magic-user been struck while he is right in the middle of casting a spell?
He lost the spell, right? Well, this prefix can fix that, so long as the
magic- user wants to tie up a 5 fST spell to cast it. After the prefix is
cast (which CAN still be interrupted), the spell which follows it cannot be
kept from being cast short of the death, immobilization, or silencing the
caster.
Extension (IQ 12, Costs 2-3 FST/50%). This spell prolongs the duration of a
previously cast spell by 50%. Thus a Levitate spell can be made to function
for 50% longer than it was maintained for the same fST cost - the spell
just 'continues' after you've stopped maintaining it, a Freeze spell made
to work for 3d6 turns. This can even affect spells cast by another wizard.
This spell actually works better as a prefix so has been converted to that
purpose. It still works essentially the same as the spells, but is now
available only in +50% increments. When used as a prefix for IQ 8-12
spells, the level cost equals 2 fST/50% increase. The cost for IQ 13-16
spells is 3 fST/50% increase. So, someone who wants to double the length of
time that his Stop lasts must cast the 6 fST prefix (two 50%'s for a spell
IQ 13).
Hide (IQ 10, Costs 3 fST). The hide prefix makes any physical
manifestations of spells totally undetectable. A Confusion spell will be
invisible, the sound of an exploding Fireball will not be heard, etc. This,
of course, makes it much harder to avoid these sorts of attacks. Figures
won't be able to their Dodge to avoid damage, dexterity won't affect the
saving throw (for good or ill), etc. The IQ is level 10.
Potency (IQ 8, Costs 1 fst). This prefix makes a spell effects much more
potent in one of two ways. First, it may increase the damage which is done,
or, secondly, it might decrease the target's saving throw. The latter may
apply to the normal saving throw and/or magic resistance. The prefix has a
cost of 1 fST per one extra die of damage, -1 on the saving throw, or -100%
magic resistance. All of these may be affected at once. Therefore, the
magic- user may use 7 fST to do one extra die of damage, lower the targets
save by two, and decrease his magic resistance by 40%.
Range (IQ 8, Costs 1 fST). This prefix simply gives the spell following it
a longer range. The cost is minimal - 1 fST/50% increase in the range.
Store (IQ 12, Costs 5 fST). The prefix store affects a spell so that the
latter spell will come into effect under the conditions dictated during the
casting of the spell. When a spell is stored it is, in a sense, hung away
until it is needed. The spell is cast in the normal way, but does not take
effect immediately. Instead, it may be "called" out of storage whenever the
magic-user needs to use it. When so called, there is effectively no casting
time is involved (0 AP) since the spell has already been cast. The spell
takes effect immediately. A spell may not be stored forever. Not only are
there dangers involved, but the spell also slowly loses its potency. For
every day that the spell is held in storage, it loses either one die of
damage potential or it weakens so that when cast the target will gain +2 to
the save. If there is normally no save against the spell, then a save is
allowed and the bonus is +1 per day. Additionally, there is a 04%
cumulative chance per day that the spell will violently dissipate in either
of two manners. There is a 3/8 chance that the spell will immediately take
effect as if the caster were in the center of its effect (e.g. slow would
slow down everyone within range around and including the caster),
otherwise, there will just be a terrible release of energy which will cause
one point of damage per IQ level of the spell that was stored. This is a IQ
12 prefix. A number of spells no greater than the magic-users IQ-9 may be
stored at any one time.
Substitution (IQ 8, Costs 1 fST). This prefix will be of a great help to
magic-users who customarily find themselves without the appropriate
material components to cast a certain spell that they want very dearly to
cast. The prefix allows similar things to be substituted for one another as
material components to such effect that the true spell is not altered in
any way. A reasonable similarity must exist between the true component and

that which is substituted, but it need not be near exact. This prefix has a
cost equal only to 1 fST.
Target (IQ 9, Costs 2 fST). This prefix allows a spell to be cast at a
target who is not in sight. The target must still be in range, but may, for
example, be around a comer where he cannot be seen. A magic-user could then
prefix lightning bolt with target and the bolt would arch around the comer
to strike the target. It is an IQ 9 prefix.
Vocalize (IQ 9, Costs 2 fST). The recipient of this prefix can cast spells
with a verbal component without having to make a noise. This prefix has no
effect on other noises or speech it simply removes the spell's verbal
component. It is also a IQ 9 prefix.
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