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(TFT) Cost of spells. Alternate rules
Hi all,
Here are some alternate rules Steve Parrott
and I came up with when I started adding more
crital failures to spells than the standard ones
at 17 and 18.
You may pay alternate amounts for spells in
TFT.
Spell is times 1/2 memory cost:
Spell takes twice as long to cast and is
cast at -4 DX. Also the spell automatically fails
on a 14+ and any spell backlashes should be very
severe if a 16+ is rolled. This spell can be used
as a corequisite / prerequisite for other spells
but all spells based on it get all penalties that
the half learned spell gets.
Spell is times 1 memory cost:
Rules normal for this spell.
Spell is times 2 memory cost:
No critical failures, any critical failure
simply costs you 1 fST. (Missile spells cost full
fatigue and miss their target instead of giving
you magical backlash.)
Spells cost 10% less fST (round down), so
a spell that costs 19 fST would cost you 18 fST.
A spell that costs 20 fST would also cost 18 fST.
The time to learn a spell remains the same.
However you may not spend *2 memory until you have
known a spell for at least 5 years. (Then you just
spend the extra memory and improve the spell; you
don't have to restudy it).
If you learn a 1/2 point spell it takes the
same amount of time but you don't pay full cost.
(You don't bother memorizing some of the 'fiddly
details'.) If you have a spell at 1/2 memory and
with to upgrade it to a full memory point you must
start the spell over and relearn it, but it costs
half as long. (Exception, see below.)
If you wish to upgrade a spell that you know
at half memory cost to full cost and you don't have
a teacher or a book to study from you may do so,
but you must have known it for at least 5 years.
Then you just spend the memory, no further study is
needed.)
If a wizard teaching a spell only knows it at
1/2 memory cost it can not be taught at the normal
version. Scrolls written by somebody who has half
learned a spell have the penalties that the wizard
would have.
---------------------------------------------------
This way if you want to add a powerful spell
to the campaign you can have a wizard find a old
decaying spell book. It is so corroded that the
spell can only be learned at half cost. Eventually
after many years, the wizard is able to improve it.
Copy write (c) 2001 Richard Smith & Steve Parrott.
Steve points out that these rules will make
wizard's more powerful so you may wish to give a
bonus of some sort to heroes.
What do people think?
Rick
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