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Re: Hedge Wizards (was Re: (TFT) New way to improve characters.)
Speaking of which: Do any of the list members have any good "hedge wizard"
spells, spells that would be useful for a peasant farmer to occasionally buy
(but not so good as to be "must haves")?
Here are a few suggestions along those lines. For those of the metric
persuasion, I'll apologize in advance for using antiquated measurements. Feel
free to comment (as if I need to tell anyone that), especially if you see a
potential for wily players to do Excessive Things with the spells.
Repair (IQ 9, 3 fST) The Repair spell fixes broken items. It will rejoin two
pieces of an object that has been broken, for instance a rope that has snapped
or a board that has been sawn or chopped through. Only minor amounts of
material may be missing (for instance the sawdust from a cut board). The
quality of the repair depends on how well the two pieces fit together but in
most cases the repair is perfect. Nothing larger than six inches in diameter
can be rejoined with this spell.
Reconstitute (IQ 12, 4 fST) Similar to the Repair spell, Reconstitute will
restore an item of up to 20 pounds, no matter how many fragments into which it
has been broken. At least 90% of the item must be present. It will not restore
chemical alterations; an item that has been burned or dissolved can not be
Reconstituted. The workings of the spell will not forcibly drive out one object
from another. For example it will not fix a nail-hole if the nail is still in
Burnish (IQ 8, 1 fST) This spell will remove rust or other oxidation from metal
items having a total surface area of no more than 12 square feet. If multiple
items are to be affected they must all be touching. It can affect a large box
of tools, weapons or nails, or a section of a larger surface. If cast on
rust-free items it renders them polished and (if appropriate) sharpened.
Charm Vermin (IQ 9, 1 fST) Affects vermin of up to rat-size in the megahex
surrounding the caster. Only the type of creature specified by the caster is
affected. Affected vermin will docilely follow the caster for 15 minutes if
they are physically able. For instance the caster could walk through a house,
casting this on occasion, to rid it of mice or roaches. When the spell ends the
creatures resume their normal activities, although the caster will often lead
them into a stream to drown them or an enclosed area to trap them. Note that
the spell will 'penetrate' into holes at least as large as the vermin
themselves; it can draw termites from wood or rats from their dens.
[The item version of this spell of course would require a musical instrument.]
Separate (IQ 10, 2 fST) Affects a single hex of material (approximately 10 cubic
feet). The caster names a particular sort of substance present in the hex and
it is drawn forth from the remainder. It can draw pure water from mud, separate
coins by type, wheat from chaff, etc. The spell will not break chemical bonds,
so for instance it can't draw iron from iron ore. Living organisms and
components thereof can not be affected by the spell, nor will the Separated
material burst through sealed containers or other substantial barriers.
Heat/Cool (IQ 8, 1+ ST) This spell raises or lowers the temperature of a single
solid item (or body of liquid) weighing no more than 20 pounds. The temperature
is shifted 10 degrees Fahrenheit per point of fST invested. The item radiates
heat according to its adjusted temperature. The effect lasts for 24 hours.
Living creatures can not be affected. It can be used to make ice or a lightless
'campfire'. Gasses can not be affected by the spell, nor can any substance be
heated to the point where it would become gaseous.
Remove Blemish (IQ 11, 4 fST) Remove Blemish removes imperfections from organic
material. It can remove knots from wood planks, stains from cloth, etc. Each
casting will affect up to 50 pounds of material. It will even remove minor skin
blemishes such as warts from a living creature, though congenital defects will
re-appear in d6 days unless unless the caster makes his DX roll by eight or more.
Remove Defect (IQ 14, 6 fST) The effect of this spell is generally similar to
Remove Blemish, but it can heal somewhat larger deformities. For instance a
badly twisted piece of wood could be restored. In the case of living creatures
it will affect congenital deformities on the order of a harelip or club foot,
though it can not make the blind see or restore a paralyzed limb. As with
Remove Blemish such defect will re-appear in d6 days unless the caster makes his
DX roll by eight or more.
Proof (IQ 9, 1 or 2 fST) This spell will affect up to fifty square feet of
material, rendering it impermeable to water (1 fST) or air (2 fST). Nothing
with large gaps or holes can be affected. For instance it can render a sack
capable of holding water, but will not make chainmail waterproof. The effects
last one week.
Rotproof (IQ 10, 3 fST) A casting of the Rotproof spell affects up to 100 pounds
of material, which will then not decay for a period of one month. Meat or
vegetables will not rot, metal will not rust, etc. Living creatures can not be
affected. Of course the spell will not prevent pests from infesting or
devouring affected materials.
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