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(TFT) Immunity Magic Items
Hi Everyone,
I think you will find these immunity magic items much more
useful than the standard ones in TFT.
Rick
Items that give Immunity to other spells:
In the regular TFT rules, no one ever bought items that gave them immunity to spells because of their high expense and the fact that they each used up one of the 25 magic items a character can use (see the Rule of Five, page 25 A.W.). What is more, the Spell Shield item was very inexpensive and it was infinitely more useful. So I am completely changing the rules for immunity items.
The cost of the immunity is the IQ of the spell, times the casting cost times times the # of memory points it takes to learn the spell (including corequisites) times one silver piece. For spells that have variable costs (like missile spells) a fST cost is chosen, and the effect of the spell is reduced by that much. The item must be powered by 1 fST per turn. Normally the price is increased by 10 times to make it self powering.
For example, a self powering item that makes you immune to 3 fST Fireballs would cost 14 * 3 * 1 * $1 * 10 = $ 420. (A Fireball in my campaign is an IQ 14 spell that requires one memory point to learn.) This item is always active, so all Fireballs that hit you are reduced in damage by 3 fST.
Immunity Items (items that make you immune to a particular spell) are now considered sub-sets of the Spell Shield enchantment. As such, they will always fit into one slot in a magic item, and if a spell shield is added later, it will go into that slot. Keep track of when the first immunity spell is added to the item, as all other immunity spells will pay that modifier.
For example. Rick the Red has a ring that has Stone Flesh on it and wishes to make himself immune to Sleep spells for no fatigue ST cost. As the second enchantment on the item, the cost for the Immunity to Sleeps is doubled (11 * 3 * 1 * $1* 10 = $330 times two for the second enchantment is $660). All later immunity spells (and eventially the Spell Shield if one is ever put on it) must pay double since the immunity enchantments are put into the second slot in this item.
The Spell Shield (or the various subsets of that enchantment) do not become any cheaper because of earlier versions of the Immunity enchantment already put on the item. In other words, if you have Thrown Spell Shield (which makes you immune to all thrown spells) the full powered Spell Shield enchantment will still cost full price.
These items have a 'B' note on the spell table so if you are a 2 hex creature, it costs twice as much for you to be protected.
These spells always require one day to make (unless double for being the second enchantment, etc.) so reduce the weekly costs for the wizards profit, ingreadients, etc., by 5. They all require 25 fST per day from the wizard (so no apprentices are needed) and the cost of the ingreadients per day must be worked out from above if they are important.
Lastly, immunity items will not prevent summoned creatures from damaging you, but you could get an immunity item that prevented Rope Spells from being cast on you. There is no Special or Enviromental catagory of Spell Shield because Special spells are too different from each other, and Enviromental magics are not affected by the Spell Shield.
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