TFT House Rules: Magic

Spell Points

Skill points may also be thought of as Spell Points and may be used to learn spells in the same fashion as skills. See Skills for more information.

New and Changed Spells

IQ 9

Flame Shield (T)

Similar to Shock Shield, except the wizard is sheathed in magic flame. All foes in the wizard's hex take damage as if in a magic fire hex. Costs 2 ST to cast, plus 1 ST per turn it is maintained.

Deflect Missiles (T)

Similar to Reverse Missiles, except that the attacks are simply deflected such that they miss the target. They continue past the target as if the target was missed. Costs 1 ST to cast, and 1 ST per turn to maintain.

Summon Small Animal (C)

This spell summons a small animal to follow the caster's commands. The animal summoned may be any 1-hex animal with 11 or less ST, 14 or less DX and 6 or less IQ. Some examples: wolf, dog, monkey, low render, termagent, large snake, etc. Costs 2 ST to cast, and 1 ST each turn the animal remains.

IQ 10

Complex Image (C)

Creates a complex image up to 1 hex in size. This image may not move from the spot it was created, but may be made up of multiple moving parts. It can be used (for example) to show a scene with several people in it, thus allowing an animated tale to be shown. This is a very useful entertainment spell. Costs 2 ST to cast.

Summon Myrmidon (C) (modification)

Brings a human fighter with ST plus DX equal to 24 and 8 IQ to follow the caster's commands. This fighter may have any 1-handed sword, axe/mace or pole weapon plus a dagger for weapons, and may wear either cloth, leather or no armor, but may not have a shield. The fighter knows only basic talents necessary to use weapons. Costs 2 ST to cast, plus 1 ST per turn that the fighter remains.

IQ 11

Wall of Fire (C)

Creates a wall of magical flame that fills one hex extending 3 meters upward. This fire is similar to that created by the IQ 9 Fire spell, and its effect are almost the same. No creature of less than 8 IQ will pass through a wall of fire nor stay in it. A figure who moves through a wall of fire hex, or is in a hex when the wall is created, takes 4 points of damage. A figure which ends its movement in a hex containing a wall of fire takes 6 hits, and those ending their movement  in any hex adjacent to a wall of fire take 2 hits. While in a hex filled with a wall of fire, a -4 DX penalty is suffered. There is no penalty for standing adjacent, but any attacks made through the wall are also at -4 DX. The effects of the wall are cumulative within a turn with armor and protective spells working against the total. For example, a figure moves through a wall of fire (4 hits) and stops adjacent to it to attack (2 hits). If this person were wearing chainmail, 3 hits would be stopped by armor. If the person had stopped in another wall of fire hex, instead of adjacent to it, a total of 10 hits would have been done and 7 would have penetrated the chainmail. This fire is hot enough to singe clothing and exposed hair. Costs 3 ST to cast.

Acute Hearing (T)

The subject of this spell will have the Acute Hearing talent for the next hour. Costs 2 ST to cast.

Levitate (T)

The subject of this spell can float up or down with an MA of 6. DX penalties are as for flight. Horizontal movement is difficult at best with this spell. Costs 2 ST to cast, plus 1 ST per turn to maintain.

Summon Animal (C)

This spell summons an animal to follow the caster's commands. The animl summoned may be any 1-hex animal with 20 or less ST, 14 or less DX, and 6 or less IQ. Some examples: black bear, jaguar, dire wolf, giant spider, etc. Costs 3 ST to cast, plus 1 ST per turn the animal remains.

IQ 12

Summon Warrior (C)

Brings a human fighter with ST plus DX equal to 28 and 9 IQ to follow the caster's commands. The ST must be at least 14, and the fighter always knows the Warrior talent. This fighter may have any sword, axe/mace or pole weapon plus a dagger for weapons and may wear either cloth, leather, chain or no armor and may have a shield. The fighter knows only the basic talents necessary to use the weapons and shield, plus Warrior. Cost 3 ST to cast, plus 1 ST per turn the warrior remains.

IQ 13

3-Hex Wall of Fire (C)

Like the Wall of Fire spell, but affecting any 3 connected hexes. Costs 5 ST to cast.

Summon Large Animal (C)

This spell summons an animal to follow the caster's commands. The animl summoned may be any size animal with 30 or less ST, 15 or less DX, and 6 or less IQ. Some examples: grizzly bear, tiger, lion, giant scorpion, gantua, giant lizard, etc. Costs 4 ST to cast, plus 1 ST per turn the animal remains.

IQ 14

Amnesia (T)

Makes the subject forget all or specific events of one hour duration. If questioned, subject will remember nothing for 24 hours after the spell is cast, will remember on 5d/IQ roll on the following day and on a 3d/IQ roll on any subsequent day. Subject will not remember spontaneously. If specific events are to be forgotten, spell will take several turns to cast. Costs 4 ST to cast, plus 2 ST per hour since the target time.

Bladeturn (T)

This spell puts a protective aura over the subject which makes it much more difficult to hit the person with a physical attack. All creatures making physical attacks on the person protected by this spell must roll 5d/adjDX to hit. This spell will not protect against spells cast at the person in any way. Costs 4 ST to cast, plus 1 ST per turn to maintain.

IQ 15

Summon Veteran (C)

Brings a human fighter with ST plus DX equal to 32 and 9 IQ to follow the caster's commands. The ST must be at least 16, and the fighter always knows both Warrior and Veteran talents. This fighter may have any sword, axe/mace or pole weapon plus a dagger for weapons and may wear either any non-fine armor or no armor and may have a shield. This fighter knows only the basic talents necessary to use the weapons and shield, plus Warrior and Veteran. Costs 4 ST to cast, plus 1 ST per turn that the warrior remains.

Control Missile (T)

Acts exactly as Reverse Missiles, except that the person protected has the option to redirect an attack on a target other than its originator. Only 1 attack may be redirected per turn, all others are simply reflected back. The attack must be from a visible foe and a 3d/adjDX roll must be made in order for the redirected attack to hit. Costs 3 ST to cast, plus 1 ST per turn to maintain.

Summon Great Animal (C)

This spell summons an animal to follow the caster's commands. The animl summoned may be any size animal with 50 or less ST, 15 or less DX, and 6 or less IQ. Some examples: cave bear, sabertooth, scimitar cat, small dinosaur, etc. Costs 5 ST to cast, plus 1 ST per turn the animal remains.

Spellturn (T)

This spell puts a protective aura over the subject which makes it much more difficult to cast spells upon the person. It also makes it more difficult for illusions and summoned creatures to hit the person. All creatures attempting to cast spells on the person protected by this spell, as well as all illusions and summoned creatures, must roll 5d/adjDX to hit. This spell will not protect against magical weapons wielded by real (non-summoned) creatures. Costs 4 ST to cast, plus 1 ST per turn to maintain.

IQ 16

Control Will (T)

Exactly like the Control Person spell, but a 4d/adjDX roll is needed to save against it. Costs 5 ST to cast, plus 1 ST per turn to maintain.

IQ 17

7-Hex Wall of Fire (C)

Like the Wall of Fire spell, but affecting any 7 connected hexes. Costs 7 ST to cast.

Magic Items

New Costs of Magic Items

Item Name Cost Notes Weeks
Drop Weapon $1000 1
Sleep $3000 B 2
Stone Flesh $5000 B 6
Spell Shield $8000 6
Iron Flesh $8000 B 6
Magic Fist rod $450/point B 2
Fireball rod $600/point B 3
Lightning rod $750/point B 5
Wizard's Wrath rod $900/point B 8
Speed Movement $2500 B