So, a quick analysis of spell costs in TFT vs, HOW. They’re mostly the same, except that all the TFT spells that have a continuing cost have had that cost folded into the casting cost and the duration replaced with IQ + Spell Skill Level in turns, which is a pretty huge power-up. E.g. something like Blur which in TFT costs 1 to cast, and then another 1 for each turn thereafter costs 2 in HOW and lasts for at least 9 turns, assuming you have the minimum IQ needed to cast it and 1 skill. The summoning spells become particularly deadly, since it takes only 3 to summon a wolf to fight for you for at least 10 rounds. Even the optional “lasts until you roll a 6 on a d6” variant is much more powerful than the TFT version.
This seems a little weird to me… for one thing, it’s likely to be more complicated in play. In TFT you’re pretty careful about having too many spells going at once, since it drains you quickly. In HOW you can easily have a bunch, and have to track how long its been since each was cast, or roll a d6 for each if you’re using that variant. It does make it a bit more like D&D, where spell durations are fixed, or at most adjusted for your level, but other than giving a big boost to spell-casters I’m not sure I see the advantage. The tactics involved in deciding how long to spend your ST (or EN in HOW) on maintaining a spell are pretty interesting, in my opinion.
Name | Cost | Duration (turns) | Notes | HOW costs | ||
IQ | 8 | |||||
Blur | 1 | 1 | M | 2 | ||
Detect Magic | 1 | I | ||||
Drop Weapon | 1 | I | cost 2 if str > 20 | 1 | ||
Image | 1 | I | 1 | |||
Light | 1 | 1 day | 1 | * | ||
Magic Fist | 1 | * | I | 1-2 damage per | 1 | * |
Slow Movement | 2 | 4 | 2 | |||
Staff | Special | P | ||||
IQ | 9 | |||||
Aid | 1 | * | 2 | |||
Avert | 2 | 1 | M | 1 | ||
Clumsiness | 1 | * | 3 | -2 DX per | 1 | * |
Confusion | 1 | * | 3 | -2 IQ per | 1 | * |
Dark Vision | 3 | 1 hour | 1 | * | ||
Darkness | 1 | * | M | cost +1 ST/mh, +1 ST/turn | ||
Detect Life | 1 | * | I | 1 | * | |
Fire | 1 | P | 1 | |||
Reveal Magic | 1 | 1 | M | 1 | * | |
Summon Wolf | 2 | 1 | M | 3 | ||
IQ | 10 | |||||
Dazzle | 3 | I | 3 | |||
Detect Enemies | 3 | I | cost +2/mh | 1 | * | |
Far Vision | 1 | 5 minutes | ||||
Lock/Knock | 2 | I/P | 1 | * | ||
Shadow | 1 | 12 | 1 | |||
Shock Shield | 2 | 1 | M | 3 | ||
Speed Movement | 2 | 4 | 2 | |||
Summon Myrmidon | 2 | 1 | M | 3 | ||
Trailtwister | 4 | 1 day | ||||
Trip | 2 | I | cost 4 if > 30 STR | 1 | * | |
Ward | 2 | 1 day | ||||
IQ | 11 | |||||
Control Animal | 2 | 1 | M | |||
Create Wall | 2 | 12 | 2 | * | ||
Destroy Creation | 1 | I | ||||
Illusion | 2 | 12 | 2 | |||
Persuasiveness | 2 | 1 | M | per minute | ||
Reveal/Conceal | 2 | I/P | 1 | |||
Reverse Missiles | 2 | 1 | M | |||
Rope | 2 | 12 | 2 | |||
Silent Movement | 1 | 1 | M | 1 | ||
Sleep | 3 | Special | several hours, or til hit, or shaken awake (2 turns) | 1 | ||
Staff to Snake | 3 | 6 | renewable | 1 | ||
Summon Bear | 4 | 1 | M | 5 | ||
IQ | 12 | |||||
Analyze Magic | 4 | I | ||||
Blast | 2 | I | ||||
Break Weapon | 3 | P | ||||
Drain ST | * | I | 1 ST to wizard/5 drained | |||
Eyes-Behind | 3 | 1 | M | |||
Fire, 3 Hex | 2 | 12 | 2 | |||
Fireball | 1 | * | I | 1-1 per | 1 | * |
Freeze | 4 | 2d6 | only on str <=30 | 4 | ||
Invisibility | 3 | 1 | M | 4 | ||
Mage Sight | 2 | 1 | M | 3 | ||
Magic Rainstorm | 4 | 12 | ||||
Repair | 6 | P | 2 | |||
Shadow, 3 Hex | 2 | 12 | 2 | |||
IQ | 13 | |||||
Control Elemental | 3 | 1 | M | per minute | ||
Control Person | 3 | 1 | M | 3 | ||
Curse | 2 | * | P | until remove thrown | 3 | |
Fireproofing | 3 | 1 | M | 2 | ||
Flight | 3 | 1 | M | 4 | ||
Image, 4 Hex | 2 | 12 | ||||
Open Tunnel | 10 | P | 1 | * | ||
Slippery Floor | 3 | 12 | 2 | |||
Sticky Floor | 3 | 12 | ||||
Stone Flesh | 2 | 1 | M | 3 | ||
Stop | 3 | 4 | ||||
Summon Gargoyle | 4 | 1 | M | 5 | ||
Telekinesis | 2 | 2 | M | |||
Wall, 3 Hex | 4 | 12 | 4 | |||
IQ | 14 | |||||
Dispell Illusions | 5 | I | 4 | |||
Explosive Gem | Special | |||||
Fresh Air | 2 | 1 | M | per minute | ||
Glamor | 10 | P | ||||
Illusion, 4 Hex | 3 | 12 | 3 | |||
Lightning | 1 | * | I | 1d6 per | 1 | * |
Remove Thrown Spell | 2 | I | ||||
Spell Shield | 3 | 1 | M | 4 | ||
Summon Giant | 4 | 1 | M | |||
Summon Lesser Demon | 20 | 12 | ||||
Telepathy | 4 | 1 | M | |||
Weapon/Armor Enchantment | Special | P | ||||
IQ | 15 | |||||
Astral Projection | 10 | 1 hour | ||||
Calling | 5 | – | ||||
Create Gate | 100 | P | 50 per side | |||
Giant Rope | 5 | 12 | 4 | |||
Hammertouch | 1 | * | 3 | 2 | * | |
Image, 7 Hex | 4 | 12 | 3 | |||
Iron Flesh | 3 | 1 | M | 4 | ||
MegaHex Avert | 3 | 1 | M | 2 | ||
Pentagram | 5 | 1 | ||||
Shadow, 7 Hex | 3 | 12 | 3 | |||
Summon Small Dragon | 5 | 1 | M | |||
Teleport | 1 | * | I | per MH | 5 | |
Unnoticeability | 3 | 1 | M | |||
IQ | 16 | |||||
Create/Destroy Elemental | 5 | * | P | cost +1 str per str of elemental | 8 | |
Create/Destroy Elemental | 10 | I | destroy any str elemental | |||
Death Spell | 1 | * | I | cost as much as lesser ST | 1 | |
Fire, 7 Hex | 4 | 12 | 3 | |||
Illusion, 7 Hex | 5 | 12 | 4 | |||
Long-distance Telepathy | 12 | I | 5 words to any, or 30 seconds between wizards who know each other | |||
MegaHex Sleep | 8 | Special | several hours, or til hit, or shaken awake (2 turns) | 6 | ||
Staff of Power | 10 | * | P | four weeks @ 10 STR/day | ||
Summon Dragon | 5 | 2 | M | |||
Trance | 10 | I | ||||
Wall, 7 Hex | 6 | 12 | 6 | |||
Write Scroll | 0 | P | 4 | |||
IQ | 17 | |||||
Blast Trap | Special | I | 6 for 1+1, 12 for 2+2, 24 for 3 | |||
Cleansing | 20 | * | I | per hex, up to 7 | ||
Dissolve Enchantment | Special | I | 100 if greater, 50 if lesser | |||
Expunge | Special | P | 125 ST/day for 3 weeks | |||
Geas | 10 | P | wish/dissolve enchantment to remove | |||
Insubstantiality | 4 | 2 | M | 4 | ||
Little Death | 1 | * | Special | cost +1 per day, until runs out = dead | ||
Little Death (part 2) | 4 | Special | if willing | |||
Little Death (part 3) | 10 | Special | if unwilling | |||
Remove Cursed Object | 20 | I | ||||
Spellsniffer | 2 | 1 | M | |||
Summon Demon | 30 | 12 | ||||
IQ | 18 | |||||
Control Gate | 10 | P | 50 to destroy | |||
Lesser Magic Item Creation | Special | |||||
MegaHex Freeze | 12 | 2d6 | ||||
Shapeshifting | 20 | P | cost 10 if cast on self | 8 | ||
Wizard’s Wrath | 1 | * | I | 1+1 per ST | 1 | * |
IQ | 19 | |||||
Long-distance Teleport | 20 | I | 10 | |||
Revival | 50 | |||||
Zombie | 5 | * | cost +1 per ST you give zombie (must be at least 2) | |||
IQ | 20 | |||||
Greater Magic Item Creation | Special | P | ||||
Posession | Special | I | 10 to prep, 20 when it goes off if it succeeds, 5 if save is made | |||
Word of Command | 3 | I |