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Re: (TFT) New Spell



Dear DMG,
knoiwing what rule sticklers some players are I adjusted to the following:

Paralyze smell(M): This missile spell makes it easier to sneak up on
vertebrates of IQ 7 or less. Mammals and reptiles will notice the sudden
loss of smell and act like a man who suddenly finds himself in a darkened
room. They will be still and not move much while they try to figure out what
happened.  In the case of a dog being used to track, or a Lion on the hunt,
the animal will sit down and be confused for a (1d6-1) turns. Herd animals
will start crying out to each other, but will stand very still for 2d6
turns. Birds and dinosaurs (which rely primarily on vision) are largely
unaffected. Intelligent creatures will not notice that they have lost their
sense of smell, unless they are actively using it. This spell affects all
fauna within 5 Mega Hexes of the target.  Any IQ 7 or less animal in that
area will loose their sense of smell for a whole day. It costs 2 ST to cast
or only 1 ST if the wizard has an Am Bush seed. (David Michael Grouchy II)

Scorpion sting, Elusive and the flash one OK


I have the following questions:

with Berserk, is the subject actually Berserk (i.e possibly attacking
frineds etc.?)
Tail trip seems powerful for IQ 11 (?) higher IQ?
Wither - do subjects just look old or do they have adjDX & ST penalties? and
how long does it last. This and Growth and Small may be a bit powerful but I
am not
sure........
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