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RE: (TFT) Another choice selection of new spells



What are armor "layers"?



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</M@>

> -----Original Message-----
> From: tft-owner@brainiac.com [mailto:tft-owner@brainiac.com] 
> On Behalf Of David Michael Grouchy II
> Sent: Thursday, November 14, 2002 12:41 AM
> To: tft@brainiac.com
> Subject: (TFT) Another choice selection of new spells
> 
> 
> IQ 11
> 
> Feather dress(T):  This spell causes a thick coat of feathers 
> to grow out of 
> the outermost layer a character is wearing.  Be it skin, 
> clothes, armour, or 
> a sheet.  It adds 1 layer to the character's armour and stops 
> 1 point of 
> damage from all attacks.  It also causes falling characters 
> to take 1D less 
> damage from the fall.  This spell costs 1 point of fatigue to 
> cast and 1 
> point each turn it is maintained after that.  The spell may 
> be maintained 1 
> turn for free for each feather the wizard has of either a 
> Roc, Giant eagle, 
> or Gryphon.
> 
> Lion fur(T):  This spell causes the target's skin to grow 
> fur.  It adds no 
> layers to the character's armour and stops 1 point of damage from all 
> attacks.  The spell costs 1 point of fatigue to cost and 1 
> point each turn 
> it is continued after that.  If the wizard has the hide of a 
> lion, tiger, 
> jaguar, or other thick skin the spell can be maintained for 
> twelve turns at 
> no fatigue cost.
> 
> 
> IQ 12
> 
> Bear fur(T):  This spell gives the target a thick skin and 
> furry coat just 
> like a bear.  This skin stops 2 points of damage.  To cast 
> this spell costs 
> 2 points of fatigue plus one point per turn it is maintained. 
>  If the wizard 
> has one of the following the spell costs one point less to 
> cast, the hide of 
> a black, grizzly, or kodiac bear.
> 
> Rinocerous hide(T):  This spell gives the target a thick 
> leathery hide just 
> like a rinocerous.  This skin stops 2 points of damage.  To 
> cast this spell 
> costs 2 points of fatigue plus one point per turn it is 
> maintained.  If the 
> wizard has a rinocerous hide the spell costs one point less to cast.
> 
> Chitin(T):  This spell gives the target a skin of layerd 
> plating like a 
> lobster.  This skin stops 2 points of damage.  To cast this 
> spell costs 2 
> points of fatigue plus one point per turn it is maintained.  
> If the wizard 
> has a lobster or crab shell this spell cost one point less to cast.
> 
> 
> IQ 13
> 
> Slimed Armour(C):  Like Breakweapon, but for armor.  Just like being 
> attacked by a slime the target characters' armor will hold 
> out for one more 
> turn, then offers no protection.  It is broken.  Repair will 
> restore the 
> armor to full use.
>      If the armor has bonuses due to being finely made and/or 
> enchanted it 
> gets a saving throw.  1D vs. total pluses.  So a fine breast 
> plate for +1 DX 
> and enchanted for +3 damage has to roll a 4 or less on 1D to 
> resist.  This 
> spell costs 3 points of fatige pers hex of the target.  This 
> spell does not 
> work on natural armor, only the kind worn by characters.  It 
> does not work 
> on stone or iron flesh either.  It cost 1 point less to cast 
> if the wizard 
> has the nucleous of a slime.
> 
> Crocodile skin(T):  Gives the target a thick bumpy hide that 
> stops 3 points 
> of damage.  It looks like knotty wood.  The spell cost 2 
> points of fatigue 
> to cast, plus one point per turn it is maintained.  It cost 
> one point less 
> to cast if the wizard has 1 hex of crocodile hide.
> 
> 
> IQ 14
> 
> Yetti Fur	(T):  Just like the fur describe in ITL for the 
> Yetti.  It stops 4 
> points of damage from all attacks.  This spell costs 2 points 
> of fatigue to 
> cast, plus one per turn it is maintained.  It cost one point 
> less to cast if 
> the wizard has a Yetti's fur.
> 
> 
> IQ 15
> 
> Dragon scales(T):  Turns the targest skin into overlapping 
> scales just like 
> a dragon.  It stops 5 points of damage from attacks.  Dragon 
> scales cost 3 
> points of fatigue to cast, plus one per turn it is 
> maintained.  It cost one 
> point less to cast if the wizard has 1 hex of dragon hide, 
> and 2 points less 
> if they have 2 hexes.
> 
> 
> IQ 16
> 
> Turtle shell(T):  Character must be wearing clothing or armor 
> to have this 
> spell cast on them.  It turns the clothing or armor into a 
> turtle shell that 
> stops 7 points of damge to the body, but only 2 to the legs 
> and arms.  This 
> spell cost 4 points of fatigue to cast, plus one point per turn it is 
> maintained.
> 
> 
> IQ 17
> 
> Flaming Armor(C):  Enchants armor with Fireproofing and makes 
> it flaming.  
> The armor does 4 points of damage to anyone in HTH with the 
> character.  The 
> armor can also be used to start fires by handling objects.  
> This spell cost 
> 5 points of fatigue per day it is to last.  If the wizard has 
> 100g of dragon 
> dung it cost 1 point less to cast, and 2 points less if they 
> have 200g of 
> dragon dung.
> 
> IQ 20
> 
> Clam shell(M):  This missile spell is used to trap a target 
> and protect 
> them.  Some times it is used to take prisoners, sometimes to 
> save wounded 
> comrades.  The target of the clam shell missile is closed up 
> in a giant 
> shell.  The shell is ablative and only stops 50 points of 
> damage before it 
> is broken through.  That is one point of armor is destroyed 
> for each point 
> of damage the shell stops.  While in the clam shell the 
> target is put into a 
> state just like the Little Death spell.  But if the target is 
> unwilling they 
> get a save of 5D vs. ST to escape from within.  Otherwize 
> they go into 
> Little Death on the following turn.  It costs 5 points of 
> fatigue to cast 
> per day the shell is to last.  It cost one point less to cast 
> per pearl of a 
> Giant Clam the wizard has, up to 4.
> 
>      David Michael Grouchy II
> 
> 
> 
> 
> 
> 
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