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(TFT) Elemental Swarm



Maera Devaine's Solar Sylph Swarm <Elemental Swarm/17/S/Varies>

This powerful (IQ 17) spell requires the presence of an allied
or bound Solar Sylph, a minor airborne form of the more commonly
known 'Fire Elemental'. The caster by means of this spell, with
the aid of the Sylph, summons to her locale a number of Sylphs
allied to the original Sylph (but not, it should be noted, to
the caster). The caster may then direct the original Sylph to
any point within sight, typically with the task of attacking
enemies of the caster in that area. The allied Sylphs will
follow the original Sylph, and attack in concert with it at the
first, but being flighty creatures, will likely attack nearby
figures thereafter. In the habit of their kind, each Sylph rams
her tiny incandescent form into the foe of the moment, then
flits away, only to circle and ram again. A Sylph will fly from
one to six hexes away from a rammed foe, in a random direction,
and then ram herself into the nearest figure, repeating the
process until her rage is spent, at which time she will return
to her native plane of existence. The touch of a Sylph does 1d-2
damage.  Any Sylph summoned by this spell will attack from 1-6
times, but if actually struck (difficult, DX-4) and not
dispersed (requires a magic weapon, 1 HP will disperse a Sylph),
that Sylph will continue to attack the figure who struck it, up
to a total of 9 times, at which point the chill of the Prime
Material Plane will force her to return home. A Sylph does not
need to roll 'to hit'; her naturally nimble flight and high
speed ensure success, but an alert target may save (4/DX) to
avoid a diving Sylph. Note that this will not reduce the Sylph's
ire; she will continue to attack.  Any Sylph striking or struck
by any mass of water or other aqueous liquid will be dispersed.
Sylphs may not cross wards suitable for the containment of
Elementals, and will not approach within the field of magical
cold of various Ice spells and similar effects. 

Ref: The Fantasy Trip, Advanced Wizard, Summon Elemental

MDSSS is in fact merely the most usual (and famous) application
of the actual spell, Elemental Swarm.  ES requires an allied
elemental of any type, and an environment capable of supporting
such elementals, as is usual for spells summoning such.  The
casting cost is one ST per member of the swarm, plus whatever ST
the members of the swarm will have.  All swarm members will have
combat statistics identical to the allied elemental.  As an
example, a mage with an already-summomed allied elemental of ST
1 may summon up to 5 (Maximum, vis Rule of Five) swarming
elementals at a cost of 2 ST (One for the member, one for the
member's ST of 1) each.  Successive castings of this spell may
summon more swarming elementals, but the allied elemental is not
availiable to support any new casting while any of the first
swarm remain.

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