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(TFT) Predict Weather & Control Weather. --> What about those darn elementals?



I would suggest that in Predict Weather the wizard makes
a DX roll as normal to cast the spell, and the GM makes
the IQ roll secretly.  (Thus if the IQ roll is missed
then the player does not KNOW he is wrong.)

I think that the Control Weather is too powerful for its
fST.  How large an area does it affect?


As for elemental spells, I have also felt that they are
not quite tuned.  Anyone else have thoughts on the
balance of those spells.

(In my campaign, I have weakened elementals some what.)

Rick


-----Original Message-----
From: tft-owner@brainiac.com [mailto:tft-owner@brainiac.com]On Behalf Of
ErolB1@aol.com
Sent: Tuesday, February 25, 2003 9:14 PM
To: tft@brainiac.com
Subject: (TFT) New Spells for Old --> Predict Weather & Control Weather.


I've been mucking around with modifications to the Control Elemental and
Create/Destroy Elemental spells for a long while now, and I haven't been
able
to get them tuned to my satisfaction. (One problem is that my Etan campaign
has *6* elemental types, with the Ice and Lightning elementals being more
powerful than the standard four.)

So I've decided to drop the spells entirely from the standard spell list for
Etan, and to add a new pair of nature-ish or elemental-ish spells to replace
them. This is what I've come up with:

IQ 13
Predict Weather (S): This spell gives the wizard knowledge of the
forthcoming
weather for his current location. For each point of St put into the spell,
the wizard can forecast one additional day's weather, e.g. 7 St to forecast
the weather for the next seven days.

Casting this spell doesn't require the usual Dx roll, but does require a
3-die roll against IQ. If the roll fails, the St put into the spell is lost,
and the wizard learns nothing. If the roll succeeds, the wizard's forecast
will have 100% accuracy, barring changes in the weather by, e.g. another
wizard casting the Control Weather spell.

IQ 18
Control Weather (S): This spell allows the wizard to control the weather.
For
2 St, the wizard may reschedule various phenomena of the weather forecast
for
the next 24 hours, causing a thunderstorm to strike early, for example, or
delaying a thaw until the next day. The wizard may not create new weather,
however, nor may he eliminate weather phenomena completely. If a
thunderstorm
is forecast for sometime in the next 24 hours, then the wizard may have it
come early or late, but must allow it to strike sometime. Likewise, if no
rain is forecast for the next 24 hours, the wizard may not create rain out
of
nothing.

However, a wizard may increase the time he has to work with, by casting the
spell with extra Strength. By casting the spell with 4 St, the wizard can
delay weather for 2 days instead of one, or bring weather forward from two
days in the future. Each additional day doubles the St cost: 8 St for 3
days,
16 St for 4 days, 32 St for 5 days, etc.

Thus it is plausible for a wizard to bring the first frost a week early (St
cost 128), but not to bring it a month early (St cost one trillion). On the
other hand, a wizard can delay weather with clever planning and multiple
castings of this spell, e.g. to save a rainy day for whatever he needs to
save a rainy day for. On the third hand, the Gods of Weather (or another
wizard who knows the Control Weather spell) may act to counter this.

Casting the Control Weather spell does not require any die rolls. Control
Weather includes the Predict Weather spell.

Erol K. Bayburt
Evil Genius for a Better Tomorrow
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