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(TFT) More new Magic (Nisibi)



As promised, some spells developed in the Wizardwall campaign.  By the way, 
the PC Janni made it all the way through Sanctuary this time.  But like his 
counterpart in the books, he got a gruesome death.  Impaled on a halberd this 
time, with double damage from a charge.  Defending didn't help.  22 points of 
damage in one shot is hard to survive.  At least he went out in battle this 
time as opposed to being staked out across a badger's burrough.

Feel free to comment, criticize, elaborate, etc...

IQ 9 SPELLS

Summon Snake (C) Brings a poisonous viper (6 ST, 12 DX, MA 6, 1d6-1, save on 
3d6 vs. ST or take an additional 1d6 from poison) to follow the caster's 
orders. All attacks at these snakes are made at -3 DX. (1/1)

Speed of the Serpent (T): Adds 2 to MV for 12 rounds. Cost (2/0)

Serpent Dance (T): similar to BLUR.  Would be attackers are distracted by odd 
contortions of caster.  All attacks made at affected figure are at -4 DX.  
Cost (1/1)

IQ 10 SPELLS

Agility of the Serpent (T): Allows caster to get up in same round he is 
knocked down or make a half move while crawling.  Can be cast in the same 
round caster is knocked down, or while crawling. Cost (2)

Breath of the Cockatrice (C): Poisonous cloud affects the megahex in front of 
the caster. All creatures must make save v ST on 3d6 or suffer 1d6 damage, no 
protection from armor.  Cost (1)

Summon Large Snake (C) Brings a large poisonous constrictor (12 ST, 12 DX, MA 
8, 1d6+1, save on 3d6 vs. ST or take an additional 1d6 from poison) to follow 
the caster's orders.  If a constrictor gets an opponent in HTH, the victim 
must make a 3d6 save vs. ST each round to avoid being crushed for 1d6+2 
damage.  All attacks at these snakes are made at -3 DX.  Cost (2/1)

IQ 11 SPELLS

Skin of the Serpent (T): Gives the caster magical scales that grant 2 HS 
without DX penalty. Duration 6 rounds. Cost (2/0)

IQ 12 SPELLS

Summon Giant Snake (C) Brings a huge poisonous anaconda (30 ST, 12 DX, MA 12, 
2d6+1, save on 3d6 vs. ST or take an additional 1+1d6 from poison) to follow 
the caster's orders.  If an anaconda gets an opponent in HTH, the victim must 
make a 4d6 save vs. ST each round to avoid being crushed for 2d6 damage. Cost 
(4/1)

Breath of the Dragon (C): Fiery blast that affects the megahex in front of 
caster. All creatures must make a 3d6 save v ST or suffer 3d6 damage.  Cost 
(5)

Poisonous Cloud (T): A small poisonous cloud (one hex) covers the victim's 
head doing 2d6 of damage on the initial round.  Save vs. ST on 3d6 to avoid 
falling down coughing.  Cost (2)  

IQ 13 SPELLS

Break Bone (T): Ignores armor.  If it hits - something inside snaps and 
victim suffers 2d6. On a natural 3 - victim necks snaps and he is paralyzed. 
On a 4 - leg breaks and character may only crawl and defend until healed. On 
a 5 - arm breaks (casters choice).  Cost (2)

Fangs (C): Gives the caster snake fangs for 12 rounds which do same damage as 
a dagger  (1d6-1) . The caster may cast this sell and "bite" in the same 
round.  In addition, if damage is scored, the victim must make a 3d roll 
against ST or suffer 1d6 additional damage.  (This spell is ideal for the 
caster taken to the ground). Cost (3)

Snake Charm (T): Similar to CONTROL PERSON, but works an monsters and animals 
as well, and the saving throw is more difficult.  Save at 4d6 vs. IQ.  Cost 
(4/1)

Weapon to Serpent (T): Temporarily turns opponent's weapon into snake under 
casters command.  Stats of snake are: ST 6, DX 12, MV 6, bite does 1-2, save 
vs poison on 3d6 or take an additional 1d6. Cost (2/1)

IQ 14 SPELLS

Scales of the Dragon (T):  Gives the caster magical scales that grant 4 HS 
without DX penalty. Duration 6 rounds.   Cost (4/0)

IQ 15 SPELLS

Stinking Cloud (T): A expanded version of the poisonous cloud spell.   A 
large poisonous cloud that covers an entire megahex doing 2d6 of damage.  
Save vs. ST on 3d6 to avoid falling down coughing. Cost (8)  

IQ 16 SPELLS

Blood to Dust (S): Range is touch. Caster must roll to hit and inflict a 
wound upon the victim  drawing blood. The spell takes over and turns victims 
blood to dust, killing him. Save vs. ST on 4d6. A victim successfully saving 
still takes the damage from the original hit, plus a number of hits 
equivalent to the how much the save roll failed by.  Additionally, the victim 
cough dust up out of his lungs and be at -3 DX for 24 hours.  Cost (8)

IQ 17 SPELLS

Intestines to Snakes (T):  This spectacular spell leaves the victim 
incapacitated as snakes burst forth from his belly.  The victim is 
automatically knocked down, and cannot attack, defend, or move for three 
rounds. The victim takes 3d6 damage as 1d6 poisonous snakes ooze out of his 
abdomen and attack figures in adjacent hexes (but not 'mommy' unless 
attacked). Cost (5)
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