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(TFT) house rules: spells
More of Bill Seurer's house rules:
New and Changed Spells
IQ 9
Flame Shield (T)
Similar to Shock Shield, except the wizard is sheathed in magic flame. All
foes in the wizard's hex take damage as if in a magic fire hex. Costs 2 ST to
cast, plus 1 ST per turn it is maintained.
Deflect Missiles (T)
Similar to Reverse Missiles, except that the attacks are simply deflected
such that they miss the target. They continue past the target as if the target
was missed. Costs 1 ST to cast, and 1 ST per turn to maintain.
Summon Small Animal (C)
This spell summons a small animal to follow the caster's commands. The
animal summoned may be any 1-hex animal with 11 or less ST, 14 or less
DX and 6 or less IQ. Some examples: wolf, dog, monkey, low render,
termagent, large snake, etc. Costs 2 ST to cast, and 1 ST each turn the
animal remains.
IQ 10
Complex Image (C)
Creates a complex image up to 1 hex in size. This image may not move from
the spot it was created, but may be made up of multiple moving parts. It can
be used (for example) to show a scene with several people in it, thus
allowing an animated tale to be shown. This is a very useful entertainment
spell. Costs 2 ST to cast.
Summon Myrmidon (C) (modification)
Brings a human fighter with ST plus DX equal to 24 and 8 IQ to follow the
caster's commands. This fighter may have any 1-handed sword, axe/mace or
pole weapon plus a dagger for weapons, and may wear either cloth, leather
or no armor, but may not have a shield. The fighter knows only basic talents
necessary to use weapons. Costs 2 ST to cast, plus 1 ST per turn that the
fighter remains.
IQ 11
Wall of Fire (C)
Creates a wall of magical flame that fills one hex extending 3 meters upward.
This fire is similar to that created by the IQ 9 Fire spell, and its effect are
almost the same. No creature of less than 8 IQ will pass through a wall of fire
nor stay in it. A figure who moves through a wall of fire hex, or is in a hex
when the wall is created, takes 4 points of damage. A figure which ends its
movement in a hex containing a wall of fire takes 6 hits, and those ending
their movement in any hex adjacent to a wall of fire take 2 hits. While in a
hex filled with a wall of fire, a -4 DX penalty is suffered. There is no penalty
for standing adjacent, but any attacks made through the wall are also at -4
DX. The effects of the wall are cumulative within a turn with armor and
protective spells working against the total. For example, a figure moves
through a wall of fire (4 hits) and stops adjacent to it to attack (2 hits). If this
person were wearing chainmail, 3 hits would be stopped by armor. If the
person had stopped in another wall of fire hex, instead of adjacent to it, a
total of 10 hits would have been done and 7 would have penetrated the
chainmail. This fire is hot enough to singe clothing and exposed hair. Costs
3 ST to cast.
Acute Hearing (T)
The subject of this spell will have the Acute Hearing talent for the next hour.
Costs 2 ST to cast.
Levitate (T)
The subject of this spell can float up or down with an MA of 6. DX penalties
are as for flight. Horizontal movement is difficult at best with this spell. Costs
2 ST to cast, plus 1 ST per turn to maintain.
Summon Animal (C)
This spell summons an animal to follow the caster's commands. The animl
summoned may be any 1-hex animal with 20 or less ST, 14 or less DX, and
6 or less IQ. Some examples: black bear, jaguar, dire wolf, giant spider, etc.
Costs 3 ST to cast, plus 1 ST per turn the animal remains.
IQ 12
Summon Warrior (C)
Brings a human fighter with ST plus DX equal to 28 and 9 IQ to follow the
caster's commands. The ST must be at least 14, and the fighter always
knows the Warrior talent. This fighter may have any sword, axe/mace or pole
weapon plus a dagger for weapons and may wear either cloth, leather, chain
or no armor and may have a shield. The fighter knows only the basic talents
necessary to use the weapons and shield, plus Warrior. Cost 3 ST to cast,
plus 1 ST per turn the warrior remains.
IQ 13
3-Hex Wall of Fire (C)
Like the Wall of Fire spell, but affecting any 3 connected hexes. Costs 5 ST
to cast.
Summon Large Animal (C)
This spell summons an animal to follow the caster's commands. The animl
summoned may be any size animal with 30 or less ST, 15 or less DX, and 6
or less IQ. Some examples: grizzly bear, tiger, lion, giant scorpion, gantua,
giant lizard, etc. Costs 4 ST to cast, plus 1 ST per turn the animal remains.
IQ 14
Amnesia (T)
Makes the subject forget all or specific events of one hour duration. If
questioned, subject will remember nothing for 24 hours after the spell is cast,
will remember on 5d/IQ roll on the following day and on a 3d/IQ roll on any
subsequent day. Subject will not remember spontaneously. If specific events
are to be forgotten, spell will take several turns to cast. Costs 4 ST to cast,
plus 2 ST per hour since the target time.
Bladeturn (T)
This spell puts a protective aura over the subject which makes it much more
difficult to hit the person with a physical attack. All creatures making physical
attacks on the person protected by this spell must roll 5d/adjDX to hit. This
spell will not protect against spells cast at the person in any way. Costs 4
ST to cast, plus 1 ST per turn to maintain.
IQ 15
Summon Veteran (C)
Brings a human fighter with ST plus DX equal to 32 and 9 IQ to follow the
caster's commands. The ST must be at least 16, and the fighter always
knows both Warrior and Veteran talents. This fighter may have any sword,
axe/mace or pole weapon plus a dagger for weapons and may wear either
any non-fine armor or no armor and may have a shield. This fighter knows
only the basic talents necessary to use the weapons and shield, plus
Warrior and Veteran. Costs 4 ST to cast, plus 1 ST per turn that the warrior
remains.
Control Missile (T)
Acts exactly as Reverse Missiles, except that the person protected has the
option to redirect an attack on a target other than its originator. Only 1 attack
may be redirected per turn, all others are simply reflected back. The attack
must be from a visible foe and a 3d/adjDX roll must be made in order for the
redirected attack to hit. Costs 3 ST to cast, plus 1 ST per turn to maintain.
Summon Great Animal (C)
This spell summons an animal to follow the caster's commands. The animl
summoned may be any size animal with 50 or less ST, 15 or less DX, and 6
or less IQ. Some examples: cave bear, sabertooth, scimitar cat, small
dinosaur, etc. Costs 5 ST to cast, plus 1 ST per turn the animal remains.
Spellturn (T)
This spell puts a protective aura over the subject which makes it much more
difficult to cast spells upon the person. It also makes it more difficult for
illusions and summoned creatures to hit the person. All creatures attempting
to cast spells on the person protected by this spell, as well as all illusions
and summoned creatures, must roll 5d/adjDX to hit. This spell will not protect
against magical weapons wielded by real (non-summoned) creatures. Costs
4 ST to cast, plus 1 ST per turn to maintain.
IQ 16
Control Will (T)
Exactly like the Control Person spell, but a 4d/adjDX roll is needed to save
against it. Costs 5 ST to cast, plus 1 ST per turn to maintain.
IQ 17
7-Hex Wall of Fire (C)
Like the Wall of Fire spell, but affecting any 7 connected hexes. Costs 7 ST
to cast.
---
Brett Slocum -- slocum@skypoint.com -- ICQ #13032903
Home page: http://www.skypoint.com/~slocum/
"Ah'm yer pa, Luke." -- if James Earl Ray was the voice of Darth Vader
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