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(TFT)
New Spells:
IQ 10
MINE (S): Places an invisible explosive ward within a megahex of the
creating wizard. If this hex is stepped on, the mine will explode causing
2d6 damage to that person or monster. The person or monster must then make
a 3d6 roll vs. DX or fall down. This spell can only be placed in an
unoccupied hex and is treated as a special protection spell (as per AW p.4
rules). The person with MAGE SIGHT or the creating wizard and anyone the
wizard wants to see it can. The spell costs 3 ST and will last a watch (8
hours).
IQ 13
TORPEDO (S): As the MINE spell, places an invisible explosive ward within a
megahex of the creating wizard. The difference is the TORPEDO will move
toward an enemy of the wizard if the enemy steps within 4 hexes of the
spell. The torpedo will attack the first enemy that enters this area and
explode. The TORPEDO explodes causing 2d6 damage to the enemy and that
person or monster must make a 3d6 roll vs. DX or fall down. his spell can
only be placed in an unoccupied hex and is treated as a special protection
spell (as per AW p.4 rules). A enemy with MAGE SIGHT will not know the
difference between a MINE or TORPEDO spell. This spell costs 4 ST to cast
but unlike the mine spell only lasts 12 turns. A mage who knows this spell
will also know the IQ 10 MINE spell.
Enjoy! A little trivia a land mine during the American Civil War was
originally called a torpedo. They were used during the Peninsula Campaign
by the CornFeds. It was considered an "uncivilized" way to fight a war, so
their use was generally abandoned. I live on the Peninsula here in
Virginia, a stones throw from Big Bethel battlefield (now mostly under a
reservoir). The first land battle in VA ---- Happened before the First Bull
Run.
Yours in Cidri,
Justin
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