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(TFT) The new spells of IQ 8
This is the whole wad of new IQ 8 spells. I think I posted two of them
already, but I changed the Tree spell slightly. Prophesor had called into
question the duration, so I made it cost 3x as much as a one hex wall to
cast. Also I've included a little nugget from my house rule. It's the
staff spell re-written.
David Michael Grouchy II
IQ 8
Berserk(T): Causes the target to have DX+1 for half of a day. Also like a
berserker, the target will not suffer DX minus from any weakness or wounds.
That is until their ST reaches zero and they die. If still alive at the end
of the half day the target must sleep for the entire next half. Berserk
cost 2 fatigue to cast. It nly costs 1 fatigue if the caster uses a berserk
mushroom as a component, but remember a berserk mushroom will not keep for
longer than a day after being picked.
Growth(T): Causes the target, be it plant or animal, to grow an entire
seasons worth in one day. For very long lived creatures like a turtles or
elves causes no visible effect at all. Will cause a snake to mottle, grow a
new skin and shed it's old one. A plant will grow an entire season's worth,
with fruit trees bearing fruit. Planted seed will spout and grow. Costs 1
point of fatigue per season. No matter how many seasons of growth are cast
it takes one full day for each season to pass, or come into effect.
Wither(C): Causes the target, be it plant or animal, to suffer from drought
and malnutrition equal to an entire season in one day. The opposite of
Growth this is a terrible curse and will destroy most plants. Will make
people look shriveled, sunken, and grossly underfed. Costs 1 point of
fatigue per season. No matter how many seasons of wither are cast it takes
one day for each to pass, or come into effect.
Simple Poison(S): Cast on any drinking liquid it becomes poisonous doing 2D
to anyone who drinks from it. They do get a saving throw of 4D vs. ST. If
they make the save they take no damage. The poison only lasts one day then
the liquid becomes safe again. The wizard must handle the drink to cast
this spell on it. Costs 2 points of fatige per liter per day. If the
caster has half a kilogram of AM Bush twigs it only costs 1 point of
fatigue.
Scorpion sting(T): Typically cast on a thorn, pin, shard, or other sharp
object it creates a poison that lasts indefinetly. The first person
scratched by it takes 1+2 damage. They get a save of 4D vs. ST. If they
make the save they only take 2 points of damage. Costs 3 fatigue to cast.
Can not be increased in effect. Only costs 2 fatigue if the caster has a
scorpion's tail.
Dwarf beard(T): Target immediately grows a dwarfs beard and may cary twice
the normal encumberance. Costs 2 fatigue per hex of the target per day the
spell is to last. Only costs 1 fatigue if the caster has a hair from a
dwarfs beard.
Blend(T): Gives the target cameleon like color shifting. The effect is
that the target becomes hard to see and all attacks against that target are
DX-3 to hit. Costs 1 fatigue to cast, and 1 fatigue per turn it is
maintained. With one of the following components it still costs 1 fatigue
to cast but is maintained for one additional turn at no cost; nucleous of
slime, tail of cat, live cat, ear of slinker, live slinker, or the scale of
Apopos.
Elusive(T): Gives the target a serpentine like motion that makes them
difficult targets for ranged spells or missile attacks. DX-3 to be hit by
any ranged attack. Cost 1 fatigue to cast and 1 per turn it is maintained.
Costs 0 to cast if the caster has a dragonet tail, or a live dragonet, but
they pay 1 fatigue each turn after the first if they wish to maintain the
spell.
Tree(C): Causes a tree to grow up out of the ground sprout leaves and
spread a canopy over head in one turn. This is an explosive growth rate
that will knock anyone on the target hex into and adjacent hex. The roots
will do substantial damage to any stone, though the canopy will just
entangle itself in any beams or roofing overhead. The canopy will be
fourteen times the area of the trunk. Costs 3 points of fatigue per hex of
trunk and lasts one day. It costs one fatigue per day maintained after
that. Each additional hex of trunk size requires and extra turn to grow
into. If the caster has the heart of a blood tree the initial cost is
reduced by 1 fatigue.
Small(C): Shrinks the target to 1/7th their normal size. This makes a
noramally 1 Hex figure harder to hit with contact weapons by DX-3. Turns a
7-hex dragon into a little 1-hex one. Costs 1 point of fatigue to cast for
each hex of the target. So that 7-Hex dragon would cost 7 points of fatigue
to shrink. In addition it costs one per turn maintained. If the caster has
the heart of a slinker, dragonet, or snake, the initial cost is reduced by 1
point of fatigue. Or instead of the heart if the wizard has a live slinker,
dragonet, or snake the initial cost is reduced by 1 point of fatigue, but
never more than one, no matter how many live ones or hearts they have.
Staff(S): A magical skill that can make straight or make crooked any cut
peice of wood. The effects can be quite subtle making the wood spiral, or
squared like a plank. Typically used to make a personalized staff for the
wizard it can also be used to bend a support beam out of its place or
separate the peices of a wooden door.
The energy stored in a staff can be used to do 1D damage just by
touching a target, and this does not depend on the size of the staff. It
can be a twig or an ancient 49-hex giant red oak. The only condition is
that the wood can not be living, but must have been cut, and must always
change the peice of wood by either straightening, making crooked, or giving
it a unique shape.
If anyone tries to handle the peice of wood without the wizards
permission by picking it up, grabing it, or ortherwise handling it (like a
dog carrying it in their teeth), it will dischage a constant shock doing 3D
damage to the person handling the staff. The spell is permenant untill the
staff is broken. It costs 5 points of fatigue to cast.
The staff may also be used to store up extra energy. Energy the wizard
may draw on to cast their spells with. At the end of any day that a wizard
did no work they may charge the staff. Doing no work in this is defined as
spending no fatigue. For every 5 points of fatigue spent by the wizard the
staff is charged 1 point. The staff may hold no more than the wizard's
Strength (though a staff of power may hold double that).
When casting a spell the wizard may draw on the stored energy in their
staff instead of using their own fatigue. The energy drawn this way may not
be more than the wizard can produce themself in their current state of
fatigue. Anything more will knock the wizard unconcious and automatically
cause the spell they were casting to fail.
Read magic(S): This skill allows a wizard to read a scroll safely without
the spell being automatically cast so they can make a copy of it, or just
find out what it is. It also lets wizards read writings in the difficult
language of Wizard's Toung even if they don't have the required IQ 14. The
most usefull aspect of this spell is copying a scroll before it is read and
unavoidably cast. The copy is not magical and will not cast the spell, so
the wizard can read the copy safely to find out what spell is written on the
scroll. It takes about five minutes to copy the scroll, about as long as it
takes a physicker to tend one person. Cost 1 fatigue per spell read.
Detect Magic(S): This skill will let the caster be certain if an item is
enchanted or not. It costs 1 fatigue per item tested. The cost is reduced
by 1 if the caster has a fresh human brain.
Food(S): A magical skill that makes edible mushrooms sprout unless some
other food supply is availiable, then it just multiplies that. Costs 1
fatigue per multiple of existing food.
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