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RE: (TFT) Armies and special gear



From: "Matt Picone" <matman@mysticworks.com>

Why stretch existing rules to such lengths? Why not just invent
some spells for enhanced magical construction, protection from
siege spells, and enhanced protection for inhabitants.

Matt,
Well, I do have a new spell for such protection. It's the same IQ as the Insubstantial spell. Its only real use is to make protected areas.

IQ 17

Substantial Walk(T): Character cannot walk through solid objects, they can only walk through a hex they could normally pass through. In addition they can only move 2 hexes a turn, but each hex moved through becomes inpenitrable to either a teleport, astral, insubstantial, telepathy, command word, trance, possession, illusions, images, or most important of all a crystal ball. The effect is permenant. A hex so protected will only stop one of the magics listed above each turn. For example a character standing in such a hex would be protected from either telepathy or a command word. But if two wizards are casting each spell in the same turn, the substantial hex would only stop one of them. To stop both requires two connected subtantial hexes. A mega hex of substatial hexes would stop seven illusions, or seven teleporting figure, or any combination of seven of the magics listed above. The eight spell cast would get through. Substantial areas of enormous size can be created. An area of a hundred hexes would be virtually inpenitrable to the magics listed, unless there is a serious collaboration of a hundred and one wizards. In such a large area, every individual within is equally protected by the total number of connected substantial hexes. This spell cost 4 points of fatigue to cast, plus 2 points of fatigue each turn it is maintained.

    David Michael Grouchy II


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