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(TFT) Another choice selection of new spells



IQ 11

Feather dress(T): This spell causes a thick coat of feathers to grow out of the outermost layer a character is wearing. Be it skin, clothes, armour, or a sheet. It adds 1 layer to the character's armour and stops 1 point of damage from all attacks. It also causes falling characters to take 1D less damage from the fall. This spell costs 1 point of fatigue to cast and 1 point each turn it is maintained after that. The spell may be maintained 1 turn for free for each feather the wizard has of either a Roc, Giant eagle, or Gryphon.

Lion fur(T): This spell causes the target's skin to grow fur. It adds no layers to the character's armour and stops 1 point of damage from all attacks. The spell costs 1 point of fatigue to cost and 1 point each turn it is continued after that. If the wizard has the hide of a lion, tiger, jaguar, or other thick skin the spell can be maintained for twelve turns at no fatigue cost.


IQ 12

Bear fur(T): This spell gives the target a thick skin and furry coat just like a bear. This skin stops 2 points of damage. To cast this spell costs 2 points of fatigue plus one point per turn it is maintained. If the wizard has one of the following the spell costs one point less to cast, the hide of a black, grizzly, or kodiac bear.

Rinocerous hide(T): This spell gives the target a thick leathery hide just like a rinocerous. This skin stops 2 points of damage. To cast this spell costs 2 points of fatigue plus one point per turn it is maintained. If the wizard has a rinocerous hide the spell costs one point less to cast.

Chitin(T): This spell gives the target a skin of layerd plating like a lobster. This skin stops 2 points of damage. To cast this spell costs 2 points of fatigue plus one point per turn it is maintained. If the wizard has a lobster or crab shell this spell cost one point less to cast.


IQ 13

Slimed Armour(C): Like Breakweapon, but for armor. Just like being attacked by a slime the target characters' armor will hold out for one more turn, then offers no protection. It is broken. Repair will restore the armor to full use. If the armor has bonuses due to being finely made and/or enchanted it gets a saving throw. 1D vs. total pluses. So a fine breast plate for +1 DX and enchanted for +3 damage has to roll a 4 or less on 1D to resist. This spell costs 3 points of fatige pers hex of the target. This spell does not work on natural armor, only the kind worn by characters. It does not work on stone or iron flesh either. It cost 1 point less to cast if the wizard has the nucleous of a slime.

Crocodile skin(T): Gives the target a thick bumpy hide that stops 3 points of damage. It looks like knotty wood. The spell cost 2 points of fatigue to cast, plus one point per turn it is maintained. It cost one point less to cast if the wizard has 1 hex of crocodile hide.


IQ 14

Yetti Fur (T): Just like the fur describe in ITL for the Yetti. It stops 4 points of damage from all attacks. This spell costs 2 points of fatigue to cast, plus one per turn it is maintained. It cost one point less to cast if the wizard has a Yetti's fur.


IQ 15

Dragon scales(T): Turns the targest skin into overlapping scales just like a dragon. It stops 5 points of damage from attacks. Dragon scales cost 3 points of fatigue to cast, plus one per turn it is maintained. It cost one point less to cast if the wizard has 1 hex of dragon hide, and 2 points less if they have 2 hexes.


IQ 16

Turtle shell(T): Character must be wearing clothing or armor to have this spell cast on them. It turns the clothing or armor into a turtle shell that stops 7 points of damge to the body, but only 2 to the legs and arms. This spell cost 4 points of fatigue to cast, plus one point per turn it is maintained.


IQ 17

Flaming Armor(C): Enchants armor with Fireproofing and makes it flaming. The armor does 4 points of damage to anyone in HTH with the character. The armor can also be used to start fires by handling objects. This spell cost 5 points of fatigue per day it is to last. If the wizard has 100g of dragon dung it cost 1 point less to cast, and 2 points less if they have 200g of dragon dung.

IQ 20

Clam shell(M): This missile spell is used to trap a target and protect them. Some times it is used to take prisoners, sometimes to save wounded comrades. The target of the clam shell missile is closed up in a giant shell. The shell is ablative and only stops 50 points of damage before it is broken through. That is one point of armor is destroyed for each point of damage the shell stops. While in the clam shell the target is put into a state just like the Little Death spell. But if the target is unwilling they get a save of 5D vs. ST to escape from within. Otherwize they go into Little Death on the following turn. It costs 5 points of fatigue to cast per day the shell is to last. It cost one point less to cast per pearl of a Giant Clam the wizard has, up to 4.

    David Michael Grouchy II






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