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RE: (TFT) Another choice selection of new spells
What are armor "layers"?
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> -----Original Message-----
> From: tft-owner@brainiac.com [mailto:tft-owner@brainiac.com]
> On Behalf Of David Michael Grouchy II
> Sent: Thursday, November 14, 2002 12:41 AM
> To: tft@brainiac.com
> Subject: (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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