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(TFT) The new spells of IQ 9
IQ 9 SPELLS
Contact Poison(C): A poison that soaks instantly through the skin of the
first person to touch it. The entire dose will magically draw up into the
skin. It covers the entire surface of one item and lasts untill it is
touched. This can be centuries. The unfortunate person does get a saving
through of 4D vs. ST or take 2D damage. This spell costs 2 to cast per item
poisoned. The spell can not be cast on flora or fauna.
Cobra bite(T) IQ 9: Gives any creature a poison bite. They may walk/crawl
around with this potential bite indefinetly. The creature may eat food
without releasing the poison if they wish. The poison bite is a one time
use, and the creature may use it in any attack, saving it for later if they
wish. The bite will do their noraml ST damage plus the poison. The target
of such a bite must save 3D vs. ST or take 1D of damage. It even works on
birds and fish. This spell costs 2 to cast per bite.
Poison gas(C): A vaporous poison gas fills one hex. Anyone in the hex that
draws breath will take 1D-2 damage. They do get a save of 5D vs. DX to hold
their breath if the spell is cast on their hex. If on the other hand they
are moving through a gas hex, and not stopping there, they can save 2D vs.
IQ to hold their breath. The gas lasts for 8 turns per 2 points of fatigue
spent casting it. On the turn after being cast the gas will follow any air
flow. The spell costs 1 less point to cast if the wizard has a poison gas
mushroom or an am bush seed pod.
Corrosive Poison(C): This type of poison gas is slightly acidic in nature.
It will pit and streak metals, degrade leather and eat through cloth armour.
It does 4D damage if breathed. Characters do get a 6D vs. DX save to hold
their breath if the spell is cast on their hex. If on the other hand they
are moving through a gas hex, and not stopping there, they can save 3D vs.
IQ to hold their breath.. Even if they make the save, all armour, weapons,
and equipment will take 2 points of damage. If the character is unarmoured
they will take the two points of damage. The spell costs 5 to cast per 8
turns it is to last. Like poison gas it will follow any air flow on the
turn after it is created. Up to 6 giant wasp stinger sacks, or red slimes
can reduce the cost of casting the spell.
Slime walk(T): This spell allows a character to move like they are a Slime.
They can climb walls, hang on ceilings, even slide under doors. The spell
costs 1 point of fatigue to cast per hex size of the character it is cast
on. An Elf would cost 1 fatigue, and a Giant costs 3 fatigue. It costs an
additional point per turn it is maintained, no matter how many hexes. If
the wizard has a nucleous of slime then the spell cost 1 point less to cast.
Life(S): A magic skill that gives natural healing to anything that is not a
character. Like a rock, sword, house, or anything else. The item will heal
1 point off of each wound per week just like a normal person. This can make
stone become unchisled, a sword unbroken, or a house self repairing. The
skill costs 1 point of fatigue per hex of the item. The effects are
permenant until the item is broken.
David Michael Grouchy II
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