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Re: (TFT) The new spells of IQ 9
> Poison gas(C): .....I rewrote a little - another spell for 3 & 7 hex
versions too. (at IQs 12 & 15 I preempted)
Poison gas(C): A cloud of poisonous vapour fills one hex. In combat the
cloud can be seen on a 4/IQ roll (3/IQ for a chemist, alchemist or
naturalist), or 3/IQ otherwise. Anyone in the hex
that draws breath will take 1D-2 damage. They do get a save of 5/DX roll 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
2/IQ roll to hold their breath. The gas lasts for 8 turns per 2 points of
fatigue spent casting it, and is most effective in enclosed spaces with
little or no air flow. On the turn after being cast the gas will follow any
mild air flow for 1d6 turns (rather than 8) and strong air flow will
dissipate it in one turn. 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):........
The 2nd spell seems alot more powerful than the first - maybe move it up to
IQ 11 or 12?
> Life(S): .........
a better name for this would be 'Mend' as it refers to inanimate objects
(and golems and skeletons too?), though this is obviously aready in D&D.
Slime walk(T): ..........
is this like a shape change - if under doors then thru keyholes too? Could
be difficult with some players who may use it as a shape changing
spell............adjudications anyone?
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