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(TFT) The new spells of IQ 10
These are all the new IQ 10 spells. I have posted most of them
already. They appear here, modified by feedback.
David Michael Grouchy II
IQ 10
Paralyze smell(M): This missile spell makes it easier to sneak up on
vertebrates of IQ 7 or less. Mammals and reptiles will notice the sudden
loss of smell and act like a man who suddenly finds himself in a darkened
room. They will be still and not move much while they try to figure out what
happened. In the case of a dog being used to track, or a Lion on the hunt,
the animal will sit down and be confused for a (1d6-1) turns. Herd animals
will start crying out to each other, but will stand very still for 2d6
turns. Birds and dinosaurs (which rely primarily on vision) are largely
unaffected. Intelligent creatures will not notice that they have lost their
sense of smell, unless they are actively using it. This spell affects all
fauna within 5 Mega Hexes of the target. Any IQ 7 or less animal in that
area will loose their sense of smell for a whole day. It costs 2 ST to cast
or only 1 ST if the wizard has an Am Bush seed.
Deafen(M): A ranged spell that makes anything within 5 Mega Hexes of the
target deaf for a whole day. This spell will frighten animals of IQ 5 or
less. They will act nervous and try to make as much noise as possible at
first. Eventually they will withdraw and become depressed. Herd aniamls
will cluster together. Inteligent creatures will probably try to find and
attack who ever made them deaf. The spell costs 1 fatigue per 5 Mega Hex
range from the target.
Claws & Fangs(T): The target of this spell instantly grows claws and fangs
to attack with. This will increase the damage a creature does without a
weapon. It costs 2 points of fatigue to cast this spell per 12 turns it
will last. The spell costs 1 point less if the wizard has a claw or fang.
Here is a table of new damages based on strength.
ST damage ST damage
1 0 0 55 6-2
2- 4 0 1 56-58 6-1
5 1-2 59-61 6
6- 8 1-1 62-64 6+1
9-11 1 65 7-2
12-14 1+1 66-68 7-1
15 2-2 69-71 7
16-18 2-1 72-74 7+1
19-21 2 75 8-2
22-24 2+1 76-78 8-1
25 3-2 79-81 8
26-28 3-1 82-84 8+1
29-31 3 85 9-2
32-34 3+1 86-88 9-1
35 4-2 89-91 9
36-38 4-1 92-93 9+1
39-41 4 94 9+2
42-44 4+1 95 10-2
45 5-2 96-98 10-1
46-48 5-1 99-100 10
49-51 5
52-54 5+1
Fire flash(C): Causes a small flash of combustion that does 1D-2 to
anything in the target hex. This flash of fire will ignite any combustable
material like paper, scrolls, fire flash mushrooms, or hair. This spell
costs 1 point of fatigue per 1D-2 damage done. It cost the wizard one point
less to cast if they have an exploding mushroom. This is one of the only
spells where a wizard may use multiple components. Up to six mushrooms may
be used if the wizard casts the spell at 7 fatigue.
Poison spit(C): This spell lasts untill it is used or one day has past.
The first person spit at has to save 3D vs. DX or they take 2D damage and
become blind for one week (DX-8) and have blurry visioh for another week
after that (DX-4). Treat the spit as having an accuracy of 1 when rolling
to hit. Poison spit costs 2 points of fatigue to cast. It only costs 1
point to cast if the wizard has a spitting cobra.
Weapon poison(C): This spell is used to put poison on cutting weapons. The
first hit with the weapon, if it actually wounds the target, will do an
additional 3D damage. The character so hit must roll 4D vs. ST to try an
resist the poison. If they succeed they take no damage. The second hit
with the weapon will require the same save of 4D vs ST but will only do 2D
damage. The third hit will only do 1D damage. The poison affects the blood
of the target. As such it has no effects on slimes, goo, skeletons,
elementals, ghosts, wights, or revenants. This spell costs 4 points of
fatigue per weapon per day the poison is to last. If the caster has a
poisonous snake the cost is reduced by 1 point.
Hallucination(C): Causes the target to begin seeing things. This has the
effect of probably rendering the characters' ready weapon both useless and
very facinating. The character so affected has IQ-5 until they drop the
ready weapon. The character can not use any talents that are above their
IQ-5. This may include the weapon talent for their ready weapon. This also
makes the target easier to control with a Control Person spell.
Hallucination costs 2 points of fatigue to cast and 1 point per turn it is
maintained. If the wizard has a hallucinogenic mushroom the cost of casting
is reduced by 1 point.
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