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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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