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(TFT) The new spells of IQ 11
These are the new IQ 11 spells. Most of these have been posted before.
Except Mammal poison, and the last four spells on the list.
David Michael Grouchy II
IQ 11
Flare(M): A ranged version of the light spell. This spell lights up 5MH
around the target for 12 turns. The spell costs 1 point of fatigue per 12
turns it is to last.
Tail trip(I): Gives any creature which does not already have a tail a large
tail. The tail will be just as long as the creature occupies hexes. Thus a
3 hex Giant will have a 3 hex long tail. The tail swings back and forth
through the creature's rear and side hexes. Similar to the tail of a
Reptile man. Anyone standing in the affected hexes must save 3D vs. DX or
be knocked prone. This spell costs 2 points of fatigue per 12 turns the
tail is to last.
Snake of Light(I): If a wizard has the staff skill and carries a magical
staff they may learn this spell. When cast the wizard throws their staff to
the ground and it instantly becomes a radiant glowing snake of soft light.
The light can be any color the wizard desires. The light will fill a radius
of hexes equal to the fatigue energy stored in the staff.
If several staves are dropped in the same area only the strongest one
will seem to glow. The softer ones will be swallowed up leaving only the
color of the dominant one. Staves of equal stored energy will blend their
colors, possibly creating new tones of light.
The snake will have ST 5 +1 per point of stored energy, DX 13, IQ 4, MA
6 and elusivenes of DX-3 to be hit by any ranged attack. The snake can not
any action on the first turn it appears. It has a bite that does 1D+1
damage but no poison. If the snake is killed it reverts to the staff, but
the staff itself is broken. The spell costs 3 points of fatigue to cast per
6 turns the snake is to last.
Mamal Poison(C): This spell fills a hex with a gas that does 3D damage to
any mamal that breaths it. Each mamal gets a save of 4D vs. DX to avoid
breathing it. The spell costs 3 points of fatigue per hex to be gased. It
costs the wizard one point less to cast if they have the liver of an orc.
Acute hearing(T): Gives the target super acurate hearing. They can locate
a walking target with their eyes closed, and hear a breathing figure even if
they are invisible. This spell cuts the DX penalty for attacking invisible
figures, attacking in the dark, or figures in a shadow hex in half. The
spell costs 2 poitns of fatigue to cast and 1 point each turn it is
continued after that. It costs 1 point less to cast if the wizard has the
brain of a large feline.
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.
Bless(S): This magical skill gives the wizard the ability to bless and
individual or group. It has to be an individual or group that the wizard
knows, and they have to be blessed in person. The blessing lasts
indefinetly untill it is used. A character may only have one blessing at a
time. With the use of the blessing the individual or group may change any
one dice roll by 1 point either plus or minus as they desire. It can only
affect their own dice roll and not those of an enemy or others. Then the
blessing has been used and it is gone. This skill costs 5 points of fatigue
to cast.
Write spell(S): A spell may be written on any object, making that object
attuned to another casting, or active Enchantment with the same type of
spell. Like a needle, once magnetized with a spell written on it will
vibrate when ever the same spell is used within a Mega Mega Hex of it. This
does not give the item the ability to cast the spell. It just detects any
casting or use of that spell and vibrates slightly.
Casting Write Spell on an item cost x2 the normal cost of casting the
spell alone. The wizard may write the spell in any laguage they know.
Fish Walk(T): The target of this spell can move through water like a fish
or Merman, at full MA. Fish Walk includes the ability to swim and keep
one's head above water, even in combat. It cost 1 point of fatigue to cast
plus one point per turn maintained.
Bird Walk(M): No mater how high or far a character has fallen from they
will take no damage on landing. This spell must be cast on a character the
turn before they hit the ground, as a falling figure always moves first.
This spell cost 1 point of fatigue to cast, and one point per turn it is
maintianed.
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