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(TFT) Nearing the end of new spells
These are the new IQ 12 spells. Some of these are re-worded TFT
spells. Like break, and repair. There are three things to notice about all
the new spells, including the earlier ones.
First that most of them are either moster abilities that already exist,
or magic items that don't have a spell counter part. In that way they are
not so much new spells as finishing out a spell list for most the abilities
already in the game. Second that many of these spells are Enchantments that
don't have a spell counter part. And third that some of them are potions,
that were missing spell counterparts.
By doing this I can introduce two new Special (S) spells called
Breeding Lab, and Potion Lab. I will post these a little later. They
introduce the breeding of monsters, either new or existing, and the ability
to make most spells into a potion. In order to have consistancy where a
wizard can breed any existing monster, I needed to add some spells to cover
those monster abilities. And to make a lab where a wizard can make most
spells into potions, I needed to add some of the existing potions to the
spell list.
After the New IQ 12 spell list, I'm going to post a new selection of
Shape-shift type spells that cross several IQ levels. Theses are spells
like Earthshift, Airshift, Watershift, and Fireshift. Then I'll tie them
all together with the Breeding Lab, and Potion Lab spells.
David Michael Grouchy II
IQ 12
Dragon's Breath(M): This spell covers and area equal in size to the hex
area of the wizard casting it. If the wizard fails their DX roll it still
fires and costs full fatigue, it just misses the target. It continues on in
a straight line possibly hitting something else. The spell costs 1 point of
fatigue per 1-1 damage it does but this damage must be spread out over the
target hexes. Because of this multi-hex characters must spend a minimum 1
fatigue per hex to cast this spell. If the wizard casting this spell has a
dragon's tounge, dragon's heart, or dragon's skin, the spell costs 1 point
of fatigue less to cast. Three points less if they have all three.
Drunkeness(I): Sometimes this spell can be an effective defence in combat.
Drunkeness causes a character to have to roll a extra dice to perform any
action, and two extra dice to do any ranged action. A drunken person also
moves unpredictably and is harder to be hit. Anyone attacking a drunken
character has to roll and extra dice, and two extra dice if it is a ranged
action.
Drunkeness also causes the character to think about nothing but what
ever they were thinking about before they got drunk. That is, what ever was
on their mind or weighing on their heart before they got drunk will be the
recurring issue while they are drunk. This can be a useful interrogation
tool if you can get the target thinking about the information you want
before they are drunk. Unfortunately drunkeness is not an effective way to
get inforrmation on a wide range of subjects. This spell costs 3 points of
fatigue to cast per sixth of a day it is to last. If the caster has a
bottle of wine it cost 1 point less to cast.
Break(T): Will break anything that is not metal, or alive. Fortunately all
weapons and armour have parts that are not metal. Even a sword has the
wooden halves of it's hilt. Plate armour has the leather straps holding it
together. A sheild has straps or a wooden handle. Half the weight of chain
mail is supported by a belt around the waist.
A broken weapon does half damage or only 1D, which ever is less.
Broken armour still stops the same damage but doubles the DX minus. A
broken sheild is unuseable unless it is used two handed. Finely made or
magical items get a saving throw vs. being broken. This is 3D vs. the kg of
the item rounded down if +1. Or 2D vs. kg if +2, or 1D vs. kg if +3.
This spell cost 3 points of fatigue to cast.
Repair(C): Similar to Break, but with the opposite effect. This spell will
mend broken things like weapons, equipment, or armour. An item that was
enchanted then broken will loose the enchantment. This spell can mend the
item, but will not restore the enchantment. It costs 5 points of fatigue
per hex of the item.
Reptile poison(C): This spell creates a hex of poison gas that is hamless
to any creature except a reptile. Any reptile in the hex gets a save of 3D
vs. IQ to catch its breath or take 3D damage from breathing the gas. This
gas has no effect on undead reptiles or other magical creatures. It cost 3
points of fatigue per hex of gas and lasts for 12 turns. It cost 1 point
less if the wizard has the brain of a stone beetle.
Bear fur(T): This spell gives the target a thick skin and furry coat just
like a bear. This skin stops 2 points of damage. To cast this spell costs
2 points of fatigue plus one point per turn it is maintained. If the wizard
has one of the following the spell costs one point less to cast, the hide of
a black, grizzly, or kodiac bear.
Rinocerous hide(T): This spell gives the target a thick leathery hide just
like a rinocerous. This skin stops 2 points of damage. To cast this spell
costs 2 points of fatigue plus one point per turn it is maintained. If the
wizard has a rinocerous hide the spell costs one point less to cast.
Chitin(T): This spell gives the target a skin of layerd plating like a
lobster. This skin stops 2 points of damage. To cast this spell costs 2
points of fatigue plus one point per turn it is maintained. If the wizard
has a lobster or crab shell this spell cost one point less to cast.
Sharp smell(T): A character under the influence of this spell can track a
person just by senting their clothing at the last place they were seen.
Even up to two days after last seen, unless it has rained. This spell costs
2 points to cast +1 per turn it is maintained. Sharp smell costs 1 point
less to cast if the wizard has a Wolves brain.
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