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RE: (TFT) Not New Spell
In the Island Gargoyle spell; I thought that
gargoyles had to land to attack?
Rick
-----Original Message-----
From: tft-owner@brainiac.com [mailto:tft-owner@brainiac.com]On Behalf Of
David Michael Grouchy II
Sent: Wednesday, November 20, 2002 7:53 AM
To: tft@brainiac.com
Subject: (TFT) Not New Spell
The following are not really new spells. They are just new
interpretations of old spells. I hope you find them thoughtfull anyway.
David Michael Grouchy II
IQ 9
Island Wolf(C): Summons a spear weilding wolf out of the very ground. The
wolf can talk and the wizard can see through the wolves eyes. The wolf can
swim, but entering the water causes it to loose it's spear which will turn
to smoke. The wolf has ST 9, DX 13, IQ 7, MA 14. It does 1D with either
its bite or its spear. The would also has thick fur that stops 1 hit from
each attack. This spell costs 2 points of fatigue to cast. Each turn it is
maintained costs an additional point. This spell costs one point less to
cast if the wizard has the heart of a wolf.
IQ 10
Island Myrmidon(C): Summons a naked man out the very ground who weilds a
shortsword and a large sheild (Stops 2 hits from front). The wizard can see
out of his eyes. The man can swim but entering the water causes his weapon
and sheild to turn to smoke. The short sword does 2-1 damage. If forced to
use his hands he does 1-2 damage. He has ST 11, DX 12, IQ 7, MA 12. This
spell costs 2 points of fatigue to cast and 1 point for each turn it is
maintained after that. This spell costs 1 point less to cast if the wizard
has the heart of a man.
IQ 11
Island Bear(A): Creates a bear out of the very ground. The bear can talk
and the wizard can see out of its eyes. The bear weilds a morning star and
can do 2D+1 with either that or it's claws. It can swim, but entering the
water causes its weapon to turn to smoke. The bear has ST 13 per hex, DX
11, IQ 7, MA 8, and fur that stops 2 points of damage from each attack
against it. The bear must be a minimum of 2 hexes in size. To cast the
spell costs 2 points of fatigue per hex the bear is, and 1 point per turn it
is maintained after that. The spell costs 1 point less to cast if the
wizard has the heart of a bear.
IQ 12
IQ 13
Island Gargoyle(C): Creates a winged gargoyle out of the very ground. The
gargolye can speak and the wizard can see through its eys. It has a pike ax
which it can use to 2-hex jab from above, and it has claws on its hands and
feet wich used together to do 2+2 damage. It has ST 15, DX 10, IQ 7, MA 8
and can fly at 16. When flying the gargoyle is at DX-4 to attack or be
attacked. At a DX of 10 the gargoyle usually lands before attacking. Its
stony skin stops 3 points of damage from all incoming attacks. The gargoyle
can also fly into and under water at MA 8. Returning from the water to the
air is easy as the water just rolls off its stony skin, though the pike ax
turns to smoke on entering the water. This spell costs 4 points of fatigue
to cast, and 1 point for each additional turn it is maintained. It costs 1
point less to cast if the wizard has the heart of a gargoyle.
IQ 14
Island Demon(I): Calls a demon into the visible world. The demon will
perform one task for the wizard or fight for twelve turns before returning
to the invisible world. The demon has ST 24 plus the wizard's current ST,
DX 2 plus the wizard's current DX, IQ 4 plus the wizard's current IQ, MA 6
plus the wizard's current MA, and its skin stops 3 points of damage from all
attacks. The fatigue cost to cast this spell is an enormous 20 points.
There is a way around this if the wizard knows the name of the demon they
wish to summon. The wizard can make an idol to the demon and worship it to
store up the fatigue needed in the idol. Each life sacraficed to the idol
adds 1 point of fatigue. Up to 14 points of fatigue used in casting the
spell may be stored this way. The spell may not be extended, maintained, or
increased in any way.
Island Giant(A): Creates a giant out of the very ground. The giant can
talk and the wizard can see out of the giant's eyes. The giant has ST 8.33
per hex, DX 9, IQ 7, MA 10 and must be at least three hexes in size. It is
armed with a battle axe in one hand for 3D damage, and has a tower sheild
and chain mail stopping 6 points of damage and subtracting nothing from DX.
The giant can swim, though at three hexes tall it usually just wades through
the edge of any lake or across any river. It's immense size also gives it a
reach of three hexes to strike with its fists or battle axe. A giant does
1+3 with its fist. If the giant wades in water its chainmail turns to
smoke, if it gets up to its chest in water it tower sheild turns to smoke,
and if it goes underwater its battle axe turns to smoke. The giant can pick
up and throw objects smaller than itself like a horse, boulder, log, boat,
or cart to name a few. Use the molotov coctail rule of DX-1 per Megahex
distant the object is thrown (See A.M. page 23). Large objects thrown like
this do 1+1 damage to any figure in the Megahex so hit. This spell costs 1
point to cast plus 1 point per hex of the giant. The giant has to be at
least three hexes in size so the minimum cost to cast this spell is 4 points
of fatigue. It costs 1 point to maintain the giant for each turn after
that, no matter how large it is. This spell costs 1 point less to cast if
the wizard has the heart of a giant.
IQ 15
Young Dragon(A): Creates a 4 Hex dragon out of the very ground. The dragon
can speak and the wizard can see out of its eyes. It has claws that do 2+2
when they trample people or attack them, or a bite that does 3D. The dragon
can also breath fire just as if it had the Dragon's breath spell, and since
it has a dragons toung it cost 1 point less for the dragon to cast the
spell. The dragon has ST 8 per hex, DX 13, IQ 16, MA 6 and scales that stop
5 points of damage. This spell costs 5 points of fatigue to cast plus 1
point per turn it is maintained. This spell costs the wizard one point less
to cast if they have the heart of a dragon.
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