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(TFT) Weather, Version 2



Here's my Version 2 of the two spells. I've defined things a little better, 
but the St cost for Control Weather is still low. In a "normal" TFT game I 
might raise it by a factor of 5, but the low cost "fits" for Etan. 

IQ 13
PREDICT WEATHER (S): This spell gives the wizard foreknowledge of the coming 
weather for his current location. For each point of St put into the spell, 
the wizard can forecast one additional day's weather, e.g. 7 St to forecast 
the weather for the next seven days. 

To cast this spell, the wizard must spend five turns speaking words of power, 
either shouting them, or pronouncing them in a loud clear voice. At the end 
of this time, the wizard does not make the usual Dx roll, but instead pays 
the St cost and makes a 3-die roll against IQ. If the roll fails, the St put 
into the spell is lost, and the wizard learns nothing. If the roll succeeds, 
the wizard's forecast will have 100% accuracy, barring changes in the 
weather, e.g. by another wizard casting the Control Weather spell.

IQ 18
CONTROL WEATHER (S): This spell allows the wizard to control the weather. For 
5 St, the wizard may swap one or more aspects of the next two day's (48 
hour's) weather: 

    o The high temperature,
    o the low temperature,
    o the wind speed & direction, or 
    o the cloud cover & percipitation. 

For example, the wizard may exchange the wind speed & direction plus the high 
temperature forecast for the next 24 hours with the wind and high forecast 
for the following 24 hours after that. The wizard may not completely prevent 
weather from happening, nor may he create new weather from nothing. He may 
only rearrange the order in which the weather occurs. 

For each doubling of the St cost, the wizard may swap aspects of an 
additional day's weather: Three days for 10 St, four days for 20 St, five 
days for 40 St, and so on. For example, a wizard who spent 20 St might switch 
the next low temperature with the low temperature forecast for four days from 
now, among other rearrangements. It is plausible for a wizard to bring the 
first frost a week early (St cost 160), but not to bring it a month early (St 
cost one billion). On the other hand, a wizard can delay weather with clever 
planning and multiple castings of this spell, e.g. to save a rainy day for 
whatever he needs to save a rainy day for. On the third hand, another wizard 
who knows the Control Weather spell (or the Gods of Weather) may choose to 
resist this. 

To cast Control Weather, the wizard must spend five turns speaking words of 
power, either shouting them or else pronouncing them in a loud clear voice. 
At the end of this time, the wizard does not make the usual Dx roll, but 
instead expends the St cost and makes a 3-die roll vs IQ. On a successful 
roll, the weather forecast changes; on a failed one, it doesn't change and 
the wizard is prevented from casting the spell again for 24 hours. 

The "area of effect" of this spell is a radius of 20 km, or the extent of the 
local microclimate, whichever is less. Other wizards within the area who know 
Control Weather will automatically sense the attempted change, and can choose 
to resist it at a cost of 1 St. This gives the casting wizard a penalty on 
his IQ roll equal to the number of points by which the resisting wizard's IQ 
exceeds 10. A resisting wizard with IQ 19, for example, would give a -9 IQ 
penalty on the casting wizard's roll. If multiple wizards resist, the 
penalties are cumulative. 

Control Weather includes the Predict Weather spell.


Erol K. Bayburt
Evil Genius for a Better Tomorrow
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