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(TFT) Wiki house spells
This is a quick list simply off the archives.
I'm SURE there are more. Please tell me about obvious stuff I've missed so far.
Authors please note any changes errors.
I've been glancing at the web ring but haven't found anything 'house' spell related yet.
This isn't compleate but is a big enough chunk to begin with for
http://tft.brainiac.com/pmwiki/pmwiki.php?n=Main.SpellsCompendium
IQ 13
Predict Weather (S): This spell gives the wizard knowledge of the forthcoming
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.
Casting this spell doesn't require the usual Dx roll, but does require 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 by, e.g. another
wizard casting the Control Weather spell.
IQ 18
Control Weather (S): This spell allows the wizard to control the weather. For
2 St, the wizard may reschedule various phenomena of the weather forecast for
the next 24 hours, causing a thunderstorm to strike early, for example, or
delaying a thaw until the next day. The wizard may not create new weather,
however, nor may he eliminate weather phenomena completely. If a thunderstorm
is forecast for sometime in the next 24 hours, then the wizard may have it
come early or late, but must allow it to strike sometime. Likewise, if no
rain is forecast for the next 24 hours, the wizard may not create rain out of
nothing.
However, a wizard may increase the time he has to work with, by casting the
spell with extra Strength. By casting the spell with 4 St, the wizard can
delay weather for 2 days instead of one, or bring weather forward from two
days in the future. Each additional day doubles the St cost: 8 St for 3 days,
16 St for 4 days, 32 St for 5 days, etc.
Thus it is plausible for a wizard to bring the first frost a week early (St
cost 128), but not to bring it a month early (St cost one trillion). 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, the Gods of Weather (or another
wizard who knows the Control Weather spell) may act to counter this.
Casting the Control Weather spell does not require any die rolls. Control
Weather includes the Predict Weather spell.
Erol K. Bayburt
http://tft.brainiac.com/archive/0302/msg00144.html
IQ 9 SPELLS
Contact Poison(C): A poison that soaks instantly through the skin of the first person to touch it. The entire dose will magically draw up into the skin. It covers the entire surface of one item and lasts untill it is touched. This can be centuries. The unfortunate person does get a saving through of 4D vs. ST or take 2D damage. This spell costs 2 to cast per item poisoned. The spell can not be cast on flora or fauna.
Cobra bite(T) IQ 9: Gives any creature a poison bite. They may walk/crawl around with this potential bite indefinetly. The creature may eat food without releasing the poison if they wish. The poison bite is a one time use, and the creature may use it in any attack, saving it for later if they wish. The bite will do their noraml ST damage plus the poison. The target of such a bite must save 3D vs. ST or take 1D of damage. It even works on birds and fish. This spell costs 2 to cast per bite.
Poison gas(C): A vaporous poison gas fills one hex. Anyone in the hex that draws breath will take 1D-2 damage. They do get a save of 5D vs. DX to hold their breath if the spell is cast on their hex. If on the other hand they are moving through a gas hex, and not stopping there, they can save 2D vs. IQ to hold their breath. The gas lasts for 8 turns per 2 points of fatigue spent casting it. On the turn after being cast the gas will follow any air flow. The spell costs 1 less point to cast if the wizard has a poison gas mushroom or an am bush seed pod.
Corrosive Poison(C): This type of poison gas is slightly acidic in nature. It will pit and streak metals, degrade leather and eat through cloth armour. It does 4D damage if breathed. Characters do get a 6D vs. DX save to hold their breath if the spell is cast on their hex. If on the other hand they are moving through a gas hex, and not stopping there, they can save 3D vs. IQ to hold their breath.. Even if they make the save, all armour, weapons, and equipment will take 2 points of damage. If the character is unarmoured they will take the two points of damage. The spell costs 5 to cast per 8 turns it is to last. Like poison gas it will follow any air flow on the turn after it is created. Up to 6 giant wasp stinger sacks, or red slimes can reduce the cost of casting the spell.
Slime walk(T): This spell allows a character to move like they are a Slime. They can climb walls, hang on ceilings, even slide under doors. The spell costs 1 point of fatigue to cast per hex size of the character it is cast on. An Elf would cost 1 fatigue, and a Giant costs 3 fatigue. It costs an additional point per turn it is maintained, no matter how many hexes. If the wizard has a nucleous of slime then the spell cost 1 point less to cast.
Life(S): A magic skill that gives natural healing to anything that is not a character. Like a rock, sword, house, or anything else. The item will heal 1 point off of each wound per week just like a normal person. This can make stone become unchisled, a sword unbroken, or a house self repairing. The skill costs 1 point of fatigue per hex of the item. The effects are permenant until the item is broken.
David Michael Grouchy II
http://tft.brainiac.com/archive/0211/msg00077.html
IQ 8
Berserk(T): Causes the target to have DX+1 for half of a day. Also like a berserker, the target will not suffer DX minus from any weakness or wounds. That is until their ST reaches zero and they die. If still alive at the end of the half day the target must sleep for the entire next half. Berserk cost 2 fatigue to cast. It nly costs 1 fatigue if the caster uses a berserk mushroom as a component, but remember a berserk mushroom will not keep for longer than a day after being picked.
Growth(T): Causes the target, be it plant or animal, to grow an entire seasons worth in one day. For very long lived creatures like a turtles or elves causes no visible effect at all. Will cause a snake to mottle, grow a new skin and shed it's old one. A plant will grow an entire season's worth, with fruit trees bearing fruit. Planted seed will spout and grow. Costs 1 point of fatigue per season. No matter how many seasons of growth are cast it takes one full day for each season to pass, or come into effect.
Wither(C): Causes the target, be it plant or animal, to suffer from drought and malnutrition equal to an entire season in one day. The opposite of Growth this is a terrible curse and will destroy most plants. Will make people look shriveled, sunken, and grossly underfed. Costs 1 point of fatigue per season. No matter how many seasons of wither are cast it takes one day for each to pass, or come into effect.
Simple Poison(S): Cast on any drinking liquid it becomes poisonous doing 2D to anyone who drinks from it. They do get a saving throw of 4D vs. ST. If they make the save they take no damage. The poison only lasts one day then the liquid becomes safe again. The wizard must handle the drink to cast this spell on it. Costs 2 points of fatige per liter per day. If the caster has half a kilogram of AM Bush twigs it only costs 1 point of fatigue.
Scorpion sting(T): Typically cast on a thorn, pin, shard, or other sharp object it creates a poison that lasts indefinetly. The first person scratched by it takes 1+2 damage. They get a save of 4D vs. ST. If they make the save they only take 2 points of damage. Costs 3 fatigue to cast. Can not be increased in effect. Only costs 2 fatigue if the caster has a scorpion's tail.
Dwarf beard(T): Target immediately grows a dwarfs beard and may cary twice the normal encumberance. Costs 2 fatigue per hex of the target per day the spell is to last. Only costs 1 fatigue if the caster has a hair from a dwarfs beard.
Blend(T): Gives the target cameleon like color shifting. The effect is that the target becomes hard to see and all attacks against that target are DX-3 to hit. Costs 1 fatigue to cast, and 1 fatigue per turn it is maintained. With one of the following components it still costs 1 fatigue to cast but is maintained for one additional turn at no cost; nucleous of slime, tail of cat, live cat, ear of slinker, live slinker, or the scale of Apopos.
Elusive(T): Gives the target a serpentine like motion that makes them difficult targets for ranged spells or missile attacks. DX-3 to be hit by any ranged attack. Cost 1 fatigue to cast and 1 per turn it is maintained. Costs 0 to cast if the caster has a dragonet tail, or a live dragonet, but they pay 1 fatigue each turn after the first if they wish to maintain the spell.
Tree(C): Causes a tree to grow up out of the ground sprout leaves and spread a canopy over head in one turn. This is an explosive growth rate that will knock anyone on the target hex into and adjacent hex. The roots will do substantial damage to any stone, though the canopy will just entangle itself in any beams or roofing overhead. The canopy will be fourteen times the area of the trunk. Costs 3 points of fatigue per hex of trunk and lasts one day. It costs one fatigue per day maintained after that. Each additional hex of trunk size requires and extra turn to grow into. If the caster has the heart of a blood tree the initial cost is reduced by 1 fatigue.
Small(C): Shrinks the target to 1/7th their normal size. This makes a noramally 1 Hex figure harder to hit with contact weapons by DX-3. Turns a 7-hex dragon into a little 1-hex one. Costs 1 point of fatigue to cast for each hex of the target. So that 7-Hex dragon would cost 7 points of fatigue to shrink. In addition it costs one per turn maintained. If the caster has the heart of a slinker, dragonet, or snake, the initial cost is reduced by 1 point of fatigue. Or instead of the heart if the wizard has a live slinker, dragonet, or snake the initial cost is reduced by 1 point of fatigue, but never more than one, no matter how many live ones or hearts they have.
Staff(S): A magical skill that can make straight or make crooked any cut peice of wood. The effects can be quite subtle making the wood spiral, or squared like a plank. Typically used to make a personalized staff for the wizard it can also be used to bend a support beam out of its place or separate the peices of a wooden door. The energy stored in a staff can be used to do 1D damage just by touching a target, and this does not depend on the size of the staff. It can be a twig or an ancient 49-hex giant red oak. The only condition is that the wood can not be living, but must have been cut, and must always change the peice of wood by either straightening, making crooked, or giving it a unique shape. If anyone tries to handle the peice of wood without the wizards permission by picking it up, grabing it, or ortherwise handling it (like a dog carrying it in their teeth), it will dischage a constant shock doing 3D damage to the person handling the staff. The spell is permenant untill the staff is broken. It costs 5 points of fatigue to cast. The staff may also be used to store up extra energy. Energy the wizard may draw on to cast their spells with. At the end of any day that a wizard did no work they may charge the staff. Doing no work in this is defined as spending no fatigue. For every 5 points of fatigue spent by the wizard the staff is charged 1 point. The staff may hold no more than the wizard's Strength (though a staff of power may hold double that). When casting a spell the wizard may draw on the stored energy in their staff instead of using their own fatigue. The energy drawn this way may not be more than the wizard can produce themself in their current state of fatigue. Anything more will knock the wizard unconcious and automatically cause the spell they were casting to fail.
Read magic(S): This skill allows a wizard to read a scroll safely without the spell being automatically cast so they can make a copy of it, or just find out what it is. It also lets wizards read writings in the difficult language of Wizard's Toung even if they don't have the required IQ 14. The most usefull aspect of this spell is copying a scroll before it is read and unavoidably cast. The copy is not magical and will not cast the spell, so the wizard can read the copy safely to find out what spell is written on the scroll. It takes about five minutes to copy the scroll, about as long as it takes a physicker to tend one person. Cost 1 fatigue per spell read.
Detect Magic(S): This skill will let the caster be certain if an item is enchanted or not. It costs 1 fatigue per item tested. The cost is reduced by 1 if the caster has a fresh human brain.
Food(S): A magical skill that makes edible mushrooms sprout unless some other food supply is availiable, then it just multiplies that. Costs 1 fatigue per multiple of existing food.
http://tft.brainiac.com/archive/0211/msg00036.html
IQ 11
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.
IQ 12
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.
IQ 13
Slimed Armour(C): Like Breakweapon, but for armor. Just like being attacked by a slime the target characters' armor will hold out for one more turn, then offers no protection. It is broken. Repair will restore the armor to full use. If the armor has bonuses due to being finely made and/or enchanted it gets a saving throw. 1D vs. total pluses. So a fine breast plate for +1 DX and enchanted for +3 damage has to roll a 4 or less on 1D to resist. This spell costs 3 points of fatige pers hex of the target. This spell does not work on natural armor, only the kind worn by characters. It does not work on stone or iron flesh either. It cost 1 point less to cast if the wizard has the nucleous of a slime.
Crocodile skin(T): Gives the target a thick bumpy hide that stops 3 points of damage. It looks like knotty wood. The spell cost 2 points of fatigue to cast, plus one point per turn it is maintained. It cost one point less to cast if the wizard has 1 hex of crocodile hide.
IQ 14
Yetti Fur (T): Just like the fur describe in ITL for the Yetti. It stops 4 points of damage from all attacks. This spell costs 2 points of fatigue to cast, plus one per turn it is maintained. It cost one point less to cast if the wizard has a Yetti's fur.
IQ 15
Dragon scales(T): Turns the targest skin into overlapping scales just like a dragon. It stops 5 points of damage from attacks. Dragon scales cost 3 points of fatigue to cast, plus one per turn it is maintained. It cost one point less to cast if the wizard has 1 hex of dragon hide, and 2 points less if they have 2 hexes.
IQ 16
Turtle shell(T): Character must be wearing clothing or armor to have this spell cast on them. It turns the clothing or armor into a turtle shell that stops 7 points of damge to the body, but only 2 to the legs and arms. This spell cost 4 points of fatigue to cast, plus one point per turn it is maintained.
IQ 17
Flaming Armor(C): Enchants armor with Fireproofing and makes it flaming. The armor does 4 points of damage to anyone in HTH with the character. The armor can also be used to start fires by handling objects. This spell cost 5 points of fatigue per day it is to last. If the wizard has 100g of dragon dung it cost 1 point less to cast, and 2 points less if they have 200g of dragon dung.
IQ 20
Clam shell(M): This missile spell is used to trap a target and protect them. Some times it is used to take prisoners, sometimes to save wounded comrades. The target of the clam shell missile is closed up in a giant shell. The shell is ablative and only stops 50 points of damage before it is broken through. That is one point of armor is destroyed for each point of damage the shell stops. While in the clam shell the target is put into a state just like the Little Death spell. But if the target is unwilling they get a save of 5D vs. ST to escape from within. Otherwize they go into Little Death on the following turn. It costs 5 points of fatigue to cast per day the shell is to last. It cost one point less to cast per pearl of a Giant Clam the wizard has, up to 4.
David Michael Grouchy II
http://tft.brainiac.com/archive/0211/msg00062.html
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.
http://tft.brainiac.com/archive/0211/msg00115.html
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.
http://tft.brainiac.com/archive/0211/msg00111.html
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.
http://tft.brainiac.com/archive/0211/msg00110.html
C) 2001 By Richard Smith
IQ 14?
(S) Body of Shadow. When this spell is cast the subject appears to be in deep shadow, as if lit by dim indirect lights. It is very noticeable in bright sunlight. As well as becoming harder to see in dim lights the subject gains special advantages near or within shadow spells.
A figure with this spell on them is harder to notice when hiding in natural shadows. Someone trying to detect the subject of this spell in dark shadows is at -1 IQ to their detection roll if the subject is moving, and -3 IQ if the subject is still.
A figure with this spell can see thru shadow spells as if they are not there.
A figure with this spell gains a limited regeneration in shadows. Damage done to someone with this spell already on them while they are in a shadow hex, will regenerate at 1 pt. per turn, so long as this spell is maintained and the subject remains in a shadow hex. If either of these conditions is lost, even for a moment, the regeneration is interrupted and the damage becomes real.
The spell will last for 3 turns and may be maintained in 3 turn increments.
Cost: 3 fST plus 2 fST for an additional 3 turns.
http://tft.brainiac.com/archive/0104/msg00059.html
http://tft.brainiac.com/archive/0007/msg00366.html
More of Bill Seurer's house rules:
New and Changed Spells
IQ 9
Flame Shield (T)
Similar to Shock Shield, except the wizard is sheathed in magic flame. All
foes in the wizard's hex take damage as if in a magic fire hex. Costs 2 ST to
cast, plus 1 ST per turn it is maintained.
Deflect Missiles (T)
Similar to Reverse Missiles, except that the attacks are simply deflected
such that they miss the target. They continue past the target as if the target
was missed. Costs 1 ST to cast, and 1 ST per turn to maintain.
Summon Small Animal (C)
This spell summons a small animal to follow the caster's commands. The
animal summoned may be any 1-hex animal with 11 or less ST, 14 or less
DX and 6 or less IQ. Some examples: wolf, dog, monkey, low render,
termagent, large snake, etc. Costs 2 ST to cast, and 1 ST each turn the
animal remains.
IQ 10
Complex Image (C)
Creates a complex image up to 1 hex in size. This image may not move from
the spot it was created, but may be made up of multiple moving parts. It can
be used (for example) to show a scene with several people in it, thus
allowing an animated tale to be shown. This is a very useful entertainment
spell. Costs 2 ST to cast.
Summon Myrmidon (C) (modification)
Brings a human fighter with ST plus DX equal to 24 and 8 IQ to follow the
caster's commands. This fighter may have any 1-handed sword, axe/mace or
pole weapon plus a dagger for weapons, and may wear either cloth, leather
or no armor, but may not have a shield. The fighter knows only basic talents
necessary to use weapons. Costs 2 ST to cast, plus 1 ST per turn that the
fighter remains.
IQ 11
Wall of Fire (C)
Creates a wall of magical flame that fills one hex extending 3 meters upward.
This fire is similar to that created by the IQ 9 Fire spell, and its effect are
almost the same. No creature of less than 8 IQ will pass through a wall of fire
nor stay in it. A figure who moves through a wall of fire hex, or is in a hex
when the wall is created, takes 4 points of damage. A figure which ends its
movement in a hex containing a wall of fire takes 6 hits, and those ending
their movement in any hex adjacent to a wall of fire take 2 hits. While in a
hex filled with a wall of fire, a -4 DX penalty is suffered. There is no penalty
for standing adjacent, but any attacks made through the wall are also at -4
DX. The effects of the wall are cumulative within a turn with armor and
protective spells working against the total. For example, a figure moves
through a wall of fire (4 hits) and stops adjacent to it to attack (2 hits). If this
person were wearing chainmail, 3 hits would be stopped by armor. If the
person had stopped in another wall of fire hex, instead of adjacent to it, a
total of 10 hits would have been done and 7 would have penetrated the
chainmail. This fire is hot enough to singe clothing and exposed hair. Costs
3 ST to cast.
Acute Hearing (T)
The subject of this spell will have the Acute Hearing talent for the next hour.
Costs 2 ST to cast.
Levitate (T)
The subject of this spell can float up or down with an MA of 6. DX penalties
are as for flight. Horizontal movement is difficult at best with this spell. Costs
2 ST to cast, plus 1 ST per turn to maintain.
Summon Animal (C)
This spell summons an animal to follow the caster's commands. The animl
summoned may be any 1-hex animal with 20 or less ST, 14 or less DX, and
6 or less IQ. Some examples: black bear, jaguar, dire wolf, giant spider, etc.
Costs 3 ST to cast, plus 1 ST per turn the animal remains.
IQ 12
Summon Warrior (C)
Brings a human fighter with ST plus DX equal to 28 and 9 IQ to follow the
caster's commands. The ST must be at least 14, and the fighter always
knows the Warrior talent. This fighter may have any sword, axe/mace or pole
weapon plus a dagger for weapons and may wear either cloth, leather, chain
or no armor and may have a shield. The fighter knows only the basic talents
necessary to use the weapons and shield, plus Warrior. Cost 3 ST to cast,
plus 1 ST per turn the warrior remains.
IQ 13
3-Hex Wall of Fire (C)
Like the Wall of Fire spell, but affecting any 3 connected hexes. Costs 5 ST
to cast.
Summon Large Animal (C)
This spell summons an animal to follow the caster's commands. The animl
summoned may be any size animal with 30 or less ST, 15 or less DX, and 6
or less IQ. Some examples: grizzly bear, tiger, lion, giant scorpion, gantua,
giant lizard, etc. Costs 4 ST to cast, plus 1 ST per turn the animal remains.
IQ 14
Amnesia (T)
Makes the subject forget all or specific events of one hour duration. If
questioned, subject will remember nothing for 24 hours after the spell is cast,
will remember on 5d/IQ roll on the following day and on a 3d/IQ roll on any
subsequent day. Subject will not remember spontaneously. If specific events
are to be forgotten, spell will take several turns to cast. Costs 4 ST to cast,
plus 2 ST per hour since the target time.
Bladeturn (T)
This spell puts a protective aura over the subject which makes it much more
difficult to hit the person with a physical attack. All creatures making physical
attacks on the person protected by this spell must roll 5d/adjDX to hit. This
spell will not protect against spells cast at the person in any way. Costs 4
ST to cast, plus 1 ST per turn to maintain.
IQ 15
Summon Veteran (C)
Brings a human fighter with ST plus DX equal to 32 and 9 IQ to follow the
caster's commands. The ST must be at least 16, and the fighter always
knows both Warrior and Veteran talents. This fighter may have any sword,
axe/mace or pole weapon plus a dagger for weapons and may wear either
any non-fine armor or no armor and may have a shield. This fighter knows
only the basic talents necessary to use the weapons and shield, plus
Warrior and Veteran. Costs 4 ST to cast, plus 1 ST per turn that the warrior
remains.
Control Missile (T)
Acts exactly as Reverse Missiles, except that the person protected has the
option to redirect an attack on a target other than its originator. Only 1 attack
may be redirected per turn, all others are simply reflected back. The attack
must be from a visible foe and a 3d/adjDX roll must be made in order for the
redirected attack to hit. Costs 3 ST to cast, plus 1 ST per turn to maintain.
Summon Great Animal (C)
This spell summons an animal to follow the caster's commands. The animl
summoned may be any size animal with 50 or less ST, 15 or less DX, and 6
or less IQ. Some examples: cave bear, sabertooth, scimitar cat, small
dinosaur, etc. Costs 5 ST to cast, plus 1 ST per turn the animal remains.
Spellturn (T)
This spell puts a protective aura over the subject which makes it much more
difficult to cast spells upon the person. It also makes it more difficult for
illusions and summoned creatures to hit the person. All creatures attempting
to cast spells on the person protected by this spell, as well as all illusions
and summoned creatures, must roll 5d/adjDX to hit. This spell will not protect
against magical weapons wielded by real (non-summoned) creatures. Costs
4 ST to cast, plus 1 ST per turn to maintain.
IQ 16
Control Will (T)
Exactly like the Control Person spell, but a 4d/adjDX roll is needed to save
against it. Costs 5 ST to cast, plus 1 ST per turn to maintain.
IQ 17
7-Hex Wall of Fire (C)
Like the Wall of Fire spell, but affecting any 7 connected hexes. Costs 7 ST
to cast.
http://tft.brainiac.com/archive/0003/msg00176.html
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.
http://tft.brainiac.com/archive/0211/msg00109.html
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