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Re: (TFT) At last, Environmental Magics in TFT.
These environmental spells are mostly anti-magic in nature. Unfortunately
that means they tend to be a couple of steps removed from on-map effects.
As Andreas points out, they would be a lot more useful to NPCs than
PCs.None of that sounds like a lot of fun.
It seems like natural magical abilities, like the ability of a demon to
teleport, or of a gargoyle or dragon to fly, should be affected.
To me the most interesting spells are those that actually affect people -
the zone of lingering, for instance. I would like to see more spells like
that: a spell that makes the atmosphere resistant to missiles so that range
penalties are increased and/or damage reduced by range; a spell that
reduces or increases everyone's MA; a spell that affects pain and hence
knockdowns and DX mods due to damage; spells that make melee attacks more
difficult; spells that make some or all damage inflicted of the non-lethal
kind; spells that once a turn move everyone one hex in a random direction
and change their facing one hexside.
On 6 March 2016 at 07:35, Rick Smith <firstname.lastname@example.org> wrote:
> Hi all,
> Here is my long delayed article on Environmental magics in TFT. This is
> a new class
> of spells like Thrown Spells and Creation Spells, etc.
> If you have ideas for your own Environmental spells, I would be
> interested in knowing
> them. I would not mind adding a few more to my campaign.
> Comments are welcome of course.
> I was sorry no one had anything to say on my gnome article. I rather
> liked the special
> abilities given in that article.
> Warm regards, Rick.
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