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Seems like it's pretty quiet out there.  How about you guys critique my
goblin spells:

IQ 9 SPELLS

SUMMON RENDER (C):  Brings a render (ST 10, DX 12, IQ 7, MA 10, bite does
1+1, stops 1 hit) to follow the wizars commands.  Costs 2 to cast and 1 per
turn to maintain.

INSECT EMPATHY (S):  Requires a week long visit to the hive.  Subject will
emerge with multifacited eyes treated as a BASIC by hymeopterea.  Telepathy
with hymeoptera and other ?Empaths? at 50m, no ST cost.

IQ 10 SPELLS

SUMMON PLUNGE (C):  Brings a plunge (ST 6, DX 16, IQ 8, MA 20 ?4 DX to be
hit in the air, does 2d on charge attack, if successful 1-1 each turn
thereafter no armour effects) to follow the wizards commands.  Costs 3 to
cast and 1 per turn to maintain.

SWARM (C):  Fills one hex with a swarm of crawling and flying insects.  No
non insect of IQ 7 or less will enter or remain inside it, insects and
insect hybrids (empaths or changed) of any type are unaffected.  The swarm
has an  MA of 4.  Any figure moving through a swarm (or any figure moved
through by a swarm) suffers 2 hits of damages, armour works as per fire
hexes. Any figure stopping in a swarm hex (any any figure in a hex where the
swarm ends its movement) suffers 4 hits of damage and actions at ?2 DX.
Costs 2 ST, lasts 12 turns.  Missile and thrown weapons are ?1 DX to hit for
each swarm hex they travel through.  A fire hex cast on top of a swarm hex
will destroy it, as will a swarm moving through a fire hex.

DEMOTE (S): This spell must be cast six times by six different mages on the
same turn.  The casting mages must touch the subject.  If successfully cast
all six times it will strip a mages wizardry away, turning him into a hero.
He will forget all spells and never be able to learn new ones.  Costs 10 ST.

IQ 11 SPELLS

SUMMON MANTIS (C):  Summons a Mantis (ST 20, DX 14, IQ 8, MA 12, Stops 2,
Strikes for 2+2 if hits character is considred pinned and the mantis will
then bite for 1+2 from then on at +2 DX to strike the pinned character) to
fight for the wizards. Costs 4 to cast, 1 per turn to maintain.

CONJURATION (S):  Not actually a spell a mage will cast, but rather a series
of tequnicqes that alter the way conjuration spells (any spell which summons
a being and has a per turn ST cost to maintain) are cast.  This spell allows
the wizard to pay the maintanace every 3 turns (or every 6 turns if he has a
focus (see magical items) available) to maintain any conjuration spell.

IQ 12 SPELLS

MISSILE BALL (S):  Allows the wizard to create a ball of magical energy, the
ball will remain for 6 turns.  The ball may be thrown and is treated as a
missile spell.  The ball does no damage, but may be used as a delivery
system for a thrown or creation spell.  Thus a wizard could take one turn to
cast missile ball, another turn to cast a thrown spell into a missile ball
and on the third turn could throw the ball.  Costs 2 ST.

IQ 13 SPELLS

SUMMON PHLANX (C):  Summons a Phlanx (ST 16, DX 12, IQ 7, MA 14, stops 2
hits, attacks with horn 2D or 4D on a charge attack, a 2 HEX figure) to
fight for the wizard. Costs 4 to cast plus 1 per turn.

3-HEX SWARM (C):  Like the swarm spell but covering three connected hexes.
Costs 4 ST.

IQ 14 SPELLS

SUMMON GANTUS (C):  Summons a huge (3 hex) Gantus beetle ( ST 30, DX 12, IQ
7, MA 10, Stops 4 hits and bites for 3D damage) to fight for the wizard.
Costs 4 to cast plus 1 per turn.

ENTOMBMENT (T):  Causes the earth to open up and swallow the subject of the
spell.  The victim of the spell may immediately make a 4D roll vs DX to
escape, if successful he moves to an open adjacent hex. The subject will not
be killed, but will remain entombed indefinately until released by another
casting of the spell.  If cast upon ones self the mage may elect to remain
concious, but had better have some source of air if he plans to live for
long.  Cost 10 ST to entomb or reverse an entombment or 1 ST to check a
megahex for entombed victems.

CHANGE (S):  Requires a month long visit to the hive.  Includes Insect
empathy, subject will emegre as per insect empathy but also with an
exoskeleton (stops 4 hits), Mandibles (double ST damage) and   Wings (MA
12).  Has telepathy with other changed and any inscect life at a range of 1
KM.

IQ 15 SPELLS

DIMESIONAL PORTAL (C):  Allows the wizard to create a special sort of gate,
that takes advantages of rifts and tears in the fabric of the space time
continiuem.  This spell may only be cast at a ?weak spot? in the fabric of
reality.  May be cast 3 difernt was.  Detect Dimensional weak spot covers 1
HM, cost 1 ST.  Dimension walk, must be cast in the same MH with a weakspot,
move the subject to the other side, costs 10 ST.  Dimesional gates cost 50
ST and will last one week unless make permanent by another casting from the
other side.

IQ 16 SPELLS

DEATHTOUCH (S):  Inflicts 1D damage per point of ST, no armour effects.
Caster must touch the victim.






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