Elemental Spells

Originally Written Sometime in 1986

(Spells Probably Ripped Off From GURPS or Some Other System!)

The current wizard character in TFT is a very good "artillery" system. His spells tend to be short, offensive and high in ST cost. This is because the TFT magic system started out in the gladiatorial game Wizard. While dungeon crawlers might like the TFT wizard class, role players probably do not. These new options will help make the TFT wizard more like the sorcerers of fantasy literature and legend.

High IQ And Spell ST Costs

As a wizard improves his understanding of magic, he finds easier ways to cast spells and decreases their ST cost. If his IQ is five points above the IQ level of a spell, he may cast the spell at one ST less than the spell cost. Spells are maintained every two turns after the first two turns the spell is in effect. If his IQ is ten points higher than the IQ level of the spell, he may cast it for two points less than the ST cost of the spell. Spells are maintained every three turns after the first three turns the spell is in effect. A spell must still cost a minimum of 1 ST point when cast.

Missile Spells

Missile spells may only be powered at 4 ST maximum. This is a balancing tool designed to prevent the "one-shot wonders" who put all of their ST into a single bolt and fire it at the biggest monster. Every die of a missile spell after the first four costs two ST points.

Components

All spells have material components. These components are usually minor, such as a small ball of sulfur for Fire spells, a small bit of silvered glass for Dazzle and so on. A wizard is assumed to carry appropriate components in his clothing. If the components are taken from him, he may not cast spells. Note that this will allow wizards to be captured and imprisoned, a desirable thing in most campaigns. GM’s may determine component costs for spells, though most should be a few coppers per spell.

New Spells

The following spells help round out the TFT wizard and give him the Good Spellcasting Seal of Approval.

IQ9 Spells

Find Water (T): Subject can find direction, distance, and nature of the nearest source of water. Costs 2 ST per mile of range.

Find Mineral (S): This spell will tell the caster the direction and approximate distance of any one type of earth, metal, or stone. Costs 3 ST.

Pure Air (T): Will purify one hex of air, removing all impurities such as dust, poison, etc. Costs 1 ST per hex.

Purify Water (T): Purifies one gallon of water. Costs 1 ST per gallon.

IQ11 Spells

Shape Earth (T): Allows caster to move earth about and shape it into any form. The earth moves two hexes per turn and will be permanent if it is formed into a stable structure (a hill). It will last 12 turns if unstable (a wall or column). If the earth moves into or out of someone’s hex, that person may move out during his next movement. If the person fails, he will be buried. He then gets a 4/ST roll to escape. If he fails, he is considered to drown. A hex of earth will move for 12 turns. Costs 2 ST to cast per hex of earth moved and can be renewed by spending 1 ST.

Create Air (C): Creates one hex of clean fresh air. Costs 1 ST per hex.

IQ12 Spells

Earth to Stone (T): Turns an item made of earth or clay into hard stone. Costs 3 ST for an item that weighs 10 kg, 5 ST for an item of up to 1 hex size and 5 ST per additional hex size.

Freeze Object (T): The reverse of Heat Object. The temperature of the object lowers 10¡C per minute. Costs 1 for an object about the size of a fist, 2 for one cubic foot, 3 for 1 hex, 3 more for each additional hex. Continuing the spell costs the same as casting it each minute.

No Smell (T): Removes the odor of a subject and makes him undetectable by smell. Lasts 1 hour. Costs 2 ST plus one per extra hex of the subject.

Shape Air (T): Lets caster create movements of air over a small area. It will blow in a stream up to 1 hex wide and will carry 5 hexes for each point of ST put into it. A person hit by the wind must make a ST roll on a number of dice equal to the ST put into the spell. If he fails, he is pushed back one hex. He makes the roll every turn. The wind lasts 6 turns.

Stone to Earth (T): The reverse of Earth to Stone. Costs double ST of Earth to Stone.

IQ13 Spells

Heat Object (T): Increases the heat of an object up to the amount achieved by a smith’s forge. The temperature of the object raises 10¡C per minute. Costs 1 for an object about the size of a fist, 2 for one cubic foot, 3 for 1 hex, 3 more for each additional hex. Continuing the spell costs the same as casting it each minute.

Predict Weather (T): Subject can forecast the weather . Will not predict unnatural meddling in the weather. Costs 2 ST per day of the forecast.

Create Earth (C): Creates one hex of good earth. Costs 4 ST per hex created. Costs 2 ST per hex to turn mud into earth.

Earth Vision (T): This spell allows a figure to look through the earth and see caves, bodies of ore, entombed victims, buried treasure, cut stone and bricks. Spell lasts 6 turns. Costs 2 per 10 meters of range.

Destroy Air (T): The reverse of Create Air. Victims in a hex must make a 3/ST roll or suffer 1-1 damage. A thunderclap is also heard. Costs 2 ST per hex.

Extended Blast Fireball (S): A different type of fireball spell. Does 1-1
for every 2 points of ST you spend (maximum of 6 ST). It will affect the target hex at full damage. Subtract 1-1 from each additional hex radius. This spell is -1 DX for every megahex distant the target hex is. See
example diagram for effects and how the spell conforms to tight conditions.

IQ14 Spells

Flame Weapon (T): Causes one weapon to flame. Treat it as a flaming weapon (see AW). Iron weapons are unaffected, but wooden ones turn to ashes after the spell. Costs 4 ST, lasts 12 turns.

Flame Missile (T): Causes one missile weapon to flame doing +1 damage. Weapon is unaffected. Costs 4 ST, lasts 12 turns.

IQ17 Spells

Flesh To Stone (T): Turns a living object into stone. The target gets a 5/IQ roll to resist the spell. ST cost is 10 per hex of the creature (the entire creature must be petrified.)

Stone To Flesh (T): The reverse of Flesh To Stone. Cannot be used to bring a statue to life. Costs 10 ST per hex of the creature (the entire creature must be restored.)

Entombment (T): The target is instantly swallowed up by the earth. He remains 20 meters underground, conscious and will live indefinitely. The target will not want for food or water. He may be rescued by tunneling, the reverse of the spell or even teleport (if he can be found). Costs 10 ST to entomb, 6 ST to rescue.

Earthquake (S): Shakes the affected area. The area may be anywhere within 20 hexes. Each 20 additional hexes of distance will add a -1 DX penalty. Cost depends on strength of spell and area affected. Base cost is 2 ST and 2 per turn to maintain. Add 2 ST if 2 megahexes are affected, 3 if three megahexes are affected, and so on. Strength of spell is as follows:

Tiny: Just a slight swaying. Pay base cost.

Mild: Slight damage to buildings. Multiply base cost by 2. 3/DX for all within area to remain standing.

Severe: Stone walls crack; towers may fall. Multiply base cost by 4. 4/DX for all within area to remain standing.

Vapor Body (T): Subject becomes gaseous and can seep through cracks, float in the air, etc. Equipment becomes gaseous also, but lose any abilities while gaseous. The subject may be attacked by an Air Elemental (does damage as HTH). A Destroy Air spell does 2 dice damage. Explosions do normal damage. Strong winds will blow a gaseous person along without doing damage. ST cost is 4 plus 1 per minute spell is maintained.

HELP!!

Please email any new spells you’ve used in your campaigns.

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