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.