01-30-2018, 10:34 AM | #1 |
Join Date: Jan 2018
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Summoning undead
An additional set of summonings and the appropriate control spell
IQ 10 SUMMON SKELETON (C) Brings animated humanoid skeleton (ST 10 DX 12 IQ 6, MA 10; does 1 die damage with whatever weapon it appears with, carries a small shield which stops 1 hit per attack) to obey the summoner. They fight without DX penalty from injury until ST is zero Skeletons are affected by "Control Undead," they are unaffected by "Confusion" and "Sleep," and are unaffected by shadows or cold. Cost: 2 ST to cast and 1 per turn it remains. IQ 11 SUMMON ZOMBIE (C) Brings a zombie (ST 14 DX 12 IQ 8, MA 6, damage 1+2 with bare hands or whatever object they fight with. Zombies are immune to speed or slow movement, clumsiness and confusion spells. All damage done to zombies is reduced by half (round down). They suffer no DX penalty for damage suffered (no brain, no pain...) It costs 2 ST to summon a zombie and 1 each turn it remains. Zombies are affected by "Control Undead." Although their DX is 12, zombies strike LAST in each combat round. IQ 12 SUMMON GHOUL (C) Brings a ghoul (ST 14 DX 13 IQ 9, MA 10, damage 1+1, 1+3 in HTH) Ghouls are immune to "Curse" and "Sleep" and are unaffected by shadows. They are affected by "Control Undead." Ghouls cost 2 ST to summon, and 1 per turn to keep. IQ 13 SUMMON LURKER (C) Brings a "Lurker in Shadow" (ST 12 DX 12 IQ 10 MA 10, damage 1 die with tooth and claw, 1+2 in HTH) to obey caster. Lurkers generate a shadow hex around themselves and are thus usually -4 to be hit; having a form of mage sight they suffer no penalty for shadows or invisibility. They are immune to "Sleep" and "Curse;' "Dazzle" affects them for 6 rounds instead of 3. It costs 3 ST to summon a Lurker, and 1 per turn it remains. Lurkers are affected by "Control Undead" and cannot be duplicated by image or illusion (a simple shadow results instead). IQ 14 SUMMON WIGHT (C) Brings a wight (ST 14 DX 12 IQ 12 MA 10; damage is only 1 die but armor and the armor flesh type spells stop no hits; damage is in the form of a life energy drain; each hit of damage done regenerates 1 point of damage for the wight). Wights are immune to Curse and Sleep and are unaffected by shadows or cold. Illusions of wights can drain ST as if they were real, but a wight touching an illusion will dispel it. Cost 3 ST to summon, one per turn it remains, affected by "Control Undead." IQ 15 SUMMON MUMMY (C) Brings a mummy (ST 18 DX 12 MA 8, damage 1+1 with armor stopping no hits but armor flesh spells protecting normally; any attack that causes damage reduces the target's DX by 3 for the next 12 turns; this effect is cumulative.) Mummies are affected by "Control Undead" and are immune to Curse, Slow and Clumsiness, and unaffected by shadows and cold. Cost 4 ST to cast and 1 per turn it remains. IQ 16 SUMMON GHOST (C) Brings a ghost to obey the summoner. A ghost has no ST or DX, its IQ is 13. Ghosts are Insubstantial, Unnoticeable and Invisible, per the spells. Outside of a host they have MA 6 and can only be affected by thrown spells. Ghosts attack by moving onto an adjacent figure at the end of the action phase. When this happens, the victim gets an immediate 4 die vs IQ roll to avoid possession, a successful roll repelling the ghost to its prior hex. A possessed figure is under the complete control of the ghost's summoner, with use of that figure's abilities and spells. The only way to "kill" a ghost is to kill the figure it possesses, but a ghost is unlikely to be used to maintain control of a trapped or disabled figure. Ghosts cannot be duplicated by image or illusion, and images and illusions are dispelled by possession attempts. Cost 4 ST to summon and 1 per turn to continue. And-- IQ 14 CONTROL UNDEAD (T) Places any one summoned undead creature under the caster's control. This spell will dispel the image or illusion of a creature it could control. ST cost to cast and maintain control are the same as the summoning spell for that undead type. |
01-30-2018, 11:42 AM | #2 | |
Join Date: Dec 2017
Location: London Uk, but originally from Scotland
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Re: Summoning undead
Quote:
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01-30-2018, 12:06 PM | #3 |
Join Date: Jan 2018
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Re: Summoning undead
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01-30-2018, 01:25 PM | #4 |
Join Date: Nov 2010
Location: Arizona
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Re: Summoning undead
I like these, but I'm wondering if something like SUMMON 1-HEX CREATURE might not be a better solution to the endless waves of summoned wolves than a load of creature-specific spells.
The casting player simply picks a 1-hex creature to summon. If you feel the need to differentiate between "normal" wizards and "necromantic" ones, you could have two versions of the 1-hex spell -- SUMMON 1-HEX CREATURE, and SUMMON 1-HEX UNDEAD CREATURE. (The next spell in line would obviously be SUMMON 2-HEX CREATURE, followed by 3-hex, 4-hex, etc.) |
01-30-2018, 01:44 PM | #5 | |
Join Date: Dec 2017
Location: London Uk, but originally from Scotland
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Re: Summoning undead
Quote:
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01-30-2018, 01:46 PM | #6 |
Join Date: Nov 2010
Location: Arizona
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Re: Summoning undead
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01-30-2018, 02:07 PM | #7 |
Join Date: Dec 2017
Location: London Uk, but originally from Scotland
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Re: Summoning undead
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01-30-2018, 03:47 PM | #8 |
Join Date: Aug 2004
Location: Carrboro, NC
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Re: Summoning undead
Reptile Man with a Pike Axe!
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01-30-2018, 04:10 PM | #9 |
Join Date: Oct 2015
Location: New England
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Re: Summoning undead
I'd prefer for each spell to summon a particular creature. Guidelines for inventing new spells balanced against the TFT grimoire would be a wonderful addition to the boxed set.
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01-30-2018, 10:03 PM | #10 |
Join Date: Nov 2010
Location: Arizona
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Re: Summoning undead
I'm thinking of the enormous increase in IQ necessary to have even a remotely useful collection of such summoning spells. Now we're once again confronted with the need for a 40IQ Wizard; thus increasing the "need" for enormous attribute bloat in order to get even close to the kind of wizards we see in the fiction all the time. Seems to me like this merely exacerbates an already large issue...
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