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. |
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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.) |
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Dealing with the fundamental problem of outrageous attributes would be preferable to creating another problem, such as spells becoming too flexible.
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I like the possibility of different Wizards having different signature summoning spells.
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I'm also to keep separate each summon spell.
More spells are fine and add variety, but I do not see the reason to make them generic and/or flexible to reduce the IQ needed to learn them all. The way I see wizards in TFT, even the most powerful, is compatible with t a low number of spells available in their grimories. The great wizards (at least the way I see them) have IQ 20-22, DX 15-16 a few magic items and/or a small team of assistants with aid spell for ST. the idea super heroes/wizards in TFT must have everything available in the rules (hence the need for IQ 40+) is something I have never found in the rules and never experienced at my table . My players never gained too many points and, if memory serves, the best hero reached 44 or 45 points in total during my CGs. Also I do not know how long they should have played and survived to gain that level of experience (1000 ex pts per attribute point) ! But I understand other groups may have different approaches and styles. |
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IQ 9 SUMMON WARTHOG (C) This spell brings a warthog (ST 9 DX 12 IQ 6; moves 10, no armor, tusks do 1 die damage) to obey the caster. Warthogs fight without DX penalty for injury or lost ST, and are affected by "Control Animal." Cost 2 ST to summon and 1 ST each turn it remains IQ 11 SUMMON WILD BOAR (C) Brings a huge wild boar (ST 14 DX 12 IQ 6, MA 10, hide stops 1 hit, damage 1+1, 1+3 on a charge attack) to obey summoner. Wild boars fight without DX penalty for injury or lost ST, are affected by "Control Animal" and cost 3 ST to summon and 1 ST each turn it remains. |
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My personal preference would be to split the difference, have something like a "Summon Undead" spell for a category of creatures, not all creatures. The spell would include all the undead the OP posted. Each undead creature would then have an IQ preq, but not cost an actual IQ point/slot to know.
Then you could also have "Summon Animal" (Wolf, Bear, Warthog) , "Summon Humaniod" (Myrmidon, Gargoyle, Giant), "Summon Elemental", "Summon Dragon", etc. What I'd really like to see is can you reverse engineer the existing summoning spells? Say by comparing the attribute point total, defenses and special abilities of the creature to the spell's IQ requirement and ST point costs. From there, it'd be easier to create new spells for summoning other creatures, assigning them to the proper IQ level and appropriate ST costs, even if they didn't use the broader categories I suggested. I'd suggest a point system like so: Attribute Total + ARMOR + (MA-10) + Special Abilities Special abilities would include:
So a wolf (ST 10, DX 14, IQ 6, MA 12, Armor: 1 ) would be worth 33 points in this system, for the IQ 9 Summon Wolf spell. A bear (ST 30, DX 11, IQ 6, MA 8, Armor: 2) would be worth 47 points, for the IQ 11 Summon Bear spell. A small dragon (ST 30, DX 13, IQ 16, MA 6, Armor: 3) would have a starting value of 58, but would then need additional points assigned for size, flight, additional attack and fire breathing. As I mentioned in another thread, these point totals could also be used to represent the XP value of a creature, to be divided among a group of characters after combat, as a simpler version of the current individual system of points for damage, final blows and ST spent on spells. |
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