Mixed Bag of Spells, Part I

I don’t really have a theme for this week’s collection of spells, just a grab bag of conversions from AD&D, GURPS and HOW. Some are classics, some are just kinda cool. Enjoy.

IQ 8
WIZARD MARK: (T) [AD&D] Allows the wizard to inscribe his or her mark, rune or letter upon any surface. The Mark can be inscribed on any surface, including stone, wood, metal or even flesh, with no harm to the surface. The mark can be visible or invisible, but will be seen by Detect Magic, Reveal Magic, Mage Sight or Reveal spells. Remove Thrown Spell will remove the Wizard Mark from the object. Cost to cast: 1 ST. Casting time: 1 turn. Duration: the mark will last until the surface is destroyed.

IQ 11
WHIP: (T) [AD&D] Creates a magical whip that the caster can wield just like a physical one. The whip can be used to attack or make a loud cracking sound. The cracking sound will keep normal animals at bay. The spell includes the ability to wield the magical whip as if the caster had the Whip talent–but only for the whip created by the spell, not other normal whips. ST to cast: 3 ST, 1 to maintain. Casting time: 1 turn. Duration, 1 turn.

IQ 13
FLAME BLADE: (T) [AD&D] Causes a jet of flame to spring from the wizard’s hand. The flame takes the shape of a flaming sword, and acts as such. It has the same effect as a 1d+3 sword. Anyone struck with the flaming blade will not be set on fire, unless the wizard holds it against them for more than 1 turn–then treat as a Fire spell. Cost: 2 ST. Duration: 1 turn. Casting time: 1 turn.

IQ 15
SPIDER SILK: (M) [GURPS] Shoots strands of spider silk from the wizard’s fingertips to the target. The strands appear to be thin and fragile, but are extremely strong. The victim is immobilized and cannot move. The spider silk can also be used to block an area by anchoring to 2 fixed points. Anyone touching the strands are bound as if they were hit by the spell. The strands can be cut or burned away–they have an effective ST of 10, and take triple damage from fire. ST to cast: 2 ST for every megahex distance, up to 5 megahexes. Duration: 1 minute. Casting time: 1 turn.

I will post more mixed bags of spells in the coming months as I convert more to TFT–stay tuned!

Marko ∞

3 comments

  1. I had planned to have the first part of a three part series on solo gaming this week, but did not get it done. I’ve been traveling a bit for work, and sometimes life intrudes. I will get that out in a couple weeks…

  2. Just got a chance to finally read my e-mail and was pleasantly surprised to find this waiting for me! Very interesting spells. I particularly like things like Wizard’s Mark — they add opportunities to roleplay at all levels of the game.

  3. I’m currently running a game using modified TFT rules. One of the things I’ve been working on it increasing the number and versatility of spells for the game. These are quite useful for this purpose. When I played TFT in the ealry 80s, Steve had many more spells including Wave and Cone versions of the attack spells. He also had a wider assortment of mind affecting spells, including fear and emotion.

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