Combat Magic of Trollhalla

I was looking for something new (or old) to put up here on the Outer Sanctum. And I found this.  It is very likely that none of this will make it into  Deluxe Tunnels and Trolls–a pity really, since a lot of us put a lot of time and effort into devising these spells several years ago.  Oh well, take a look. I will send the list on to Liz Danforth. Maybe she can integrate some of them into the Elaborations section of the Deluxe rules.

There must be more to magic than this!

There must be more to magic than this!

 

Combat Magic of Trollhalla

 Several years ago I held a spell inventing contest in Trollhalla for new spells to go into 7.5 edition. I think we came up with some good ones, but they got stashed away and i don’t remember anything happening with them.  Well, here they are again. Feel free to work them into your games.

 

Spell Name:  Kremm Bleed (Combat)
Spell creator: Khayd’haik
WIZ Cost: 1
Level: 2
Range: Sight (but see description)
Duration: Instantaneous
Power Up:  No
Description: This spell drains 1 point of WIZ per caster level from the target. The WIZ drain is complete only at the end of the combat turn, and so does not reduce the target’s kremm resistance during the combat turn in which the spell is cast. This spell may be cast on any WIZ-bearing target in sight. It is subject to kremm resistance unless the caster is touching the target with bare hands or a focus object. The caster does not gain the drained WIZ; the kremm simply “bleeds out” and returns to the environment. If an attempt is made to enchant an item with this spell, it will fail, since the nature of the spell will cause the kremm empowering the enchantment to bleed out.
Example: Khayd’haik, a 9th level wizard, is facing Naharaht, a 7th level wizard. They are in a kremm draining contest, and only the Kremm Bleed spell is allowed. They have a short distance between them. At this point, they each have 20 WIZ remaining. They each cast Kremm Bleed at each other. Neither of their spells are affected by kremm resistance this combat turn. Khayd’haik’s spell drains 9 WIZ from Naharaht at a cost of 1 WIZ to Khayd’haik. Naharaht’s spell drains 7 WIZ from Khayd’haik at a cost of 1 WIZ to Naharaht. At the end of the combat turn, Khayd’haik’s WIZ is 20 – 1 – 7 = 12, and Naharaht’s WIZ is 20 – 1 – 9 = 10. In the next combat turn, Naharaht’s spell would be subject to kremm resistance, but he steps up to lay a bare hand on Khayd’haik, who fails to dodge the nimble Naharaht. This time they each cast Kremm Bleed on each other again. Khayd’haik’s spell is not affected by kremm resistance, but he is so flush with anticipation at winning that he fumbles the spell, losing 1 WIZ for the failed casting. Naharaht has his hand on Khayd’haik’s arm, which is covered by the sleeve of Khayd’haik’s robe, but Naharaht is bare handed, which is all that matters, and so Naharaht’s spell is not subject to kremm resistance. He expends 1 WIZ and drains Khayd’haik of 7 WIZ. At the end of the combat turn, Khayd’haik’s WIZ is 12 – 1 – 7 = 4, while Naharaht’s WIZ is  10 – 1 = 9. Grinning evilly, Naharaht pulls back, but Khayd’haik quickly lays his Deluxe Staff, Wilforce, across Naharaht’s left shoulder, and thus is able to cast the Kremm Bleed spell without it being subject to kremm resistance. The two cast their spells and neither of them fumble, thus completely draining each other of all WIZ and ending the contest in a tie!

 

 

Spell Name: Gimme That (Fairy Flight)[Cosmic]
WIZ Cost: 1

Origin: Fairy Magic (adapted by G’noll)
Range: 1 foot per point of CHR
Duration: 10 minutes
Power Up: Yes.  Double weight affected or range or duration per level increase.
Description: This utility telekinesis spell allows the caster to levitate an object weighing one pound or less, and to move it about with an acceleration of 5 mph/second.
Notes:
1) Fairies often cast this spell on themselves to fly over long distances, saving their wing muscles for manuevering, hence the alternate name.
2) It is possible to use this spell to hurl objects at considerable speed by “orbiting” for several seconds, but directing such a missle accurately requires considerable skill.
3) For reasons that are not entirely understood, no aspect of this spell can be powered up more than one step beyond any other aspect. That is, weight can be doubled with a level two casting, but it can not be quadrupled unless the range and duration have been doubled. Thus, to levitate four pounds, one would have to cast this spell at
level five, with double range and duration as well.

 

 

Spell Name:  Lightning Storm (Combat)
Spell creator: Traditional Giant Magic adapted by Khenn Arrth
WIZ Cost: 30
Level: 5
Range: Sight
Duration: 1 combat round (i.e. 2 min.)
Power Up:  Yes.  Each additional level increases the number of combat rounds and the number of lighting bolts cast by one.
Description: This spell causes the electrical potential in the area around the target to discharge in the form of small lightning bolts, each bolt doing the caster’s combat level worth of dice times the level of the spell being cast in damage to any living being that it strikes.  Although an individual being may be the target of a spell, the spell is not cast at that being, and does not invoke kremm vs. kremm resistance.  Instead, the target and any other beings within ten yards of him/her must make a Luck saving roll equal to or higher than the level of the Lightning storm spell to avoid being struck.  Only one Luck saving roll is needed per combat round.  If the spell is cast at creatures with monster ratings, then the monster is given a Luck equal to 1/10 its monster rating for purposes of making the saving roll.
(Example: Khayd’haik, a 9th level wizard decides to cast a Level 6 Lightning Storm bolt at a large group of 7 ogres some 40 feet away from him.  These ogres do not have individual stats, but instead have monster ratings between 100 and 200, which gives them luck ratings between 10 and 20. Khayd’haik’s spell cost is 60, reduced by 3 because he’s 9th level, and by 3 more because he has a wizard’s staff, for a total cost of 54 kremm.  It is cast at 6th level, so there are 6 lightning bolts. The ogres feel a sensation of impending doom and start making L6SRs on Luck.  With lucks between 10 and 20, it’s not likely any will succeed.  The first 6 to fail will be struck by lighting and each bolt does 9 time 6D6 in damage to its victim.  For example, Khayd rolls 1, 1, 2, 4, 4, 6 for a total of 18 times 9 = 162,  If the Ogre struck has a M.R. of 162 or less, it is down and dead or dying.  If the M.R. is 163 or higher, it takes an almighty wallop and lives on.

 

 

Spell Name: Not this Fiend!

Creator: Trrrommm

Level: 1

Wiz Cost: 6

Duration: 1 combat round (i.e. 2 min.)

Power Up:  No

Description: The spell returns any TTYF spell to its original sender with full virulence.  In order to do so, however, the TTYF target must seize control of spell from its sender.  This is done by making an INT saving roll at the level of the original caster.  If the saving roll fails, then the target does get hit with the TTYF as it was cast.

 

Spell Name:      Repel (Combat)
Spell creator:    Khalfrrrd
WIZ Cost:         5
Level:               1
Range:             Sight
Duration:          1 turn (5 combat rounds)
Power Up:        Yes, each  additional level can either double the time or double the effect
Description:      When cast upon a melee, all combatants in the melee have their combat totals, from melee combat (not ranged or spells) reduced by the level of the spell’s effect.  This affects ALL individuals in the fight, including the spell caster.

Spell Name:       Push (Combat)
Spell creator:     Khalfrrrd
WIZ Cost:          10
Level:                1
Range:              Sight
Duration:           Instantaneous
Power Up:         Yes, each additional level doubles the distance or doubles the effect
Description:       When cast, the target of the spell is moved away from the caster 5 feet (1.5 metres).    The target’s combat total is reduced by 1 for each level of effect, if they are involved in combat.  If the target encounters a hard surface (such as a wall etc) they take 1d6 damage for each level of effect, regardless of armour.

Spell Name:       Spell Shield (Combat)
Spell creator:     Khalfrrrd
WIZ Cost:           1
Level:                 1
Range:               Self
Duration:            1 combat round (i.e. 2 min.)
Power Up:          Yes, every doubling of level, raises the protection by a power ie, level 1 gives an effective wiz improvement of 1, level 2 gives an effective wiz increase of 4 (2 to the power of 2), level three gives 9 (3^3)  etc.
Description:       This spell, when cast, increases the casters WIZ for the purpose of magic resistance.   The casters effective WIZ is equal to thier current WIZ score plus the Shield Wiz.   For example, a wizard with a wiz of 27 is fighting a wizard with a Wiz score of 30.    Knowing full well that he is going to get smacked with a funky spell, the weaker wizard throws up a spell shield at level 3, costing 3 wiz.  His current wiz drops to 24, but the shield spell gives him an effective wiz of 33 (current wiz of 24 + 9)
This saves him for one round, but, does not last long.

Spell Name:      Bend Kremm (Combat)
Spell creator:    Khalfrrrd
WIZ Cost:         4
Level:               1
Range:             Sight
Duration:          instananeous
Power Up:        Yes, each level of increase doubles the amount of wiz that can be bent
Description:      If this spell caster has not yet cast a spell this round, and another caster successfully casts a spell, then the reacting caster may attempt to twist the magic against the opposing wizard.    First, the reacting wizard must succeed with a SPD saving throw equal to the opposing casters level.   Then the reacting wizard must successfully cast the bend kremm spell.   If successful, the opposing caster becomes the target of their own spell.
The bend krem spell effects spells of up to 10 krem per level it is cast at.   If the spell the opposing wizard cast has a greater kremm amount, then what the bend kremm spell can handle, then the bend kremm fails but all wiz costs must be spent.

 

 

Spell Name: Ablate Kremm (Combat)
WIZ Cost: See Below
Range: Line of sight up to 100 feet.
Duration: Instantaneous
Power Up: Yes.  Double range for each level increase.
Description: This spell destroys one point of the target’s kremm for each point of WIZ spent. This spell specifically ignores Kremm Resistance, and DOES allow level versus level discounts and use of foci.
Notes: This spell shifts wizard versus wizard combat from “high kremm wins” to a tendency to stalemate when the two wizards are fairly close in WIZ. It allows Wizards to chip away the Kremm Resistance of high MR creatures and eventually make an effective attack.

 

 

Spell Name:Bye Fry (Combat)
Spell creator: Jasper P. Casper
Wiz Cost: 450
Level: 23
Range: 50 yards
Duration: one eye-blink should suffice.
Power up? Yes.  One additional target per level advanced.
Teleports one ogre-sized or smaller target to the surface of the nearest star, if a L23SRLk is failed.  Monsters made of, or immune to radiation and/or fire still must contend with the fact that there’s really not much to breath on the surface of most suns, and then there’s the gravity differential to deal with…

 

 

Name: Potshot (Combat magic)
Spell Creator: Khenn Arrth
WIZ Cost: 7
Level: 1
Power Up: Yes. Each additional level doubles the number of objects that may be cast.
Description: This spell is like throwing a stone. The caster telekinetically hurls a small object (1 weight unit or less) at a target. The projectile causes damage equal to the caster’s current STR rating if it’s a blunt object, or twice that if it’s a sharp object. In order to hit the caster must make a DEX saving roll the same as an aiming saving roll. If the potshot is cast at a group of targets, the GM may ask them all to make saving rolls at the level of the spell, and assign damage to whoever fails the worst. Armor may be used to protect against a potshot.”

 

 

War Cry

School of Wizardry: Combat

Spell Level: 1

WIZ Cost: 6

Range: Personal

Duration: 1 combat turn

Power Up?: Yes. Double duration for each level increase.

Description: Immediately after the casting of this spell, the caster utters a mighty, scaring and deafening war cry, affecting all enemies in a radius equal to caster’s level in feet. All hostile creatures will focalize their attention on the caster, trying to reach him and attacking in a killer frenzy. The victims of the spell may avoid this effect with their usual Kremm Resistance and moreover the War Cry will not take effect on creatures with either INT or CHR score higher than those of the caster. While the spell is in effect, all enchanted creatures will ignore any other combat or potential danger, trying only to slay the caster of the magic. In the first turn of combat against the caster, the enemies will be considered frightened and must halve their Hit Point Total. Unintelligent creatures are not influenced by this spell.

 

Temporary Weapon

School of Wizardry: Combat

Spell Level: 1

WIZ Cost: See below

Range: Personal

Duration: 1 combat turn

Power Up?: Yes. Double duration for each level increase.

Description: This spell summons in the reality a non-magical weapon chosen from the list in the rulebook. The weapon appears in the hands of the caster and cannot be of magical nature, nor can be further enchanted by spells (e.g. Vorpal Blade, Whammy, etc). The caster must not necessarily have the STR and DEX requisites needed to use the weapon, and he can give the weapon to another creature if he wants. The weapon has the standard statistics found in the rulebook. The casting cost of the spell is equal to (3 WIZ ´ weapon’s dice) + (1 WIZ ´ weapon’s adds). The spell cannot be used to create armors and/or shields.

 

Energy Sphere

School of Wizardry: Combat

Spell Level: 1

WIZ Cost: Equal to caster’s level

Range: Line of sight

Duration: Instantaneous

Power Up?: No.

Description: Throws a small sphere of magical energy to one creature in the caster’s line of sight. The sphere is about 1” in diameter and is made of crackling magical energy, constantly changing its color. When hits the intended target, emits a noisy and loud “BOOM” and fizzles away from reality, after inflicting damage equal to caster’s level. At the caster’s discretion, up to one half of the damage inflicted can be considered as ‘spite damage’. The magical bullet always hits the intended target, without any possibility of missing, as long as it remains in the caster’s line of sight.

 

Fists of Iron

School of Wizardry: Combat

Spell Level: 1

WIZ Cost: 3 or 6 (see below)

Range: Personal or Touch (see below)

Duration: 1 combat turn

Power Up?: Yes. Double duration for each level increase.

Description: When this spell is cast, the fists of the target harden and become strong as pure iron. When fighting unarmed, the target of the spell can double his combat dice (but not Personal Adds). This spell can be used by the caster on himself for 3 points of Wizardry, or cast upon a touched creature for 6 points of Wizardry. This spell is particularly lethal if cast over a creature that already rolls many dice when fighting unarmed, or during brawls in the taverns!

(Note: the enchanted hands do not get any particular protection, this spell just increase damage inflicted in unarmed combat.)

(Note: Kremm resistance is applicable only if the spell is cast on an unwillingly target.)

 

Fire and Flames

School of Wizardry: Combat

Spell Level: 1

WIZ Cost: 6

Range: Touch

Duration: 1 combat turn

Power Up?: Yes. Double duration or fire damage inflicted (but not both) for each level increase.

Description: The caster must touch a magical weapon to make it spurts fire and flames. The flames do not hurt the caster nor the creature wielding the weapon, but are made of fire and thus can ignite flammable materials, etc. (Please note that the enchanted weapon is never damaged by the flames created by this spell, even if it’s made of wood!) While the spell lasts, the weapon will inflict an extra amount of fire ‘spite damage’ equal to the level of caster and will also cause double damage to creatures especially vulnerable to fire. This spell can be used on every weapon, even if magical in nature or already enchanted by another spell.

 

Frost and Ice

School of Wizardry: Combat

Spell Level: 1

WIZ Cost: 5

Range: Touch

Duration: 1 combat turn

Power Up?: Yes. Double duration or frost damage inflicted (but not both) for each level increase.

Description: The caster must touch a magical weapon to make it spurts frost and ice. The cold do not hurt the caster nor the creature wielding the weapon, but the frost effect can be used to put out small flames, etc. (Please note that the enchanted weapon is never damaged by the frost created by this spell, even if it’s made of wood!) While the spell lasts, the weapon will inflict an extra amount of frost ‘spite damage’ equal to the level of caster and will also cause double damage to creatures especially vulnerable to cold. This spell can be used on every weapon, even if magical in nature or already enchanted by another spell.

 

Hurl Wrath

School of Wizardry: Combat

Spell Level: 1

WIZ Cost: Equal to the Luck of the victim

Range: Line of sight

Duration: Instantaneous

Power Up?: No.

Description: One enemy in the line of sight of the caster experiences an agonizing pain, as if electrical shocks are applied to all his nerves and muscles. The victim takes an amount of spite damage equal to (caster LK – target LK), with a minimum of one point per level of the caster. During the combat turn when he takes damage, the victim cannot do anything and falls helpless to the ground, moaning and screaming in pain. In the combat turn immediately after the spell takes effect, the caster takes an amount of ‘spite damage’ equal to his level. This backlash takes effect even if the intended target resists the effect of the spell (via Kremm resistance or in any other way), and the caster cannot prevent in any way the damage he has to suffer.

 

Strangling Water

School of Wizardry: Combat

Spell Level: 1

WIZ Cost: 8

Range: 100’

Duration: 1 combat turn

Power Up?: Yes. Double duration or damage inflicted (but not both) for each level increase.

Description: This spell can be cast only if water is present, otherwise it has no effect. The water is animated by the magic and tries to strangle the intended victim, as ordered by the caster. This spell can be used in two ways, and every round the caster can change both the method of use of the animated water and the target, given that it is in the spell’s range. (#1) The animated water can be used exactly like a bullwhip (4D6, but no minimum STR or DEX requirements). (#2) The animated water can try to strangle a single opponent of Troll size or lesser. In this case, a L1SR on DEX is needed to hit the target and if the Saving Roll succeeds, the victim takes 4D6 of ‘spite damage’. The strangled creature cannot do anything else than trying to free itself, by succeeding in a L1SR on STR. If the Saving Roll is successful, the strangle effect ceases immediately; if not, the victim takes another 4D6 of strangling ‘spite damage’ for that combat turn. Creatures especially vulnerable to water-based attacks takes double damage from this spell, and no Kremm resistance is allowed because the spells do not targets directly the victim, but instead animates water.

 

Eye for an Eye

School of Wizardry: Combat

Spell Level: 2

WIZ Cost: See below

Range: Line of sight

Duration: Instantaneous

Power Up?: No.

Description: This spell duplicates all the damage that the caster has suffered at the hands of one target in the previous combat turn, inflicting it over the creature causing the original damage. This include any form of special damage (including “spite damage”, poison etc), both mundane and magical in nature. The damage reproduced has effect only against the creature that originally damaged the caster, and it must have been suffered in the previous combat turn. It is not possible to use this spell neither to inflict damage taken in the past (before the previous combat turn) nor to damage other targets than the one that harmed the caster. The casting cost of this spell is equal to the damage inflicted over the target. Note that Kremm Resistance works as usual when this spell is used. (E.g. Rudy the Rude, an ambitious and quite unpleasant Ogre brigand, has just ambushed a wandering wizard, hoping to kill him and loot his gold. In the first combat turn, he wins the round and inflicts a total of 14 points of damage upon his victim. In the very next turn, the wizard casts Eye for an Eye spell – this will cause 14 point of damage to Rudy and will cost 14 points of WIZ to the wizard (prior to any deduction due to high level and/or using a magical wand). If the wizard forfeits the option of casting the spell in the combat turn following the one during which he took damage, he cannot cast the spell in the next rounds.)

 

Sharp Sunlight

School of Wizardry: Combat

Spell Level: 2

WIZ Cost: 12

Range: 100’

Duration: 1 combat turn

Power Up?: Yes. Double duration or weapon’s extras (but not both) for each level increase.

Description: This spell creates a quasi-material weapon made of enchanted sunlight. The weapon is considered magical in nature, and can be further enchanted by spells like Vorpal Blade or Whammy. The appearance of the weapon is left to caster’s discretion, but it must be a melee weapon and cannot be changed after it is created. The weapon is controlled telepathically by the caster and will fight at his orders, getting 2D6 + (caster level extras). When this spell is cast at higher levels, only the weapon’s extras are doubled, but it gets only 2D6. The sunlight weapon inflicts double damage to “night creatures” or to monsters specifically vulnerable to sunlight (e.g. Vampires and other Undead, Cave Trolls etc).

 

Sharp Darkness

School of Wizardry: Combat

Spell Level: 2

WIZ Cost: 12

Range: 100’

Duration: 1 combat turn

Power Up?: Yes. Double duration or weapon’s extras (but not both) for each level increase.

Description: This spell creates a quasi-material weapon made of enchanted darkness. The weapon is considered magical in nature, and can be further enchanted by spells like Vorpal Blade or Whammy. The appearance of the weapon is left to caster’s discretion, but it must be a melee weapon and cannot be changed after it is created. The weapons are controlled telepathically by the caster and will fight at his orders, getting 2D6 + (caster level extras). When this spell is cast at higher levels, only the weapon’s extras are doubled, but it gets only 2D6. The sunlight weapon inflicts double damage to “sun creatures” or to monsters specifically vulnerable to darkness (e.g. Phoenixes etc).

 

Globe of Soreness

School of Wizardry: Combat

Spell Level: 2

WIZ Cost: 13

Range: 150’

Duration: Instantaneous

Power Up?: No.

Description: This spell creates a spherical orb made of pure magical energy, about 1’ in diameter and glowing with a deep light (color chosen by the caster). The globe can be thrown up to 150’ away from the caster, and always hits the intended target, causing him a ‘spite damage’ equal to the level of the caster. Moreover, the victim is stunned for a number of combat turns equal to damage taken. (A stunned creature must halve his movement and combat total, doubles the difficulty level of all Saving Rolls and cannot cast spells.) Only living creatures are vulnerable to this spell, so Undead, Golems etc cannot be damaged by the globe.

 

Falling Skies

School of Wizardry: Combat

Spell Level: 2

WIZ Cost: 16

Range: 100’

Duration: Instantaneous

Power Up?: Yes. Affect one extra creature or inflict extra damage (but not both) for each level increase.

Description: This spell makes the sky “collapse” over a single creature distant no more than 100’ from the caster. The victim experiences an extreme pressure, as if  being crushed by heavy weight. Base damage inflicted by the spell is equal to 1 die per level of the spell, plus caster’s Combat Adds. (E.g. if cast at basic level [L2] the spell will cause 2D6 + caster’s Personal Adds; if cast at L3 will cause 3D6 + caster’s Personal Adds; and so on.) Kremm resistance works as usual to resist the effects of this spell.

 

Gemstone of War

School of Wizardry: Combat

Spell Level: 2

WIZ Cost: 11 or 33 (see below)

Range: 50’

Duration: Instantaneous

Power Up?: No.

Description: This spell enchants a precious stone or gem and uses it as a magical projectile weapon. The gem inflicts 1 die of damage for every 100 g.p. of value (round fractions down), plus 1 add for every 25 g.p. of value (again rounding fractions down). (I.e. a gem valued 250 g.p. will inflicts 2D6+10 points of damage, while another worth 1,180 g.p. will get 11D6+47.) The damage caused by the gem is considered magical in nature, so it can hurts even creatures usually immune to mundane weapons. Once used, even if it misses the intended target, the gem crushes in tiny and worthless shards. The caster must throw the gem immediately after casting this spell and it requires a Saving Roll to hit the target; however, if the higher casting cost (33 WIZ) is paid, the gem will automatically struck the victim without requiring any Saving Roll. (Note: Kremm resistance does not work here, because is the gem to be enchanted, not the target.)

 

Air Bolt

School of Wizardry: Combat

Spell Level: 2

WIZ Cost: 9

Range: 100’

Duration: Instantaneous

Power Up?: Yes. Double damage for each level increase.

Description: This spell solidifies air into a solid bolt and throws it to a target up to 100’ away. The air bolt is considered magical in nature and can damage creatures immune to mundane weapons. Damage inflicted by the spell is 2D6 and the caster must roll a Saving Roll to hit the target, otherwise the bolt is wasted. (Note: Kremm resistance does not work here, because is the air to be enchanted, not the target.)

 

Rage of the Berserkir

School of Wizardry: Combat

Spell Level: 3

WIZ Cost: Equal to Charisma of the target

Range: Touch

Duration: 1 combat turn

Power Up?: Yes. Double duration for each level increase.

Description: This spell can be cast on himself or on a touched target with a Charisma score equal or less than that of the caster. Unwilling targets can resist the spell effects using Kremm resistance. While the spell is in effect, the target is filled with the legendary fury of the Berserkir – it wills ruthless charge toward nearest enemy and fight to the death, even against unbeatable odds. While under the effects of this magic, a single creature will fearless charge into battle against a whole army! If all enemies are killed or flee before the spell wade off, the enchanted creature will turn his rage against the caster and any other creature around. The Berserkir cannot cast spells, but is considered to have a Kremm resistance ten times greater than normal. He will also double its Combat Adds, but will never fight from distance and will charge into melee battle. He can use any armor or shield he has, but will always opt for the melee weapons that inflicts greater damage. When the spell expires, the Berserkir must halve his Strength due to extreme fatigue and shock.

 

Rune of Smiting

School of Wizardry: Combat

Spell Level: 3

WIZ Cost: See below

Range: Touch

Duration: 1 combat turn

Power Up?: Yes. Double duration for each level increase.

Description: This spell must be cast on a weapon, either magical or mundane. It will make the weapon potentially lethal in combat. While the spell is active, each time a creature is damaged (i.e. takes hits on CON or MR) by the enchanted weapon, he must immediately succeed in a L3SR on CON or will lose an extra number of hits equal to that just suffered – and this additional hits are considered ‘spite damage’! (E.g. Pessimo de’ Pessimus hits a Wood Elf with his sword enchanted with a Rune of Smiting, inflicting 14 hits to the enemy. If the Wood Elf fails a L3SR on CON, he will immediately take another 14 points of ‘spite damage’ – nasty!) Kremm resistance is useless here, because is the weapon that is enchanted, not the creature hit by the weapon. The casting cost of this spell is equal to (6 WIZ ´ weapon’s dice) + (3 WIZ ´ weapon’s adds).

 

Tiger’s Claw

School of Wizardry: Combat

Spell Level: 3

WIZ Cost: 10

Range: Personal

Duration: 1 combat turn per level of the caster

Power Up?: No.

Description: After the casting this spell, strong claws like that of a tiger spurts out from the caster’s hands. They do not hindrance any manual activity, nor spell casting, but will greatly augment his efficacy in close combat. The caster gets an extra of 6D6 when fighting in melee, even if he uses another weapon (there is no need to fight unarmed). The only drawback is that any gauntlets worn when the spell is cast are torn and ruined by the spurting claws.

 

Tornado

School of Wizardry: Combat

Spell Level: 3

WIZ Cost: 17

Range: 150’

Duration: Instantaneous

Power Up?: Yes. Double damage dice or number of targets (but not both) for each level increase.

Description: This spell creates a wild tornado over a target within range. The victim takes 3D6 of damage, plus caster’s Personal Adds. If more targets are hit (by casting the spell at higher levels), they must be adjacent and within spell’s range. If the spell is cast at higher levels, only damage dice are doubled, not the caster’s Adds. (E.g. Vo’de the Dark has +34 Combat Adds and casts a Tornado at base level [L3] inflicting 3D6+34 hits. If he casts the spell at L4, he will inflict 6D6+34 hits, not 6D6+68. At L5, it will inflict 12D6+34 hits, not 12D6+136.)

 

Death Call

School of Wizardry: Combat

Spell Level: 4

WIZ Cost: 36

Range: 100’

Duration: Instantaneous

Power Up?: No.

Description: This is a less powerful version of Death Spell #9. The target must make a L4SR on Luck or will instantly be reduced to zero Constitution. It is effective only on living beings, and it will not work on Undead, Golems or any other non-living creatures.

 

Gaze of Medusa

School of Wizardry: Combat

Spell Level: 4

WIZ Cost: 28

Range: Line of sight

Duration: Instantaneous

Power Up?: No.

Description: This spell enables the caster to petrify a single target within his line of sight. The victim must make a L4SR on Luck or will be instantly and permanently turned to stone. It has no effect on creatures larger than Trolls.

 

Final Blow

School of Wizardry: Combat

Spell Level: 5

WIZ Cost: 34

Range: Touch

Duration: Instantaneous

Power Up?: Yes. Double damage for each level increase.

Description: The creature touched by the caster takes a number of hits equal to caster’s Personal Adds. This is entirely considered as ‘spite damage’. Moreover, if the victim is reduced to CON 0 or less, it dies immediately from massive shock. If the spell does not take effect for any reason, it is reversed against the caster instead.

 

Barbed Kremm

School of Wizardry: Combat

Spell Level: 5

WIZ Cost: 26

Range: 100’

Duration: 1 combat turn

Power Up?: Yes. Double duration for each level increase.

Description: The victim is overflowing with magical energy that hindrance his capability of using kremm. For the duration of the spell, each time that the target expends a WIZ point, he takes‘spite damage’ to Constitution equal to the points of WIZ used.

 

Drain Life Force

School of Wizardry: Combat

Spell Level: 6

WIZ Cost: 42

Range: 100’

Duration: Instantaneous

Power Up?: No.

Description: This spell pits the life force of the caster against that of the target creature. Both contestants fights a combat using their actual sum of CON + LK as Monster Rating for purpose of determinate dice+adds and the loser takes the difference on his Constitution as ‘spite damage’. (E.g. No’Guei-Ra [CON 14, LK 16] casts a Drain Life Force on Bra’Scott [CON 18, LK 23]. No’Guei-Ra has an attack MR of 14+16=30 giving him 4D6+15; and rolls a total of 14+15=29. Bra’Scott has an attack MR of 18+23=41 giving him 5D6+21; and rolls a total of 19+21=40. Bra’Scott wins the contest and inflicts 40-29=11 points of ‘spite damage’ to No’Guei-Ra Constitution, reducing him to 18-11= 7 points of CON.)

 

Razorstorm

School of Wizardry: Combat

Spell Level: 5

WIZ Cost: 28

Range: 100’

Duration: Instantaneous

Power Up?: Yes. Double damage dice or number of targets (but not both) for each level increase.

Description: This spell hurls shards of magical energy against a target within range, causing a number of dice of damage equal to caster’s level, plus his Combat Adds. At higher levels, doubles damage dice (but not caster Combat Adds) or the number of targets affected. Targets don’t need to be adjacent, but must be all within the spell range.

 

Create Vacuum

School of Wizardry: Combat

Spell Level: 7

WIZ Cost: 49

Range: 100’

Duration: 1 combat turn

Power Up?: Yes. Double duration or area of effect (but not both) for each level increase.

Description: This spell removes all air and pressure from a 10’´10’´10’ area of effect. All creatures present in the area of effect must succeed in a L7SR on CON or will take the difference as ‘spite damage’. The area of effect is unmovable, but any creature entering (or remaining) in it must make a new Saving Roll each combat turn.

 

Freeze up

School of Wizardry: Combat

Spell Level: 8

WIZ Cost: 69

Range: Touch

Duration: 1 combat turn

Power Up?: Yes. Double duration for each level increase.

Description: The victim is frozen in a corporal stasis, during which he’s not aware of what’s happening around him and cannot do anything. Furthermore, the victim of the spell must make a L8SR on CON or LK (whichever is higher) at the end of every combat turn during which he is frozen – if fails, it instantly dies!

 

Gale of Sorrows

School of Wizardry: Combat

Spell Level: 9

WIZ Cost: 80

Range: 100’

Duration: Instantaneous.

Power Up?: Yes. Double number of target creatures for each level increase.

Description: This spell causes a magical breeze to strike a single creature within range. The victim must succeed in a L9SR on LK or will take the difference as ‘spite damage’ on Constitution. Any hits taken also reduces WIZ rating by the same amount (e.g. a target failing his Saving Roll and taking 22 hits on CON will also lose 22 points of WIZ, that can be recovered as normal).

 

Comet Shower

School of Wizardry: Combat

Spell Level: 10

WIZ Cost: 101

Range: 70’

Duration: Instantaneous

Power Up?: Yes. Double previous damage dice with each level increase.

Description: This spell is a powerful version of Blasting Power and Freeze Please spell. Throws bolts of magical fire and shards of magical ice at a single foe within range, dealing a number of dice of fire damage equal to the caster’s level, plus a number of dice of cold damage equal to caster’s level, plus his Combat Adds. (I.e. Cirrobabo the Archmage is a 10th level Wizard with +185 Combat Adds. Casting a 10th level Comet Shower will cost him 101 WIZ and will cause 10D6 fire damage + 10D6 cold damage + 185 Combat Adds, for a total of 20D6+185. If he casts the spell at 11th level, it will cost 202 WIZ and will inflict 40D6+185 damage).

 

Trollworld Fairies

Trollworld fairies are not Disney fairies. People have this image of fairies being like bugs, but they are considerably larger, more like mice or rats. The T & T rulebook says they are 1/10 the height of men and 1/200 the weight. Actually, using the square cube law of animal size and weight they should be about 1/100 the weight of a man, which puts them from 5 to 8 inches tall and between 1 and 3 pounds for most of them.

The other thing is that fairies aren’t tiny humans with wings.  They have six limbs–two arms, two legs, two wings. What animal do we know that has six limbs? Right! Insects! Fairies are actually a form of insect, and that means they have exoskeletons.

(I’m not the only person to think that fairies might be bugs. If you search insect fairies images on Google  you’ll find quite a lot of art depicting fairies as insects. I’m not showing any of it, because I don’t have the rights to grab that art.)

So, if fairies are insects, why do they look so much like humans? Actually, they look more like tiny elves with wings, which has led to the speculation that fairies are actually elven children, or perhaps a larval form of elves. They aren’t, but they are associated with elves and entered Trollworld along with elves in the distant past.  The truth is that fairies are to elves what dogs are to men–pets and servant beasts. The elves (who are weird anyway) have bred their fairy servant-pets over tens of thousands (perhaps hundreds of thousands–who knows how long they were at it before they came to Trollworld?) of years to resemble elves.  Selective breeding and elven magic have done the rest.

The multipliers given for fairies in earlier editions of T & T are incorrect.  This is what they should be for an adult male fairy.  STR 1/4 CON 1/4 DEX 3/2 SPD 1, INT 3/4 WIZ 1 LK 3/2 CHR 2  HT 1/10 WT 1/100.  Female fairies are actually tougher and stronger than the males, but not enough to change the multipliers. To create a female, roll up a normal male first, and then add 1 to its STR, CON, LK, and DEX.

Fairies generally live in swarms, like bees. They have a queen for each hive. Any female fairy can lay eggs, but the queen generally produces the best offspring. She is always their greatest wizard. Should a greater wizard arise, the better magic-user would displace the lesser and assume the queenhood.  Fairies have three sexes–sort of–males, females, and drones.  Female fairies may be quite beautiful. Males and drones are often quite grotesque.

There are wild fairies and tame fairies.  Wild fairies live on their own, usually in forests, but any relatively abundant habitat will serve. They are often savage and dangerous, carnivorous and blood-drinking. Wild fairies are considered extremely dangerous and are hunted to extinction whenever they get too close to civilization. Tame fairies live in close association with either elves or men. They generally speak the Common Tongue of Humans or Elvish, although they don’t usually have large vocabularies.  Tame fairies sometimes join adventuring groups. They have been known to wear clothing although they do not need it.

Fairies are either rogues or wizards, as they all have the ability to work magic. They could be considered a class of specialist as some of their magic seems to be instinctive, including many illusion and flight spells.  Tame fairies often wear clothing and wield miniature weapons created for them by men and elves. They can also make do with weapons fashioned from natural materials such as thorns and bones. Over time they have learned to make many different poisons and dusts from the plants and animals of their environments.  Fairy weapons are always poisoned for greater effect.

Fairies follow the example of elves and men, and like to domesticate and live in association with other creatures. Fairies and bees get along just fine. They also do well with smaller snakes, toads, frogs, and bats, and are often seen in company with them.

The elves say that there are as many different types and tribes of fairies as there are types and tribes of men.  With an average lifespan of ten years or less, fairies evolve rapidly into whatever form is best for their current environment. The different types are distinguished by coloration, grotesqueries, and culture.

Players who wish to have fairy characters may do pretty much as they wish with their characters, but they should remember that they are not tiny humans with wings. They are meat-eating, blood-drinking insects who resemble tiny humans with wings.

–end

Trollworld Weapons

Q and A about Weapons on  Trollworld

            by Ken St. Andre

 

Some of the many swords available to Trollworld fighters.

Some of the many swords available to Trollworld fighters.

 

Where do weapons come from?

 Somebody makes them.

 Who?

 Someone with the resources, knowledge, and ability.

 In terms of Trollworld kindreds who would that be?

 Mostly humans, dwarves, elves–a few other kindreds.

 Not Orcs, Goblins, Trolls, Ogres . . .?

 They don’t have the technology or culture to do much in the way of weapon making.

 Since those kindreds are generally well-armed, where do they get their weapons?

 They trade for them, steal them, take them in conquest, perhaps make a few of the poorer weapons like stone knives, bow and arrow, spears, tomahawks.

 Previous editions of Tunnels and Trolls have assumed that the characters could buy anything they wanted at fairly  reasonable rates.  Is that true?

 Logically, it would only be true in fairly large cities and towns, some place with a large population of humans or dwarves, some place where metal is easily obtained and worked.

 How are weapon prices determined?

 Completely arbitrary numbers pulled out of thin air based on the idea that larger weapons requiring more knowledge to make would cost more. However research has shown that these numbers bear little or no relationship to reality of weapon costs on the only world we really know about, our own Earth.

 Should weapons have an arbitrary cost?

I don’t think so. The truth is that in a place like Trollworld, every weapon would have an individual cost ranging from free to thousands of gold pieces depending upon location and situation.

 So where do characters get their weapons in the game?  Do they just go to a smith or an armory and buy them?

 Logically, that could only happen in the largest towns and cities. Even then, choices would probably be extremely limited. A swordmaker is going to specialize in one or two kinds of swords and knives. A gunsmith will only make guns. Anything out of the ordinary will be a special commission.

 Humans in the game have something called Heritage–that is a beginning character can inherit a special weapon or armor.  Similarly, warriors often get their weapons from their employer. When some overlord creates an army, that army must have equipment which the overlord commissions and pays for. Soldiers and warriors who muster out of such armies generally retain their weapons. The weapons of those who are slain, defeated, captured, etc. are generally gathered up and re-used or sold to those who are willing to buy used weapons.

 What shall we do about the cost of weapons and armor in Deluxe Tunnels and Trolls?

 I don’t think they should have a cost. Under the new rules I favor starting characters at some point in a career they have already established. They already have things like weapons and armor because they have been living and adventuring for years. What they have would logically be determined by what they can wield. Thus, I would give characters almost any basic weapon that they have the necessary STR and DEX to use.  Players should make up a story about how they obtained the weapon if that seems important to them. Example: “This double-bladed axe? I took it from the corpse of a minotaur warrior that I killed with an arrow in his eye during the raid on Silverhold that the Broken Horn tribe made last year.” 

 In special cases, I would require a saving roll from the character who wants a weird or very expensive weapon.  Gil the mad hobbit wants razor-wire bolas . . . well, he can have them if he can find a kobold bola maker, and that requires a level six saving roll on either his Luck or Intelligence. (Level of saving roll could be determined by GM fiat or rolling dice for it.–I think rolling 2D6 might be fair to determine what level saving roll it would require to find a particular weapon.)

 What is a basic weapon?

 A basic weapon is any non-magical weapon that can be mass-produced or is made to a common pattern.  A broadsword, a scimitar, a sax, a waraxe, a spear, a self-bow or a crossbow, a single-shot musket–these are all basic weapons. Most of the weapons in the Tunnels and Trolls game could be considered basic weapons.  Special items like the mithril weapons of the elves would not be basic weapons. 

 What about kindred specific weapons?

 Some kindreds have weapons that are unique to their kind, generally identified by putting the kindred name in the weapon name. Example: the urukish scimitar–specially made weapons for uruks (by humans), the trollish warhammer, the dwarven spike shield or greataxe, the centaur lance, the goblin fishspear and flensing knife, the elven hunting knife, and so forth.  Most weapons–about 80%–are made with the average human in mind and just have a common name; i.e. broadsword, battleaxe, tower shield.

 So do we have enormous extended lists of weapons for players to choose from?

 We’ve always had pretty great lists in the past, but I think we should discourage the idea that anyone can just walk into a store somewhere and find any weapon they want. That isn’t true even in our own world of super technology. A person has to search and be willing to pay a lot of money for anything unusual.

 Any other questions?

to be continued?

A nice modern weapon shop such as I have never actually seen. Bet things are not so well organized in Trollworld.

A nice modern weapon shop such as I have never actually seen. Bet things are not so well organized in Trollworld.