Magic: City Spells
The Cityscape supplement for D&D 3.5 has only a few spells, but they seem to be great for urban adventures. Here's my attempt at converting them. Detect Weaponry lets the caster see all hidden and obvious weapons. Impeding Stones turns city streets into difficult terrain. Secret Weapon lets an assassin evade weapon confiscation. Spacious Carriage creates means of transportation. Peacebond is a spell that would probably be widely used by city guard mages. False Peacebond is a treacherous form of the former spell. Zone of Peace is an area version of Peacebond.
Earth Spells
Impeding Stones
Area; Resisted by DX
Stones, bricks, hard dirt, or any similar surface cracks and shifts constantly in the area. Any creature standing or walking through the area must make a DX roll every second to avoid falling down. Attacks are penalized by -2, and defenses are penalized by -1.
Duration: 1 minute.
Base Cost: 2 to cast. Same cost to maintain.
Time to cast: 2 seconds.
Prerequisites: Magery 1, Shape Earth.
Item
Staff, wand, or jewelry. Usable only by mages. Energy cost to create: 300.
Illusion and Creation Spells
Secret Weapon
Regular
Makes the subject weapon harder to spot and find. Sense rolls to detect the weapon are at -1 per point of energy spent, to a maximum of -8. This spell is resisted by Detect Weaponry.
Duration: 1 hour.
Cost: 1 to 8 to cast. Same cost to maintain.
Prerequisites: Hide or Forgetfulness.
Item
(a) Jewelry, wand, or staff. Energy cost to create: 1,000. (b) Any weapon can be enchanted to make it permanently “hidden,” at an energy cost of 200 per point of “hiddenness”.
Spacious Carriage
Regular
This spell creates a carriage (GURPS Low-Tech, p. 137) and two horses to pull it. The horses do your mental bidding while they exist. The created beings and objects exist until the caster stops maintaining the spell, or until they are killed or destroyed, at which point they vanish.
Duration: 1 hour.
Cost: 10 to cast. 5 to maintain.
Time to cast: 20 seconds.
Prerequisites: Magery 2, Create Animal, Create Object.
Knowledge Spells
Detect Weaponry
Regular
Reveals the presence of weapons,
including hidden ones, to the caster’s eyes. The caster may exclude any types
of weapons he wishes upon casting (to specifically search for blades, for
instance, or to exclude improvised weapons).
This is also a Protection and
Warning spell.
Duration: 1
minute.
Cost: 3 to
cast. 1 to maintain.
Prerequisites: Sense Danger or See Secrets.
Item
Staff, wand, or jewelry. The item must be
carved with a picture of a sword. Energy
cost to create: 300.
Protection and Warning Spells
False Peacebond
Regular
Like Peacebond, but the caster can
choose a single individual who can draw the weapon freely. Once this individual
draws the weapon, the spell’s effect ends; resheathing the weapon does not
reactivate the spell.
This is also a Movement spell.
Duration: 10
minutes.
Cost: 2 per
ST 7 of the spell. Half of that to maintain (minimum 1).
Time to cast:
3 seconds.
Prerequisite:
Peacebond.
Item
A sheath,
holder, quiver, or holster that has this effect permanently on any weapon that
it put into it. Cost to create: 500
energy per ST 7.
Peacebond
Regular
Causes any weapon to remain stuck in
its sheath, holder, quiver, holster, or whatever object is used to hold it when
not in use. A strong enough character can try to pull it out by succeeding in a
Quick Contest of ST with this spell, but if a peacebonded weapon was pulled out
and put back into its sheath, it becomes stuck again.
This is also a Movement spell.
Duration: 10
minutes.
Cost: 1 per
ST 5 of the spell. Half of that to maintain (minimum 1).
Time to cast:
3 seconds.
Prerequisite:
Glue or Hold Fast.
Item
A sheath,
holder, quiver, or holster that has this effect permanently on any weapon that
it put into it. Cost to create: 300
energy per ST 5.
Zone of Peace
Area
This spell works as Peacebond, except
that every individual in the area has his weapons stuck in their sheaths for
the duration, or until they leave the area. The caster cannot designate any
exceptions, including himself.
This is also a Movement spell.
Duration: 1
minute.
Base cost: 3
to cast. 2 to maintain.
Prerequisites:
Magery 1, Peacebond.
If I may suggest, for Impeding Stones, make the defense penalty -1 instead of -2 to keep in line with bad footing (Defender's Situation, p. B549) that can be mitigated by the various Sure-Footed perks (Power-Ups 2, p. 8).
ReplyDeleteEither that or double the attack penalty to -4 since it is an active, rather than passive, effect.
These spells have lots of utility, especially when ceremonially cast to cover a large area. :)
Thanks! That's a good suggestion, I have adjusted the numbers.
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