Saturday, 2 September 2017

Magic: City Spells

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.


2 comments:

  1. 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).

    Either 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. :)

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    Replies
    1. Thanks! That's a good suggestion, I have adjusted the numbers.

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