Monday, 27 July 2020

Sorcery: Dungeon Fantasy Spells

Sorcery: Dungeon Fantasy Spells

Have you read Fantastic Dungeon Grappling? You should. Aside from a nice streamlining of the Technical Grappling rules and providing the rules for swallowing people whole for the first time, it has a short section with new spells. Let's convert them (and two Kickstarter DF spells) (one, two) into Sorcery spells.


Blessing of Freedom (2)
Keywords: Buff.
Full Cost: 23 points.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: 3 minutes.

The subject becomes hard to hold. This effect grants the subject +6 to all ST, DX, and Escape rolls to slip restraints, break free in close combat, or squeeze through narrow openings.
Statistics: Affliction 1 (HT; Advantage, Blessing of Freedom, +110%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [23]. Note: “Blessing of Freedom” is Slippery 6 (Magical, -10%) [11].

Chains of Light
Keywords: Resisted (DX).
Full Cost: 103 points.
Casting Roll: Will.
Range: Unlimited.
Duration: Permanent or until the victim breaks free.

You conjure chains of coalesced light that bind the victim. If the victim fails to resist, he is grappled (see p. B370) and rooted in place. He cannot select the Move or Change Posture maneuvers or change facing, and is at -4 to DX. The ST of this effect is equal 10, but each successful successive casting adds another layer. Each extra layer gives +1 to ST.
To break free, the victim must win a Quick Contest of ST or Escape skill against the ST of your Chains of Light. Each attempt takes one second. If the victim fails to break free, he loses 1 FP but may try again. The bonds cannot be destroyed by attacks.
In addition, while this spell is active, you may use the Concentrate maneuver to perform a takedown (p. B370) on the bound victim. Your effective ST is 10 for this purpose. This roll is modified by Talent, but does not take range penalties.
Statistics: Binding 10 (Based on DX, +20%; Malediction 2, +150%; No Signature, +20%; Sorcery, -15%; Unbreakable, +40%) [63] + Telekinesis 10 (Increased Range, LOS, +70%; Magical, -10%; One Task, Takedown of foes bound by the chains of light, -80%) [40].

Grasping Hand
Keywords: None.
Full Cost: 3 points/level.
Casting Roll: DX or grappling skill.
Range: Unlimited.
Duration: Indefinite.

When this spell is cast, a hand of stone spring forth from an existing earth or stone surface, grabbing somebody within 1 yard of it. Roll against DX (or one of your grappling skills, if better) to hit, the victim may defend normally. ST of the hand equals to this spell’s level. The hand can be moved to another location by recasting the spell, but it does not take any grappled victims with it. The hand has SM+1, DR 2, and HP equal to its ST. If it is destroyed, this spell cannot be recast for 5 minutes.
Each turn you can take a Concentrate maneuver (and pay 1 FP as if recasting the spell) to have the hand perform any grappling maneuver.
Statistics: Telekinesis 1 (Breakable, DR 2, SM+1, -45%; Environmental, Earth or Stone, -20%; Increased Range, LOS, +70%; One Task, Grappling, -20%; Sorcery, -15%; Visible, -10%) [3/level].

Rebuke (Ethical Category)
Keywords: Area (Leveled).
Full Cost: 45 points for level 1 + 7.5 points/additional level*.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: Instantaneous. Creatures who flee will remain affected for 90 minutes.

Every creature of an ethical category chosen when the spell is learned (chaos, evil, good, etc.) in the area takes 1d of crushing damage. Their DR does not protect! In addition, every victim must immediately roll against Will+DR; this is an unopposed roll, not a Quick Contest. If that roll fails, that victim immediately flees from the caster and will not approach him again for the next 90 minutes.
Statistics: Affliction 1 (Will; Accessibility, Ethical Category, -50%; Area Effect, 2 yards, +50%; Based on Will, +20%; Disadvantage, Dread, +30%; Extended Duration, 30x, +60%; Fixed Duration, +0%; Link, +10%; No Signature, +20%; Sorcery, -15%; Variable, Area, +5%) [23] + Crushing Attack 1d (Accessibility, Ethical Category, -50%; Area Effect, 2 yards, +50%; Cosmic, Irresistible attack, +300%; Link, +10%; Magical, -10%; No Signature, +20%; Variable, Area, +5%) [22]. Additional levels add Area Effect (+50%) to Affliction [+5*] and Crushing Attack [+2.5*].
* Calculate the total cost and then round down (because the total cost before rounding is 44.25). Level 2 costs 52 points, level 3 costs 60 points, level 4 costs 67 points, level 5 costs 75 points, and so on.

Retribution
Keywords: Buff.
Full Cost: 60 points for level 1 + 49 points/additional level.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: One minute or until triggered.

The next time the subject is struck by an attack that does not ignore DR to deal internal damage (such as most Malediction spells), the attacker loses the same amount of HP, regardless of his DR or other defensive advantages. This instantly ends the spell, even if the attack failed to injure the subject.
However, there is one condition. The attack’s basic damage must be less than (Retribution level)x2 dice. For example, Retribution 3 would redirect damage from an attack up to 6d while allowing those of 6d+1 or higher through (an attack that is too strong to be reflected does not end the spell). Convert all flat damage to dice (as per p. B269) for this determination.
Statistics: Affliction 1 (HT; Advantage, Retribution 1, +490%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Reduced Duration, 1/3, -10%; Sorcery, -15%) [60]. Additional levels add further Retribution to the Advantage enhancement [+49]. Notes: Each level of “Retribution” is Damage Resistance 7 (All-or-Nothing, -10%; Cosmic, Irresistible Attack, +300%; Cosmic, No Active Defense Allowed, +300%; Force Field, +20%; Magical, -10%; Provides no DR, -100%; Reflection, +100%; Single Use, x0.2) [49] with each DR 7 converted into 2d per p. B269.

Wizard’s Bind
Keywords: None.
Full Cost: 3 points/level.
Casting Roll: None.
Range: 10 yards.
Duration: Indefinite.

This spell animates a length of rope or chain. The minimum level required to animate a rope or chain equals its HP/2. An animated rope or chain can grab, lift, strike, and throw with ST equal to (2*Wizard’s Bind level needed to animate it). It has your DX. It can walk and jump if it isn’t fixed in place; Move equals to 2*Wizard’s Bind level minus the level needed to animate it. You can use skills through animated ropes and chains (including Kusari to make swinging attacks) – but note that they have No Fine Manipulators. Ropes and chains return to their rest state once you give up control. Wizard’s Bind requires constant concentration to use. In combat, this means you must take a Concentrate maneuver on your turn.
Statistics: Telekinesis 2 (Accessibility, Only chains and ropes, -35%; Animation, -20%; Sorcery, -15%) [3]. Every additional level adds 2 more levels of Telekinesis [+3]. 

Wizard’s Escape
Keywords: None.
Full Cost: 6 points.
Casting Roll: IQ.
Range: Self.
Duration: Instantaneous.

While this spell is active, the caster can momentarily become hard to hold. When the caster is grappled, or when he squeezes through a narrow opening, he may cast this spell to grant himself +4 to all ST, DX, and Escape rolls to slip restraints, break free in close combat, or squeeze through.
Statistics: Slippery 4 (Requires IQ Roll, -10%; Sorcery, -15%) [6].


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