Saturday, 12 December 2020

Sorcery: Adventurer Spells

Sorcery: Adventurer Spells

Some spells from Complete Adventurer for D&D 3.5 ported over to sorcery.
  
    Absorb Weapon
    Keywords: None.
    Full Cost: 1 point/level.
    Casting Roll: None.
    Range: Touch.
    Duration: Indefinite.

    You can harmlessly absorb a weapon you are touching (even a poisoned one) into your arm, so long as it is not in another creature’s possession. The weapon must weigh no more than spell level * Basic Lift/10 lbs. The absorbed weapon cannot be felt under the skin and doesn’t restrict your range of motion in any way. An absorbed weapon cannot be detected with even a careful search, although a Detect Magic spell reveals the presence of a magical aura. The only evidence of its presence is a faint blotch on your skin shaped vaguely like the weapon. Rather than being protected by your defensive advantages, your weapon actually is in another dimension entirely and can’t be affected by any normal attack.
    Getting it out takes one second or a Fast-Draw roll (aided by Talent). When the spell ends, the weapon is expelled.
    Statistics: Payload 1 (Accessibility, Only a single object, -10%; Accessibility, Only for weapons, -20%; Cosmic, Extraplanar, +50%; Nuisance Effect, Detectable as a blotch, -5%; Sorcery, -15%) [1/level].

    Entangling Staff
    Keywords: Obvious.
    Full Cost: 3 points/level.
    Casting Roll: None. Use Staff to hit.
    Range: Staff’s Reach.
    Duration: Permanent, until destroyed, or until the victim breaks free.

    You cause a quarterstaff or a long staff to extrude writhing vines that grapple the subject that you successfully strike with the staff. Roll the Staff skill to hit your subject. On a hit, you deal normal damage, and your victim 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 to your spell level, but you can recast this spell on a successfully bound victim to layer additional vines. Each extra layer gives +1 to ST.
    To keep the victim grappled, you have to take a Ready maneuver every turn.
    The vines actively constricts the victim. Until he breaks free, the vines attack him each turn with a Constriction Attack (p. B43), at a ST equal to the spell level.
    To break free, the victim must win a Quick Contest of ST or Escape skill against the ST of your Entangling Staff. Each attempt takes one second. If the victim fails to break free, he loses 1 FP but may try again. Alternatively, he may try to destroy the vines. Innate Attacks hit automatically; other attacks are at -4. External attacks on the vines take no penalty, but risk hitting the victim on a miss (see Striking Into a Close Combat, p. B392).
    The vines have DR equal to 1/3 your spell level (rounded down). Each point of damage reduces ST by one. At ST 0, the staff is destroyed and the victim is freed.
    Statistics: Binding 1 (Constricting, +75%; Follow-Up, Staff, +0%; Requires Ready, -10%; Sorcery, -15%) [3/level].

    Exacting Shot
    Keywords: Weapon Buff.
    Full Cost: 13 points for level 1 + 4 points/additional level.
    Casting Roll: None. Use Innate Attack (Gaze) to aim.
    Range: 100 yards.
    Duration: 3 minutes.

    This spell gives a ranged weapon +1 to skill rolls to hit per level. It is recommended that the GM allow at most a bonus equal to [(setting’s TL)/2 + 1] for bonuses to skill rolls.
    Statistics: Affliction 1 (HT; Accessibility, Only on ranged weapons, -30%; Advantage, Exacting Shot 1, +40%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [13]. Additional levels add further Exacting Shot to the Advantage enhancement [+4]. Note: Each level of “Exacting Shot” is DX 1 (Accessibility, Only attacks with this weapon, -80%; Magical, -10%) [4/level].

    Healthful Rest
    Keywords: Buff.
    Full Cost: 29 points or 38 points.
    Casting Roll: None. Use Innate Attack (Gaze) to aim.
    Range: 100 yards.
    Duration: 1 day.

    Whenever the subject rolls to recover lost HP or to see if they can get over a crippling injury, they get +5 to their effective HT. In addition, if the improved (38-point) version of this spell is used, when the subject rolls to recover lost HP, a successful HT roll means they heal two HP, not one.
    Statistics: Affliction 1 (HT; Advantage, Healthful Rest, +50%; Extended Duration, 1,000x, +120%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [29]. Notes: “Healthful Rest” is Rapid Healing (Magical, -10%) [5]. The improved version replaces Rapid Healing (Magical, -10%) [5] with Very Rapid Healing (Magical, -10%) [14].

    Iron Silence
    Keywords: Buff.
    Full Cost: 20 points.
    Casting Roll: None. Use Innate Attack (Gaze) to aim.
    Range: 100 yards.
    Duration: 30 minutes.

    The subject does not take a penalty to their Stealth for being encumbered. While the spell is named after noisy armor, it affects encumbrance of all kinds.
    Statistics: Affliction 1 (HT; Advantage, Iron Silence, +40%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [20]. Note: “Iron Silence” is Armor Familiarity 4 (Variant; Stealth; Magical, -10%) [4].

    Nature’s Favor
    Keywords: Buff.
    Full Cost: 24 points.
    Casting Roll: None. Use Innate Attack (Gaze) to aim.
    Range: 100 yards.
    Duration: 3 minutes.

    You grant the target animal’s the benefits of Luck (p. B66).
    Statistics: Affliction 1 (HT; Accessibility, Animals Only, -25%; Advantage, Nature’s Favor, +140%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [24]. Note: “Nature’s Favor” is Luck (Magical, -10%) [14].

    Train Animal
    Keywords: Buff.
    Full Cost: 49 points for level 1 + 10 points/additional level.
    Casting Roll: None. Use Innate Attack (Gaze) to aim.
    Range: 100 yards.
    Duration: Truly Permanent.

    You increase the animal’s effective IQ for the purpose of training only (p. B458-459) by 1 per level of this spell up to the maximum of IQ 5. This spell is Truly Permanent – it cannot be dispelled, even with Remove Curse, and the effects do not stop working in no-mana zones.
    Statistics: Affliction 1 (HT; Accessibility, Animals Only, -25%; Advantage, Train Animal 1, +100%; Extended Duration, Truly Permanent, +300%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Nuisance Effect, Cannot raise IQ past 5, -5%; Sorcery, -15%) [49]. Note: Each level of “Train Animal” is IQ+1 (Only for the purpose of training, -50%) [10].

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