Wizardry: Earth Spells I
I always liked earth magic, even if it usually isn't as flashy as, for example, fire magic. Flesh to Stone is a permanent petrification spell. Stone to Flesh undoes the previous spell. Unlike the D&D spell, it is not able to turn normal stone to flesh, only petrified living beings. Meld into Stone is an interesting spell. My previous Sorcery version of it was incredibly expensive, but now that I've made it closer to its D&D equivalent, it became much more affordable. Stone Tell is a spell that lets you interrogate rocks.
Flesh to Stone
Keywords: Resisted (HT).
Full Cost (Touch): 50 points.
Full Cost (Short-Range): 53 points.
Components: V, S.
Cost: 2 FP.
Casting Time: 2 seconds.
Range: Touch – Unlimited (-1/yard) - Unlimited (standard).
Duration: Permanent.
The subject, along with all its carried gear, turns into a mindless, inert statue. If the statue resulting from this spell is broken or damaged, the subject (if ever returned to its original state) has similar damage or deformities. The creature is not dead, but it does not seem to be alive either when viewed with spells such as deathwatch. Only creatures made of flesh are affected by this spell. This cannot be undone via Dispel Magic; countering it requires Remove Curse or the equivalent of Stone to Flesh.
Statistics: Affliction 1 (HT; Accessibility, Only on creatures made of flesh, -10%; Based on IQ, Own Roll, +20%; Cosmic, Immune to Dispel Magic, +50%; Costs Fatigue, 2 FP, -10%; Extended Duration, Permanent, +150%; Magical, -10%; Malediction 1, +100%; Melee Attack, Reach C, -30%; No Signature, +20%; Paralysis, Variant, +150%; Requires Gestures, -10%; Requires Magic Words, -10%; Takes Extra Time 1, -10%) [50]. The Short-Range version removes Melee Attack, Reach C, -30% [+3]. The Ranged version replaces Malediction 1, +100% with Malediction 2, +150% [+5].
Meld into Stone
Keywords: None.
Full Cost: 50 points.
Casting Roll: Skill.
Components: V, S.
Cost: 3 FP to cast, 1 FP to maintain.
Casting Time: 4 seconds.
Range: Self.
Duration: Indefinite.
You can meld into stone, like a dryad merging with her tree. This works only on discrete objects – a rock (not a planet), etc. Nothing that goes on outside the stone can be seen, but you can still hear what happens around you. If any part of the stone is in contact with air, you can breathe. Take a Ready maneuver to exit the object through the surface you used to enter it. If the object takes damage, it affects you proportionally; e.g., 10 HP of injury to a 100 HP rock results in a 1 HP wound for a 10 HP man. Being part of something larger than you also blunts Afflictions: add the difference between its SM and yours to your resistance roll. If you have attacks that affect those touching or standing near you, like Emanations, they’re “spread thin” if you merge with a large object: scale down damage in proportion to HP (to 1/10 normal, in the above example), and add the difference between the object’s SM and your own to rolls to resist your Afflictions.
You carry objects, including clothing and armor, up to your Light Encumbrance, when you meld. If dropped, they “pop” into open space at the point where you entered the object. You cannot leave things inside solid matter!
Statistics: Permeation (Stone; Can Carry Objects, Light, +20%; Costs Fatigue, 3 FP, -15%; Magical, -10%; Meld 1, +150%; Nuisance Effect, Can only exit from the same spot, -20%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Takes Extra Time 2, -20%; Temporary Disadvantage, Blindness, -50%) [50].
Stone Tell
Keywords: Information.
Full Cost: 14 points.
Casting Roll: Skill.
Components: V, S.
Cost: 1 FP.
Casting Time: 10 minutes.
Range: Touch.
Duration: Instantaneous.
By touching a stone, you can force it to answer any one specific question that it can answer with a brief sentence. A stone can relate to you who or what has touched them as well as revealing what is covered or concealed behind or under them. The stones relate complete descriptions if asked. A stone’s perspective, perception, and knowledge may prevent the stone from providing the details you are looking for (as determined by the GM). The answer is what the stone believes to be true – if it doesn’t know, it’ll tell you.
You have to vocally ask the question, and the stone responds in the same language. The stone cannot resist, but your skill (plus Talent) roll is at a penalty equal to the stone’s SM, and you only get one try.
Statistics: Mind Probe (Accessibility, Only on stones, -50%; Cosmic, Works on inanimate objects, +50%; Costs Fatigue, 1 FP, -5%; Immediate Preparation Required, 10 minutes, -45%; Magical, -10%; Requires Gestures, -10%; Requires Words, -10%; Universal, +50%) [14]. Feature: Size penalty replaces the normal Quick Contest.
Full Cost (Ranged): 58 points.
Casting Roll: Skill.Components: V, S.
Cost: 2 FP.
Casting Time: 2 seconds.
Range: Touch – Unlimited (-1/yard) - Unlimited (standard).
Duration: Permanent.
The subject, along with all its carried gear, turns into a mindless, inert statue. If the statue resulting from this spell is broken or damaged, the subject (if ever returned to its original state) has similar damage or deformities. The creature is not dead, but it does not seem to be alive either when viewed with spells such as deathwatch. Only creatures made of flesh are affected by this spell. This cannot be undone via Dispel Magic; countering it requires Remove Curse or the equivalent of Stone to Flesh.
Statistics: Affliction 1 (HT; Accessibility, Only on creatures made of flesh, -10%; Based on IQ, Own Roll, +20%; Cosmic, Immune to Dispel Magic, +50%; Costs Fatigue, 2 FP, -10%; Extended Duration, Permanent, +150%; Magical, -10%; Malediction 1, +100%; Melee Attack, Reach C, -30%; No Signature, +20%; Paralysis, Variant, +150%; Requires Gestures, -10%; Requires Magic Words, -10%; Takes Extra Time 1, -10%) [50]. The Short-Range version removes Melee Attack, Reach C, -30% [+3]. The Ranged version replaces Malediction 1, +100% with Malediction 2, +150% [+5].
Meld into Stone
Keywords: None.
Full Cost: 50 points.
Casting Roll: Skill.
Components: V, S.
Cost: 3 FP to cast, 1 FP to maintain.
Casting Time: 4 seconds.
Range: Self.
Duration: Indefinite.
You can meld into stone, like a dryad merging with her tree. This works only on discrete objects – a rock (not a planet), etc. Nothing that goes on outside the stone can be seen, but you can still hear what happens around you. If any part of the stone is in contact with air, you can breathe. Take a Ready maneuver to exit the object through the surface you used to enter it. If the object takes damage, it affects you proportionally; e.g., 10 HP of injury to a 100 HP rock results in a 1 HP wound for a 10 HP man. Being part of something larger than you also blunts Afflictions: add the difference between its SM and yours to your resistance roll. If you have attacks that affect those touching or standing near you, like Emanations, they’re “spread thin” if you merge with a large object: scale down damage in proportion to HP (to 1/10 normal, in the above example), and add the difference between the object’s SM and your own to rolls to resist your Afflictions.
You carry objects, including clothing and armor, up to your Light Encumbrance, when you meld. If dropped, they “pop” into open space at the point where you entered the object. You cannot leave things inside solid matter!
Statistics: Permeation (Stone; Can Carry Objects, Light, +20%; Costs Fatigue, 3 FP, -15%; Magical, -10%; Meld 1, +150%; Nuisance Effect, Can only exit from the same spot, -20%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Takes Extra Time 2, -20%; Temporary Disadvantage, Blindness, -50%) [50].
Stone Tell
Keywords: Information.
Full Cost: 14 points.
Casting Roll: Skill.
Components: V, S.
Cost: 1 FP.
Casting Time: 10 minutes.
Range: Touch.
Duration: Instantaneous.
By touching a stone, you can force it to answer any one specific question that it can answer with a brief sentence. A stone can relate to you who or what has touched them as well as revealing what is covered or concealed behind or under them. The stones relate complete descriptions if asked. A stone’s perspective, perception, and knowledge may prevent the stone from providing the details you are looking for (as determined by the GM). The answer is what the stone believes to be true – if it doesn’t know, it’ll tell you.
You have to vocally ask the question, and the stone responds in the same language. The stone cannot resist, but your skill (plus Talent) roll is at a penalty equal to the stone’s SM, and you only get one try.
Statistics: Mind Probe (Accessibility, Only on stones, -50%; Cosmic, Works on inanimate objects, +50%; Costs Fatigue, 1 FP, -5%; Immediate Preparation Required, 10 minutes, -45%; Magical, -10%; Requires Gestures, -10%; Requires Words, -10%; Universal, +50%) [14]. Feature: Size penalty replaces the normal Quick Contest.
Keywords: Resisted (Will or spell).
Full Cost (Touch): 10 points.
Full Cost (Short-Range): 13 points.
Full Cost (Ranged): 18 points.
Casting Roll: Skill.
Components: V, S.
Cost: 1 FP.
Casting Time: 1 second.
Range: Touch – Unlimited (-1/yard) - Unlimited (standard).
Duration: Instantaneous.
Statistics: Neutralize Magic (Accessibility, Must target subject, not caster, -10%; Based on IQ, Own Roll, +20%; Cosmic, Can dispel spells that are immune to Dispel Magic, +50%; Costs Fatigue, 1 FP, -5%; Interruption, -50%; Magical, -10%; One Ability, Flesh to Stone, -80%; Requires Gestures, -10%; Requires Magic Words, -10%) [10]. The Short-Range version adds Short-Range 1, -10% and Ranged, +40% [+3]. The Ranged version removes Short-Ranged, -10% [+5].
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