Monday 23 October 2023

Wizardry: Force Spells I

Wizardry: Force Spells I

Force is a separate magic college in my games. This post will be devoted to a series of iconic D&D spells. Just like various other spells, these can be considered to be different versions of the same spell, and you should be able to improve, for example, Bigby's Interposing Hand to Bigby's Forceful Hand instead of buying them separately.
 
 
Bigby’s Clenched Fist
Keywords: None.
Full Cost: 31 points.
Casting Roll: Skill.
Components: V, S, F.
Cost: 1 FP.
Casting Time: 1 second.
Range: 10 yards.
Duration: 20 seconds.
 
Creates a SM+0 hand made of shimmering pinkish force that appears between the caster and one of his opponents. This floating, disembodied hand moves automatically to remain between them, regardless of where the caster moves or how the opponent tries to get around it, providing cover for the caster against that opponent (and other opponents, if they are close enough). The opponent firing at the caster risks hitting the hand instead. See Firing Through an Occupied Hex, p. B389. Nothing can fool the hand - it sticks with the selected opponent in spite of darkness, invisibility, polymorphing, or any other attempt at hiding or disguise. The hand does not pursue an opponent, however.
The hand has HP 20 and DR 9. The caster can Concentrate to move the hand at Move 4, but only towards him or the designated opponent, and the hand cannot move closer than 3 yards to the caster. The caster may Concentrate to make the Clenched Fist shove (p. B372; this is considered a two-handed shove) or punch the designated opponent.
The designated opponent must evade (p. B368) the hand, if he wants to approach the caster. The hand is considered a standing creature, and has DX of the caster and ST 12. The hand can even stop insubstantial opponents from approaching. Getting past the hand or destroying it dispels it.
The caster can Concentrate to redirect the hand to another opponent.
Even though this is not a spell with an indefinite duration, the caster cannot have multiple instances of this spell active unless he took multiple copies of this spell or can maintain multiple spells at the same time.
Focus: A leather glove.
Statistics: Telekinesis 4 (Affects Insubstantial, +20%; Cosmic, Can be ordered despite Independent, +50%; Costs Fatigue, 1 FP, -5%; Independent, +40%; Magical, -10%; Minimum Range, 3 yards, -5%; Nuisance Effect, Breakable, -5%; One Task, Interposing, shoving, punching, -40%; Reduced Duration, 1/3, -10%; Requires a glove, -10%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Terminal Condition, Getting past, -10%; Visible, -20%) [13] + Telekinesis 8 (Affects Insubstantial, +20%; Cosmic, Can be ordered despite Independent, +50%; Costs Fatigue, 1 FP, -5%; Independent, +40%; Lift Only, -20%; Magical, -10%; Minimum Range, 3 yards, -5%; Nuisance Effect, Breakable, -5%; One Task, Interposing, shoving, punching, -40%; Reduced Duration, 1/3, -10%; Requires a glove, -10%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Terminal Condition, Getting past, -10%; Visible, -20%) [18]. Note: As this is one advantage (Telekinesis) with the Costs Fatigue limitation, not two, it costs only 1 FP to use.
 
Bigby’s Crushing Hand
Keywords: None.
Full Cost: 43 points.
Casting Roll: Skill.
Components: V, S, F.
Cost: 1 FP.
Casting Time: 1 second.
Range: 10 yards.
Duration: 20 seconds.
 
Creates a SM+0 hand made of shimmering pinkish force that appears between the caster and one of his opponents. This floating, disembodied hand moves automatically to remain between them, regardless of where the caster moves or how the opponent tries to get around it, providing cover for the caster against that opponent (and other opponents, if they are close enough). The opponent firing at the caster risks hitting the hand instead. See Firing Through an Occupied Hex, p. B389. Nothing can fool the hand - it sticks with the selected opponent in spite of darkness, invisibility, polymorphing, or any other attempt at hiding or disguise. The hand does not pursue an opponent, however.
The hand has HP 20 and DR 9. The caster can Concentrate to move the hand at Move 4, but only towards him or the designated opponent, and the hand cannot move closer than 3 yards to the caster. The caster may Concentrate to make the Crushing Hand shove (p. B372; this is considered a two-handed shove) or grapple the designated opponent. The Crushing Hand can constrict the victim, as if it had Constriction Attack (p. B43).
The designated opponent must evade (p. B368) the hand, if he wants to approach the caster. The hand is considered a standing creature, and has DX of the caster and ST 12. The hand can even stop insubstantial opponents from approaching. Getting past the hand or destroying it dispels it.
The caster can Concentrate to redirect the hand to another opponent.
Even though this is not a spell with an indefinite duration, the caster cannot have multiple instances of this spell active unless he took multiple copies of this spell or can maintain multiple spells at the same time.
Focus: A glove of snakeskin.
Statistics: Constriction Attack (Magical, -10%; Telekinesis, -10%) [12] + Telekinesis 4 (Affects Insubstantial, +20%; Cosmic, Can be ordered despite Independent, +50%; Costs Fatigue, 1 FP, -5%; Independent, +40%; Magical, -10%; Minimum Range, 3 yards, -5%; Nuisance Effect, Breakable, -5%; One Task, Interposing, shoving, grappling, -40%; Reduced Duration, 1/3, -10%; Requires a glove, -10%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Terminal Condition, Getting past, -10%; Visible, -20%) [13] + Telekinesis 8 (Affects Insubstantial, +20%; Cosmic, Can be ordered despite Independent, +50%; Costs Fatigue, 1 FP, -5%; Independent, +40%; Lift Only, -20%; Magical, -10%; Minimum Range, 3 yards, -5%; Nuisance Effect, Breakable, -5%; One Task, Interposing, shoving, grappling, -40%; Reduced Duration, 1/3, -10%; Requires a glove, -10%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Terminal Condition, Getting past, -10%; Visible, -20%) [18]. Note: As this is one advantage (Telekinesis) with the Costs Fatigue limitation, not two, it costs only 1 FP to use.
 
Bigby’s Forceful Hand
Keywords: None.
Full Cost: 19 points.
Casting Roll: Skill.
Components: V, S, F.
Cost: 1 FP.
Casting Time: 1 second.
Range: 10 yards.
Duration: 20 seconds.
 
Creates a SM+0 hand made of shimmering pinkish force that appears between the caster and one of his opponents. This floating, disembodied hand moves automatically to remain between them, regardless of where the caster moves or how the opponent tries to get around it, providing cover for the caster against that opponent (and other opponents, if they are close enough). The opponent firing at the caster risks hitting the hand instead. See Firing Through an Occupied Hex, p. B389. Nothing can fool the hand - it sticks with the selected opponent in spite of darkness, invisibility, polymorphing, or any other attempt at hiding or disguise. The hand does not pursue an opponent, however.
The hand has HP 20 and DR 9. The caster can Concentrate to move the hand at Move 4, but only towards him or the designated opponent, and the hand cannot move closer than 3 yards to the caster. The caster may Concentrate to make the Forceful Hand shove (p. B372) the designated opponent. This is considered a two-handed shove.
The designated opponent must evade (p. B368) the hand, if he wants to approach the caster. The hand is considered a standing creature, and has DX of the caster and ST 12. The hand can even stop insubstantial opponents from approaching. Getting past the hand or destroying it dispels it.
The caster can Concentrate to redirect the hand to another opponent.
Even though this is not a spell with an indefinite duration, the caster cannot have multiple instances of this spell active unless he took multiple copies of this spell or can maintain multiple spells at the same time.
Focus: A sturdy glove made of leather or heavy cloth.
Statistics: Telekinesis 4 (Affects Insubstantial, +20%; Cosmic, Can be ordered despite Independent, +50%; Costs Fatigue, 1 FP, -5%; Independent, +40%; Magical, -10%; Minimum Range, 3 yards, -5%; Nuisance Effect, Breakable, -5%; One Task, Interposing and shoving, -60%; Reduced Duration, 1/3, -10%; Requires a glove, -10%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Terminal Condition, Getting past, -10%; Visible, -20%) [9] + Telekinesis 8 (Affects Insubstantial, +20%; Cosmic, Can be ordered despite Independent, +50%; Costs Fatigue, 1 FP, -5%; Independent, +40%; Lift Only, -20%; Magical, -10%; Minimum Range, 3 yards, -5%; Nuisance Effect, Breakable, -5%; One Task, Interposing and shoving, -60%; Reduced Duration, 1/3, -10%; Requires a glove, -10%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Terminal Condition, Getting past, -10%; Visible, -20%) [10]. Note: As this is one advantage (Telekinesis) with the Costs Fatigue limitation, not two, it costs only 1 FP to use.
 
Bigby’s Grasping Hand
Keywords: None.
Full Cost: 31 points.
Casting Roll: Skill.
Components: V, S, F.
Cost: 1 FP.
Casting Time: 1 second.
Range: 10 yards.
Duration: 20 seconds.
 
Creates a SM+0 hand made of shimmering pinkish force that appears between the caster and one of his opponents. This floating, disembodied hand moves automatically to remain between them, regardless of where the caster moves or how the opponent tries to get around it, providing cover for the caster against that opponent (and other opponents, if they are close enough). The opponent firing at the caster risks hitting the hand instead. See Firing Through an Occupied Hex, p. B389. Nothing can fool the hand - it sticks with the selected opponent in spite of darkness, invisibility, polymorphing, or any other attempt at hiding or disguise. The hand does not pursue an opponent, however.
The hand has HP 20 and DR 9. The caster can Concentrate to move the hand at Move 4, but only towards him or the designated opponent, and the hand cannot move closer than 3 yards to the caster. The caster may Concentrate to make the Grasping Hand shove (p. B372; this is considered a two-handed shove) or grapple the designated opponent.
The designated opponent must evade (p. B368) the hand, if he wants to approach the caster. The hand is considered a standing creature, and has DX of the caster and ST 12. The hand can even stop insubstantial opponents from approaching. Getting past the hand or destroying it dispels it.
The caster can Concentrate to redirect the hand to another opponent.
Even though this is not a spell with an indefinite duration, the caster cannot have multiple instances of this spell active unless he took multiple copies of this spell or can maintain multiple spells at the same time.
Focus: A leather glove.
Statistics: Telekinesis 4 (Affects Insubstantial, +20%; Cosmic, Can be ordered despite Independent, +50%; Costs Fatigue, 1 FP, -5%; Independent, +40%; Magical, -10%; Minimum Range, 3 yards, -5%; Nuisance Effect, Breakable, -5%; One Task, Interposing, shoving, grappling, -40%; Reduced Duration, 1/3, -10%; Requires a glove, -10%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Terminal Condition, Getting past, -10%; Visible, -20%) [13] + Telekinesis 8 (Affects Insubstantial, +20%; Cosmic, Can be ordered despite Independent, +50%; Costs Fatigue, 1 FP, -5%; Independent, +40%; Lift Only, -20%; Magical, -10%; Minimum Range, 3 yards, -5%; Nuisance Effect, Breakable, -5%; One Task, Interposing, shoving, grappling, -40%; Reduced Duration, 1/3, -10%; Requires a glove, -10%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Terminal Condition, Getting past, -10%; Visible, -20%) [18]. Note: As this is one advantage (Telekinesis) with the Costs Fatigue limitation, not two, it costs only 1 FP to use.
 
Bigby’s Interposing Hand
Keywords: None.
Full Cost: 18 points.
Casting Roll: Skill.
Components: V, S, F.
Cost: 1 FP.
Casting Time: 1 second.
Range: 3 yards.
Duration: 20 seconds.
 
Creates a SM+0 hand made of shimmering pinkish force that appears between the caster and one of his opponents. This floating, disembodied hand moves automatically to remain between them, regardless of where the caster moves or how the opponent tries to get around it, providing cover for the caster against that opponent (and other opponents, if they are close enough). The opponent firing at the caster risks hitting the hand instead. See Firing Through an Occupied Hex, p. B389. Nothing can fool the hand - it sticks with the selected opponent in spite of darkness, invisibility, polymorphing, or any other attempt at hiding or disguise. The hand does not pursue an opponent, however.
The hand stays at a 3-yard distance from the caster. It cannot push objects or creatures. It has HP 20 and DR 9.
The designated opponent must evade (p. B368) the hand, if he wants to approach the caster. The hand is considered a standing creature, and has DX of the caster and ST 10. The hand can even stop insubstantial opponents from approaching. Getting past the hand or destroying it dispels it.
The caster can Concentrate to redirect the hand to another opponent.
Even though this is not a spell with an indefinite duration, the caster cannot have multiple instances of this spell active unless he took multiple copies of this spell or can maintain multiple spells at the same time.
Focus: A soft glove.
Statistics: Telekinesis 10 (Affects Insubstantial, +20%; Cosmic, Can be ordered despite Independent, +50%; Costs Fatigue, 1 FP, -5%; Independent, +40%; Magical, -10%; Nuisance Effect, Breakable, -5%; One Task, Interposing, -70%; Reduced Duration, 1/3, -10%; Reduced Range, 1/2, -10%; Requires a soft glove, -10%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Terminal Condition, Getting past, -10%; Visible, -20%) [10].

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