Wizardry: Force Spells II
Blade Barrier
Keywords: Area (Leveled), Obvious.
Full Cost: 26 points for level 1 + 5
points/additional level.
Casting Roll: Skill. Use Innate
Attack (Gaze) to aim.
Components: V, S.
Cost: 2 FP.
Casting Time: 1 second.
Range: 50 yards.
Duration: Five minutes.
This spell conjures a transparent
wall of whirling blades of pure force. Anything crossing the wall, including
insubstantial creatures, is attacked with an effective skill of 14, modified
only for size. This attack deals 1d+1 cutting damage. It can be dodged, blocked, or parried.
On level 1, this spell lets the caster create a barrier that is six yards long, one yard wide, and four yards high. Each additional level doubles the length. The caster may form this into any shape he wishes.
Statistics: Cutting Attack 1d+1 (Affects Insubstantial, +20%; Area Effect, 2 yards, +50%; Blockable, -5%; Bombardment, Skill-14, -5%; Can be parried, -5%; Costs Fatigue, 2 FP, -10%; Extended Duration, 30x, +60%; Magical, -10%; Persistent, +40%; Reduced Range, 1/2, -10%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Variable, Area, +5%; Wall, Shapeable, +60%) [26]. Additional levels increase Area Effect (+50%) [+5].
Explosive Runes
Keywords: Area (Fixed), Obvious.
Full Cost: 7 points/level.
Casting Roll: Skill.
Components: V, S.
Cost: 1 FP.
Casting Time: 1 minute.
Range: Touch.
Duration: Permanent or until
discharged.
You touch a surface, casting magical runes into being. When read by anyone you did not specify during casting, the runes explode. Everyone within one yard of the runes takes dice of crushing damage equal to your level of this spell. Everyone further away but within 4 yards takes damage divided by the distance from the center of the blast. This force damages insubstantial beings as well as substantial ones. The GM must determine what the maximum level available in the campaign is.
Another creature can remove them
with a successful Dispel Magic or Erase spell, but attempting to dispel or
erase the runes and failing to do so triggers the explosion. A caster can have no more than 1 + Talent instances of Explosive Runes active at the same time.
Statistics: Crushing Attack (Affects Insubstantial, +20%; Area Effect, 4 yards. Spherical, +115%; Costs Fatigue, 1 FP, -5%; Dissipation, -50%; Environmental, Surface, -5%; Immediate Preparation Required, 1 minute, -30%; Magical, -10%; Melee Attack, Reach C, Cannot Parry, -35%; Triggered Delay, Reading, +50%; Selective Effect, +20%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%) [7/level].
Magic Missile
Keywords: Missile, Obvious.
Full Cost: 5 points.
Casting Roll: Skill. Use Innate Attack
(Projectile) to «lock on».
Components: V, S.
Cost: 1 FP.
Casting Time: 1 second.
Range: 20 yards.
Duration: Instantaneous.
A magical force missile flies off
your fingertips towards your target. A successful hit does 1d-1 crushing damage.
It can be dodged, blocked, but not parried. The missile can strike even insubstantial targets. The projectile is homing, so
it steers itself. As it uses normal vision to seek its target, it does not ignore
darkness penalties. To “lock on,” you must Aim at the target and make an
unmodified Innate Attack (Projectile) roll. Do not roll against it to hit.
Instead, use the attack’s skill of 10 – plus Accuracy, if you made your Innate
Attack (Projectile) roll – and ignore all range penalties. The projectile moves
4 yards per second. For more information, see Guided and Homing Weapons (p. B412).
Statistics:
Crushing Attack 1d-1 (Affects Insubstantial, +20%; Blockable, -5%; Costs Fatigue, 1 FP, -5%; Homing, +50%; Increased 1/2D, 2x, +5%; Magical, -10%; Reduced Range, 1/5, -20%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%) [5].
Wall of Force
Keywords: Area (Leveled), Obvious.
Full Cost: 60 points for level 1 +
10 points/additional level (or more).
Casting Roll: Skill. Use Innate
Attack (Gaze) to aim.
Components: V, S.
Cost: 2 FP.
Casting Time: 2 seconds.
Range: 10 yards.
Duration: 30 seconds.
This spell conjures an invisible wall
of force that blocks attacks and creatures, even insubstantial ones, and is
very difficult to destroy. The wall is immune to Dispel Magic, but Disintegrate immediately
destroys it. Wall of Force also interferes with spellcasting through it. If a caster’s
only way to target a subject is via line of sight through the wall, his spell
is cast at -(DR/3), rounded to the nearest whole number. This works in both
directions and can be avoided by finding a new vector of attack that goes
around the wall.
On level 1, this spell lets the caster create a barrier that is six yards long, one yard wide, and four yards high. Each additional level doubles the length. The caster may form this into any shape he wishes.
By default, each wall has DR 12 and
HP 2. However, more potent versions are available that multiply DR, HP, and
cost by the same amount:
DR |
HP |
Full Cost |
12 |
2 |
60 points for level 1 + 10
points/additional level |
24 |
4 |
120 points for level 1 + 20
points/additional level |
36 |
6 |
180 points for level 1 + 30
points/additional level |
60 |
10 |
300 points for level 1 + 50
points/additional level |
120 |
20 |
600 points for level 1 + 100
points/additional level |
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