Wizardry: Force Spells II
Blade Barrier
Keywords: Area (Leveled), Obvious.
Full Cost: 27 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.
To find the maximum square yardage
available, look up the level of this spell on the Leveled Area Table (GURPS Thaumatology: Sorcery, p. 9) and
multiply the given radius by 3. Alternatively, know that Blade Barrier 1 has a
maximum area of six square yards, with each additional level doubling that
cumulatively. For example, Blade Barrier 3 has a limit of 24 square yards,
allowing the caster to conjure a wall six yards long by four yards high, 12
yards long by two yards high, or any other valid combination. The caster may
form this into any shape he wishes.
Statistics: Cutting Attack 1d+1 (Affects Insubstantial, +20%; Area Effect, 2 yards, +50%; Bombardment, Skill-14, -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%) [27]. Additional levels increase Area Effect (+50%) [+5].
Explosive Runes
Keywords: Area (Fixed), Obvious.
Full Cost: 9 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 four yards of the impact point takes dice of crushing
damage equal to your level of this spell. 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.
Statistics: Crushing
Attack (Affects Insubstantial, +20%; Area Effect, 4 yards, +100%; Costs
Fatigue, 1 FP, -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%) [9/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: 50 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. Slams and collisions damage the wall, but not the
collider. 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.
To find the maximum square yardage
available, look up the level of this spell on the Leveled Area Table (GURPS Thaumatology: Sorcery, p. 9) and
multiply the given radius by 3. Alternatively, know that Wall of Force 1 has a
maximum area of six square yards, with each additional level doubling that
cumulatively. For example, Wall of Force 3 has a limit of 24 square yards,
allowing the sorcerer to conjure a wall six yards long by four yards high, 12
yards long by two yards high, or any other valid combination. 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 |
50 points for level 1 + 10
points/additional level |
24 |
4 |
100 points for level 1 + 20
points/additional level |
36 |
6 |
150 points for level 1 + 30
points/additional level |
60 |
10 |
250 points for level 1 + 50
points/additional level |
120 |
20 |
500 points for level 1 + 100
points/additional level |
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