Friday 27 October 2023

Wizardry: Force Spells II

Wizardry: Force Spells II

Let's do more force spells. Magic Missile is an iconic D&D spell that I already converted in the first ever wizardry post, but it is repeated here for convenience. Blade Barrier creates a wall of force blades. Explosive Runes is yet another iconic spells that created a magical explosive trap. Wall of Force is closer to the GURPS Utter Wall in effect, but still is quite different. All the additional limitations also make it much more affordable.

  
    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

    Statistics: Crushing Attack 4d (Affects Insubstantial, +20%; Area Effect, 2 yards, +50%; Cosmic, Immune to Dispel Magic, +50%; Cosmic, Interferes with spellcasting, +50%; Costs Fatigue, 2 FP, -10%; Extended Duration, 3x, +20%; Magical, -10%; No Wounding, -50%; Nuisance Effect, Vulnerable to Disintegrate, -5%; Persistent, +40%; Reduced Range, 1/10, -30%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Takes Extra Time 1, -10%; Variable, Area, +5%; Wall, Shapeable, +60%) [50]. Additional levels increase Area Effect (+50%) [+10]. More powerful versions multiply dice and Full Cost by 2, 3, 5, or 10.
 



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