Wizardry: Light Spells I
More wizardry spells. Light doesn't require gestures to cast. Thus, if you get knocked out and tied up, you can illuminate the dark basement that you wake up in. It lasts quite a while, but it can be dispelled by magical darkness, so in some cases this spell is inferior to mundane torches. Dancing Light is similar to the Light spell from Sorcery. I decided to make it singular - you can create as many lights as you want by casting the spell multiple times, and are not limited to creating four lights, like in the original D&D Dancing Lights spell. Daylight required being very cavalier with RAW, and by that I mean that I disregarded a lot of it in favor of a cleaner and cheaper build. Why? Because I can. As you can see, it's an Affliction that afflicts Create Visible Light (similar to one used in Dancing Light). There is no duration for Affliction, as it is considered "instantaneous," but the duration is defined by the afflicted Create Visible Light. Since one level of Create with -40% can light up an area for one minute, then 5 levels should be enough for 25 minutes, right? The Affliction doesn't even have a FP cost, as it is included in the Create Visible Light advantage (giving CVL Reduced Fatigue Cost 2, +40% and giving Affliction Costs Fatigue, 2 FP, -10% would be more RAW-legal despite the same effect, but also would be more expensive). Technically speaking, I should've given the Affliction Malediction 1, +100% and Based on IQ, Own Roll, +20%, and give Create Visible Light the Cosmic, NDRR, +100% enhancement. That would be the most RAW-appropriate way that again only makes the spell much more expensive. If a beneficial Affliction with Malediction requires a Will roll (that is switched to IQ with Based on IQ, Own Roll), and Create already requires an IQ roll, why not treat that roll as if it were used for the Affliction? This makes the spell much more simple and cheap. I prefer this result to the RAW mess. Flare in D&D used to be a simple cantrip that could dazzle, but I decided to make it a spell that dazzled, and possibly blinds on a bad resistance roll. So, I based it on the Flash ability from GURPS Psionic Powers, and it works well. While you can buy up more levels, huge areas aren't very effective, as the target gets a bonus to resist based on the distance to the center of the area. In this case, since Reduced Duration only applies to the duration of the secondary effect, I divided its limitation value by five.
Dancing Light
Keywords: None.
Full Cost: 13 points.
Casting Roll: Skill.
Components: V, S.
Cost: 1 FP.
Casting Time: 1 second.
Range: 100 yards.
Duration: One minute.
You can summon a spherical light equivalent to full daylight anywhere within range. The light is bright enough to eliminate all darkness penalties in a 10-yard radius. By concentrating, you can move this light at Move 1. This spell requires no maintenance, it is a “fire and forget” spell, so you can have multiple dancing lights active and move them individually by concentrating.
Statistics: Create Visible Light 1 (Accessibility, Limited to lighting a 10-yard radius for one minute, -40%; Magical, -10%; Mobile 1, +40%; Ranged, +40%; Reduced Fatigue Cost 1, +20%; Requires Gestures, -10%; Requires Magic Words, -10%) [13].
Daylight
Keywords: Buff.
Full Cost: 29 points.
Casting Roll: Skill.
Components: V, S.
Cost: 2 FP.
Casting Time: 2 seconds.
Range: Touch.
Duration: 25 minutes.
When cast on a small object (up to fist-sized or 1 pound) or a small part of a larger object, this spell makes that object glow with white light equivalent to daylight. The light is bright enough to eliminate all darkness penalties in a 10-yard radius.
Statistics:
Keywords: Area (Leveled), Resisted (HT).
Full Cost (Short-Range): 17.5 points for level 1 + 7.5 points/additional level.
Full Cost (Ranged): 22.5 points for level 1 + 7.5 points/additional level.
Casting Roll: Skill.
Components: V.
Cost: 1 FP.
Casting Time: 1 second.
Range: Unlimited (-1/yard) - Unlimited (standard).
Duration: Instantaneous (blindness may last nine seconds).
Statistics: Affliction 1 (HT; Area Effect, 2 yards, Spherical, +40%; Based on IQ, Own Roll, +20%; Costs Fatigue, 1 FP, -5%; Dissipation, -50%; Fixed Duration, +0%; Magical, -10%; Malediction 1, +100%; Requires Magic Words, -10%; Secondary Disadvantage, Blindness, +10%; Secondary Reduced Duration, 1/20, -5%; Variable, Area, +5%; Vision-Based, -20%) [17.5]. The Ranged version replaces Malediction 1, +100% with Malediction 2, +150% [+5]. Additional levels add Area Effect (+75%) [+7.5].
Keywords: Buff.
Full Cost: 20 points.
Casting Roll: Skill.
Components: V.
Cost: 1 FP.
Casting Time: 4 seconds.
Range: Touch.
Duration: 30 minutes.
When cast on a small object (up to fist-sized or 1 pound) or a small part of a larger object, this spell makes that object glow with white light equivalent to a torch. Light taken into an area of magical darkness stops functioning.
Statistics: Affliction 1 (HT; Accessibility, Objects only, -10%; Advantage, Light, +10%; Based on IQ, Own Roll, +20%; Costs Fatigue, 1 FP, -5%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Magical, -10%; Malediction 1, +100%; Melee Attack, Reach C, -30%; No Signature, +20%; Requires magic words, -10%; Takes Extra Time 2, -20%; Terminal Condition, Magical Darkness, -5%) [20]. Note: “Light” is Illumination (Magical, -10%) [1].
No comments:
Post a Comment