Monday 30 October 2023

Wizardry: Meta-Spells II

Wizardry: Meta-Spells II

Break Enchantment is the D&D analogue of Remove Curse. It can remove magical effects that are immune to Dispel Magic, but only targets one spell, and takes a long time to cast. Arcane Mark was a difficult one. I decide to go with a very limited Illusion advantage. Remove Curse is a bit different from the GURPS version. Basically, it's a curse-specific version of Dispelling Touch. Finally, Protection from Spells is a Magic Resistance buff. Doesn't scale!
   
    Arcane Mark
    Keywords: Obvious.
    Full Cost: 15 points.
    Casting Roll: Skill.
    Components: V, S.
    Cost: 1 FP.
    Casting Time: 10 minutes.
    Range: Touch.
    Duration: Permanent.
 
    This spell allows you to inscribe your personal rune or mark, which can consist of no more than six characters, all of which must fit within 1 sq. ft. The writing can be visible or invisible. An arcane mark spell enables you to etch the rune upon any substance (even stone or metal) without harm to the material upon which it is placed. If an invisible mark is made, a Detect Magic spell causes it to glow and be visible, though not necessarily understandable. See Invisibility and True Seeing likewise allows the user to see an invisible arcane mark. A Read Magic spell reveals the words, if any. The mark can be dispelled or removed by an Erase spell. If an arcane mark is placed on a living being, normal wear gradually causes the effect to fade in about a month.
    Statistics: Illusion (Accessibility, Limited to symbols and words, -30%; Accessibility, Only one square foot, -100%; Costs Fatigue, 2 FP, -10%; Environmental, Surface, -10%; Extended Duration, Permanent, +150%; Immediate Preparation Required, 10 minutes, -45%; Independence, +40%; Magical, -10%; No Signature, Selective, +30%; Nuisance Effect, Vulnerable to Erase, -5%; Persistent, +40%; Requires gestures, -10%; Requires IQ Roll, -10%; Requires magic words, -10%; Static, -30%; Visual Only, -30%) [15].

    Break Enchantment
    Keywords: Resisted (Will or spell).
    Full Cost: 48 points.
    Casting Roll: Skill.
    Components: V, S.
    Cost: 2 FP.
    Casting Time: 1 minute.
    Range: Unlimited (standard).
    Duration: Instantaneous.
 
    Attempts to dispel a single instance of magic. Break Enchantment must target the subject of the spell, which can be a person, object, or area. For areas, calculate range to the center of the area. The caster must state which spell he is attempting to dispel.
    Roll a Quick Contest of skill against the spell’s caster’s Will + Talent (if a power) or spell level (if a skill). If the caster of Break Enchantment wins, the spell dissipates; but it may be recast normally.
Unlike Dispel Magic, Break Enchantment can remove powerful magic such as Flesh to Stone and other similar spells that are immune to Dispel Magic. It cannot end Truly Permanent effects, such as the magic of enchanted items.
    Statistics: Neutralize Magic (Accessibility, Must target subject, not caster, -10%; Accessibility, One spell at a time, -5%; Based on IQ, Own Roll, +20%; Cosmic, Can dispel spells that are immune to Dispel Magic, +50%; Costs Fatigue, 2 FP, -10%; Immediate Preparation Required, 1 minute, -30%; Interruption, -50%; Magical, -10%; Precise, +20%; Ranged, +40%; Requires Gestures, -10%; Requires Magic Words, -10%) [48].
   
    Protection from Spells
    Keywords: Buff.
    Full Cost (Self): 14 points.
    Full Cost (Touch): 19 points.
    Full Cost (Short-Range): 22 points.
    Full Cost (Ranged): 27 points.
    Casting Roll: Skill.
    Components: V, S.
    Cost: 1 FP.
    Casting Time: 2 seconds.
    Range: Self – Touch – Unlimited (-1/yard) – Unlimited (standard).
    Duration: 30 minutes.
 
    This spell makes the subject resistant to magic, granting them two levels of Magic Resistance (p. B67) with the Improved enhancement.
    Statistics: Affliction 1 (HT; Accessibility, Self Only, -50%; Advantage, Protection from Spells, +100%; Costs Fatigue, 1 FP, -5%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Magical, -10%; Requires gestures, -10%; Requires IQ Roll, -10%; Requires magic words, -10%; Takes Extra Time 1, -10%) [14]. Note: “Protection from Spells” is Magic Resistance 2 (Improved, +150%; Magical, -10%) [10]. The Touch version removes Accessibility, Self Only, -50% and Requires IQ Roll, -10% and adds Accessibility, Only nonvolitional or non-resisting subjects, -20%, Based on IQ, Own Roll, +20%; Malediction 1, +100%, Melee Attack, Reach C, -30%, and No Signature, +20% [+15]. The Short-Range version removes Melee Attack, Reach C, -30% [+3]. The Ranged version replaces Malediction 1, +100% with Malediction 2, +150% [+5].

    Remove Curse
    Keywords: Obvious, Resisted (Will or spell).
    Full Cost: 23 points.
    Casting Roll: Skill.
    Components: V, S.
    Cost: 1 FP.
    Casting Time: 1 second.
    Range: Touch.
    Duration: Instantaneous.
     
    Remove Curse instantaneously removes all curses on an object or a creature. Remove Curse does not remove the curse from a cursed shield, weapon, or suit of armor, although the spell typically enables the creature afflicted with any such cursed item to remove and get rid of it. For the purpose of this spell, a “curse” is any negative effect that lasts more than a week or any magical effect that is immune to Dispel Magic.
    Note how much the caster’s skill roll succeeds by; every curse affecting the subject resists separately with a Quick Contest. Use the spell’s level (if a skill) or the caster’s Will + Talent (if a power); for the latter, the Talent is usually Sorcery Talent or some type of Magery. If the caster of Remove Curse wins, the curse dissipates; it may be recast normally.
    Statistics: Neutralize Magic (Accessibility, Curses only, -30%; Accessibility, Must target subject, not caster, -10%; Based on IQ, Own Roll, +20%; Cosmic, Can dispel spells that are immune to Dispel Magic, +50%; Costs Fatigue, 1 FP, -5%; Interruption, -50%; Magical, -10%; Requires gestures, -10%; Requires magic words, -10%) [23].
 

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