Wizardry: Necromantic Spells I
Detect Undead is a simple detection spell. Hide from Undead is a buff that makes the subject invisible to undead (a proper equivalent of the D&D spell that disables all other senses would be much, much more expensive). Disrupt Undead is a weak, non-scaling damaging spell. Disrupting Weapon is a weapon buff that imparts the same effort to the target weapon. Death Ward is a spell that protects against instant death effects.
Death Ward
Keywords: Buff.
Full Cost (Self): 10 points.
Full Cost (Touch): 25 points.
Casting Roll: Skill.
Components: V, S.
Cost: 1 FP.
Casting Time: 1 second.
Range: Self – Touch.
Duration: 3 minutes.
The subject becomes immune to death curses. This includes death spells, direct-damage Necromantic magic (Burning Death, Rotting Death, etc.), and elixirs of Death (GURPS Magic, p. 215), plus non-magical equivalents such as Afflictions enhanced with Coma or Heart Attack, whether they’re chi, divine, psionic, or spirit abilities, or something similar.
Statistics: Affliction 1 (HT; Accessibility, Self Only, -50%; Advantage, Death Ward, +90%; Costs Fatigue, 1 FP, -5%; Fixed Duration, +0%; Magical, -10%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%) [10]. Note: “Death Ward” is Immunity to Death Curses (Magical, -10%) [9]. 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].
Detect Undead
Keywords: Information.
Full Cost: 3 or 8 points.
Casting Roll: Skill.
Components: V, S.
Cost: 1 FP.
Casting Time: 1 second.
Range: Unlimited (standard).
Duration: Instantaneous.
With the basic (3-point) version of this spell, you can immediately sense all nearby undead creatures, sorted by the direction to each one. The GM will roll against your skill (plus Talent), minus the range penalty to the nearest undead creature, and inform you if you succeed.
The improved (8-point) version of this spell works as above, except that you know the precise location of each undead creature. This allows you to cast spells on any of them for as long as each remains in that location – or for the next second, if one is already on the move.
The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
Statistics: Detect (Undead; Based on IQ, Own Roll, +20%; Blockable, -20%; Cannot Analyze, -10%; Costs Fatigue, 1 FP, -5%; Magical, -10%; Requires gestures, -10%; Requires magic words, -10%) [3]. The improved version adds Precise (+100%) [+5].
Disrupt Undead
Keywords: Missile, Obvious.
Full Cost: 1 point.
Casting Roll: Skill. Use Innate Attack (Beam) to hit.
Components: V, S.
Cost: 1 FP.
Casting Time: 1 second.
Range: 10 yards.
Duration: Instantaneous.
You fire a white beam that damages undead creatures. This attack deals 1d non-incendiary burning damage. This beam has no 1/2D range.
Statistics: Burning Attack 1d (Accessibility, Undead only, -50%; Costs Fatigue, 1 FP, -5%; Increased 1/2D, 10x, +15%; Magical, -10%; No Incendiary Effect, -10%; Reduced Range, 1/10, -30%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%) [1].
Disrupting Weapon
Keywords: Weapon Buff.
Full Cost: 15 points.
Casting Roll: Skill.
Components: V, S.
Cost: 1 FP.
Casting Time: 1 second.
Range: Touch.
Duration: 18 seconds.
Once cast upon a weapon, this spell causes it to do an additional 1d of follow-up (p. B105) non-incendiary burning damage to undead creatures. The weapon glows with a dim light equivalent to a candle.
Statistics: Affliction 1 (HT; Accessibility, Only on weapons, -20%; Advantage, Disrupting Weapon, +10%; Based on IQ, Own Roll, +20%; Costs Fatigue, 1 FP, -5%; Fixed Duration, +0%; Magical, -10%; Malediction 1, +100%, Melee Attack, Reach C, -30%; No Signature, +20%; Reduced Duration, 1/10, -20%; Requires Gestures, -10%; Requires Magic Words, -10%) [15]. Note: “Disrupting Weapon” is Burning Attack 1d (Accessibility, Undead only, -50%; Follow-Up, This weapon, +0%; Magical, -10%; No Incendiary Effect, -10%; Visible, -10%) [1].
Keywords: Buff.
Full Cost (Self): 30 points.
Full Cost (Touch): 45 points.
Casting Roll: Skill.
Components: V, S.
Cost: 2 FP.
Casting Time: 4 seconds.
Range: Self – Touch.
Duration: 30 minutes.
Undead cannot see the warded creature, as long as the warded creature carries no more than its medium encumbrance. This includes normal vision, Infravision, Ultravision, and Dark Vision. The subject gets a +9 to Stealth in any situation where being seen would matter. If a warded creature attempts to turn or command undead, touches an undead creature, or attacks any creature (even with a spell), the spell ends for all recipients.
Statistics: Affliction 1 (HT; Accessibility, Self Only, -50%; Advantage, Hide from Undead, +280%; Costs Fatigue, 2 FP, -10%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Magical, -10%; Requires gestures, -10%; Requires IQ Roll, -10%; Requires magic words, -10%; Takes Extra Time 2, -20%) [30]. Note: “Hide from Undead” is Invisibility (Accessibility, Undead Only, -50%; Can Carry Objects, Medium, +50%; Dispels after an attack, -20%; Magical, -10%) [28]. 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].
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