Wizardry: Time Spells I
Haste
Keywords: Buff.
Full Cost (Self): 16 points for
level 1 + 18 points/additional level.
Full Cost (Touch): 31 points for
level 1 + 18 points/additional level.
Full Cost (Short-Range): 34 points
for level 1 + 18 points/additional level.
Full Cost (Ranged): 39 points for
level 1 + 18 points/additional level.
Casting Roll: Skill.
Components: V, S.
Cost: 1 FP.
Casting Time: 1 second.
Range: Self – Touch – Unlimited
(-1/yard) – Unlimited (standard).
Duration: 9 seconds.
You increase the target’s Basic
Speed by 1.00, which will also increase the target’s Basic Move and Dodge
scores by the same amount.
Statistics:
Affliction 1 (HT; Accessibility, Self Only, -50%; Advantage, Haste 1, +180%; Costs
Fatigue, 1 FP, -5%; Fixed Duration, +0%; Magical, -10%; Reduced Duration, 1/20,
-25%; Requires gestures, -10%; Requires IQ Roll, -10%; Requires magic words,
-10%) [16]. Additional levels add further Haste to the Advantage enhancement
(+180%) [+18]. Notes: Each level of
“Haste” is Basic Speed 1.00 (Magical, -10%) [18]. 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, +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].
Longstrider
Keywords: Buff.
Full Cost: 12 points.
Casting Roll: Skill.
Components: V, S.
Cost: 3 FP.
Casting Time: 10 minutes.
Range: Self.
Duration: 5 hours.
This spell increases the caster’s
Basic Move by 2.
Statistics (Self): Affliction 1 (HT; Accessibility, Self Only, -50%; Advantage, Longstrider,
+90%; Costs Fatigue, 3 FP, -15%; Extended Duration, 100x, +80%; Fixed
Duration, +0%; Immediate Preparation Required, 10 minutes, -45%; Magical, -10%;
Requires gestures, -10%; Requires IQ Roll, -10%; Requires magic words, -10%) [12].
Note: “Longstrider” is Basic Move +2
(Magical, -10%) [9].
Temporal Stasis
Keywords: Resisted (HT).
Casting Roll: Skill.
Components: V, S.
Cost: 1 FP + 1 character point.
Casting Time: 1 second.
Range: Touch.
Duration: Permanent.
The victim and his equipment stop in
time. Time continues to flow in the rest of the universe, just not for him.
He’s frozen in place – in mid-action or even midair. He doesn’t age, breathe,
or require sustenance. Injury, disease, and poison halt their progress. He
keeps his position in the local frame of reference (usually a planet), but the
physical world doesn’t otherwise affect him. He can’t be injured, moved,
robbed, etc. This extends to supernatural powers (e.g., his mind is
unreadable). Likewise, he’s unaware of the universe and can’t act in any way,
not even mentally. This effect is permanent, but it can be dispelled.
Statistics:
Affliction 1 (HT; Based on IQ, Own Roll, +20%; Costs Fatigue, 1 FP, -5%; Costs
one character point, x1/5; Extended Duration, Permanent, +150%; Fixed Duration,
+0%; Magical, -10%; Malediction 1, +100%; Melee Attack, Reach C, -30%; No
Signature, +20%; Requires gestures, -10%; Requires magic words, -10%; Temporal
Stasis, +1,000%) [27].
Time Stop
Keywords: Obvious.
Full Cost: 55 points.
Casting Roll: Skill.
Components: V.
Cost: 3 FP.
Casting Time: 10 seconds or less (see
text).
Range: Self.
Duration: 5d seconds of subjective
time.
You exit the time stream along with
equipment and anything you’re carrying. To do so, you must concentrate for 10
seconds, and make a skill roll. You may hurry the casting, but your roll will
be at -1 per second of concentration omitted (-10 to cast with no preparation
at all).
While outside the time steam, you
perceive the world as frozen. You can’t affect it (and vice versa) – only
observe and move through it. You can interact with items you brought along;
this lets you patch your wounds, reload your guns, and so forth. However, this
does not let you attack others in any way. Time passes for you (you tire, grow
hungry, age, etc.), but it’s subjective. You cannot enter a zone of antimagic or a no-mana area while outside the time stream.
You may stay in the timeless realm for a subjective duration of 5d seconds (rolled by the GM in secret) before you automatically return to the normal time stream. Once you come back, your body must adjust to the change – you can't cast this spell again for at least five minutes. You may return to the normal time stream at any moment by making a skill roll.
Statistics: Jumper
(Time Stop; Costs Fatigue, 2 FP, -10%; Extra Carrying Capacity, Extra-Heavy,
+50%; Improved, +10%; Magical, ‑10%; Maximum Duration, Less than 30
seconds, -75%; Requires Magic Words, -10%) [55]. Note: The Improved enhancement removes the auto-fail on 14+. This
Jumper variant originally appeared in Designer’s Notes: GURPS Powers, pyramid.sjgames.com/sample.
html?id=5782.
No comments:
Post a Comment