Thursday 12 October 2023

Wizardry: Water Spells I

Wizardry: Water Spells I

Create Water exists as a separate spell in D&D, and also as part of Create Food and Water. It has a unique trait - it can be cast at range, probably to douse flames. Purify Water was excised from Purify Food and Drink and made into a separate spell. Control Water in D&D raises or lowers the water level, but that's what the Tides spell does in GURPS. Instead, I decided to rework Control Water as something akin to the GURPS Shape Water spell, but allow it to only affect liquid water, and limit it to Move 1. Thus, this is closer to Commanding Water from GURPS Thaumatology: Chinese Elemental Powers. Water Breathing and Water Walk are self-explanatory buffs.
  
    Control Water
    Keywords: None.
    Full Cost: 15 points for level 1 + 7.5 points/additional level.
    Casting Roll: Skill.
    Components: V, S.
    Cost: 2 FP to cast, 1 FP to maintain.
    Casting Time: 1 second.
    Range: 100 yards.
    Duration: Indefinite.
 
    You can shape and move a particular mass of liquid water. You can affect up to 10 x (level squared) lbs. of water in the form of a single amorphous mass.
    After establishing control, you can reshape the target. You can also force it to flow (even uphill) at Move 1, but you can’t lift it into the air! It can’t cause direct damage, but creative use of it can inflict -1 to combat and other skills.
    Statistics: Control Liquid Water 1 (Costs Fatigue, 2 FP, -10%; Magical, -10%; Ranged, +40%; Requires Gestures, -10%; Requires Magic Words, -10%) [15]. Additional levels add Control Liquid Water (Costs Fatigue, 2 FP, -10%; Magical, -10%; Only increases the affected mass, -50%; Ranged, +40%; Requires Gestures, -10%; Requires Magic Words, -10%) [7.5/level]. Note: As this is one advantage (Control Liquid Water) with the Costs Fatigue limitation, not two, it costs only 2 FP to use.
 
    Create Water
    Keywords: None.
    Full Cost: 5 points/level.
    Casting Roll: Skill.
    Components: V, S.
    Cost: 1 FP.
    Casting Time: 1 second.
    Range: 10 yards.
    Duration: Instantaneous.
 
    This spell allows you to create pure water. Success means the water coalesces in hand or within range (for example, within a flask standing within 10 yards, but not inside a living being). Critical failure means the creation happens, but in a way that’s inconvenient or dangerous – the GM should be creative!
    The produced water can weigh up to 10 x (level squared) lbs. – 10 lbs. at level 1, 40 lbs. at level 2, 90 lbs. at level 3, and so on.
    Statistics: Create Water (Magical, -10%; Ranged, +40%; Reduced Fatigue Cost 1, +20%; Reduced Range, 1/10, -30%; Requires Gestures, -10%; Requires Magic Words, -10%) [5/level].
 
 
    Purify Water
    Keywords: None.
    Full Cost: 1 points/level.
    Casting Roll: Skill.
    Components: V, S.
    Cost: 1 FP.
    Casting Time: 1 second.
    Range: Touch.
    Duration: Instantaneous.
 
    This spell removes all impurities from water, rendering it drinkable. Purification costs 1 FP per use. The caster can purify an amount of water weighing up to 10 x (level squared) lbs. – 10 lbs. at level 1, 40 lbs. at level 2, 90 lbs. at level 3, and so on.
    Statistics: Create (Accessibility, Only to transform into drinkable water, -20%; Magical, -10%; Requires Gestures, -10%; Requires Magic Words, -10%; Transmute Water to Water, +50%; Transmutation Only, -100%) [1/level].
  
    Water Breathing
    Keywords: Buff.
    Full Cost (Self): 14 points.
    Full Cost (Touch): 28 points.
    Casting Roll: Skill.
    Components: V, S.
    Cost: 2 FP.
    Casting Time: 4 seconds.
    Range: Self – Touch.
    Duration: 5 hours.
 
    The subject becomes able to breathe water as though it were air. He does not lose his ability to breathe air.
    Statistics: Affliction 1 (HT; Accessibility, Self Only, -50%; Advantage, Water Breathing, +80%; Costs Fatigue, 2 FP, -10%; Extended Duration, 100x, +80%; Fixed Duration, +0%; Magical, -10%; Requires gestures, -10%; Requires IQ Roll, -10%; Requires magic words, -10%; Takes Extra Time 2, -20%) [14]. Note: “Water Breathing” is Doesn’t Breathe (Gills, -50%; Magical, -10%) [8]. The Touch version removes Accessibility, Self Only, -50% and Requires IQ Roll, -10% and adds Accessibility, Only on air-breathing creatures, -10%, 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% [+14].
  
    Water Walk
    Keywords: Buff.
    Full Cost (Self): 17 points.
    Full Cost (Touch): 32 points.
    Casting Roll: Skill.
    Components: V, S.
    Cost: 2 FP.
    Casting Time: 2 seconds.
    Range: Self – Touch.
    Duration: 30 minutes.
 
    The subject can walk on the surface of any liquid as if it were solid ground. He moves at his usual ground Move. This doesn’t protect him from any damage that he would take from coming into contact with the liquid, however.
    Statistics: Affliction 1 (HT; Accessibility, Self Only, -50%; Advantage, Water Walk, +140%; 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 1, -10%) [17]. Note: “Water Walk” is Walk on Liquid (Magical, -10%) [14]. 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].

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