Wizardry: Earth Spells II
Earthquake is an expensive, but powerful spell. The mechanics were taken from the ptallant lizard from GURPS Creatures of the Night Vol. 1. However, the rarity of Tremors wasn't given there, so I chose to treat it as rare (10/level). (EDIT: Apparently, an earthquake-causing ability was also printed later in GURPS Thaumatology: Chinese Elemental Powers, so I edited the spell to bring it in line with what is said there. Also, I was right - Tremors are rare) Imprisonment is a save-or-"die" spell akin to Flesh to Stone. Move Earth was another difficult one. It has a much lower scale than its D&D counterpart, but still can move a few hexes worth of dirt around, if you don't have a shovel. Stone Shape is a simple Control spell.
Earthquake
Keywords: Area (Fixed).
Full Cost: 67 points.
Casting Roll: Skill.
Components: V, S.
Cost: 3 FP.
Casting Time: 4 seconds.
Range: Self.
Duration: 10 seconds.
When you cast Earthquake, an intense but highly localized tremor rips the ground. Everyone within 0.2 miles must make a DX+4 roll every second to avoid falling down, and any physical action that requires a roll is at -2. Every building or tunnel in the area must roll against HT-2 or suffer minor damage (e.g., cracks); on a critical failure, the structure collapses.
Statistics: Control Tremors 2 (Accessibility, Only to cause earthquakes, -20%; Cannot concentrate to extend duration, -10%; Costs Fatigue, 3 FP, -15%; Magical, -10%; Natural Phenomena, +100%; Persistent, +40%; Requires Gestures, -10%; Requires Magic Words, -10%; Takes Extra Time 2, -20%) [29] + Control Tremors 4 (Accessibility, Only to cause earthquakes, -20%; Cannot concentrate to extend duration, -10%; Costs Fatigue, 3 FP, -15%; Does not increase area of effect, -50%; Magical, -10%; Natural Phenomena, +100%; Persistent, +40%; Requires Gestures, -10%; Requires Magic Words, -10%; Takes Extra Time 2, -20%) [38].
Imprisonment
Keywords: Resisted (Will).
Full Cost: 52 points.
Casting Roll: Skill.
Components: V, S.
Cost: 2 FP.
Casting Time: 1 second.
Range: Touch.
Duration: Permanent.
When you cast Imprisonment and touch a creature that is touching the ground, it is entombed in a state of suspended animation in a small sphere far beneath the surface of the earth. The subject remains there unless a Remove Curse or Break Enchantment spell is cast at the locale where the imprisonment took place. Magical search by a crystal ball, a Locate Object spell, or some other similar divination does not reveal the fact that a creature is imprisoned, but Discern Location does.
Statistics: Affliction 1 (Will; Based on IQ, Own Roll, +20%; Based on Will, +20%; Cosmic, Immune to Dispel Magic, +50%; Costs Fatigue, 2 FP, -10%; Environmental, Ground, -20%; Extended Duration, Permanent, +150%; Magical, -10%; Malediction 1, +100%; Melee Attack, Reach C, -30%; No Signature, +20%; Paralysis, Variant, +150%; Requires Gestures, -10%; Requires Magic Words, -10%) [52].
Keywords: None.
Full Cost: 5 points for level 1 + 3 points/additional level.
Casting Roll: Skill.
Components: V, S.
Cost: 2 FP to cast, 1 FP to maintain.
Casting Time: 10 minutes.
Range: 100 yards.
Duration: Indefinite.
Each hex with a depth of 1 foot has a volume of 7.8 ft3. For more precise calculations, here are the densities of various forms of dirt:
Material |
Density |
Mass of a 1-foot-deep hex |
Dirt |
76 lb./ft3 or 1220 kg/m3 |
593 lbs. |
Sand |
100 lb./ft3 or 1600 kg/m3 |
780 lbs. |
Loam |
80 lb./ft3 or 1280 kg/m3 |
624 lbs. |
The spell cannot be used for tunneling and is generally too slow to trap or bury creatures, as the earth moves at Move 1. Its primary use is for digging or filling moats or for adjusting terrain contours before a battle. This spell has no effect on earth creatures.
Statistics: Control Dirt 1 (Accessibility, Only movement, -20%; Accessibility, Only up to 10 feet deep, -5%; Costs Fatigue, 2 FP, -10%; Immediate Preparation Required, 10 minutes, -45%; Magical, -10%; Ranged, +40%; Requires Gestures, -10%; Requires Magic Words, -10%) [5]. Additional levels add Control Dirt +1 (Accessibility, Only movement, -20%; Accessibility, Only up to 10 feet deep, -5%; Costs Fatigue, 2 FP, -10%; Immediate Preparation Required, 10 minutes, -45%; Lift Only, -20%; Magical, -10%; Ranged, +40%; Requires Gestures, -10%; Requires Magic Words, -10%) [+3/level].
Keywords: None.
Full Cost: 6 points for level 1 + 3 points/additional level.
Casting Roll: Skill.
Components: V, S.
Cost: 2 FP to cast, 1 FP to maintain.
Casting Time: 4 seconds.
Range: Touch.
Duration: Indefinite.
Stone Shape doesn’t work on complex, manufactured artifacts unless they’re made almost entirely of earth or stone. You could affect a stone club, but not a complex mechanism with only a few stone parts.
After casting this spell, you can reshape the target. Forming a simple shape (blob, column, sphere, etc.) requires a Concentrate maneuver but no die roll. If the result is meant to be beautiful or functional, though, the GM may deem the effort a long task (see p. B346) and require skill rolls against Armoury, Artist, Machinist, and so on. You can work without tools, but you must know what you’re doing.
You can also cause the target to elongate or flow at a Move 1. This requires constant concentration. You can make a solid stone object ooze, roll, or seep along the ground or a surface, and even reshape it in ways that defy gravity.
When you stop concentrating, you immediately give up control. Stable forms become permanent, while unstable ones collapse instantly.
Statistics: Control Stone 1 (Costs Fatigue, 2 FP, -10%; Magical, -10%; Requires Gestures, -10%; Requires Magic Words, -10%; Takes Extra Time 2, -20%) [6]. Each additional level adds Control Stone +1 (Costs Fatigue, 2 FP, -10%; Lift Only, -20%; Magical, -10%; Requires Gestures, -10%; Requires Magic Words, -10%; Takes Extra Time 2, -20%) [+3/level].
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