Wizardry: Enchantment Spells II
Sepia Snake Sigil
Keywords: Resisted (Will).
Full Cost: 45 points.
Casting Roll: Skill.
Components: V, S.
Cost: 2 FP.
Casting Time: 10 minutes.
Range: 1 yard.
Duration: Permanent or until discharged, then 1d+2 days.
When you cast Sepia Snake Sigil, a small symbol appears in the text of one written work such as a book, scroll, or map. The text containing the symbol must be at least twenty-five words long. When anyone reads the text containing the symbol, the sepia snake springs into being and strikes the reader, provided the reader is within one yard. Note down your margin of success.
Simply seeing the enspelled text is not sufficient to trigger the spell; the subject must deliberately read it. If a subject triggers the spell, he must resist by rolling against Will at a penalty equal to your margin of success. If successfully resisted, the sepia snake dissipates in a flash of brown light accompanied by a puff of dun-colored smoke and a loud noise. If the resistance roll fails, the subject is engulfed in a shimmering amber field of force and immobilized until released, either at the caster’s command (a Concentrate maneuver) or when 1d+2 days have elapsed.
While trapped in the amber field of force, the subject does not age, breathe, grow hungry, or sleep. It is preserved in a state of suspended animation, unaware of its surroundings. It can be damaged by outside forces (and perhaps even killed), since the field provides no protection against physical injury. However, a bleeding subject does not lose HP or become stable until the spell ends.
The hidden sigil cannot be detected by normal observation, and Detect Magic reveals only that the entire text is magical. Another creature can remove the sigil with a successful Dispel Magic or Erase spell, but erasing the sigil also erases the entire page of text.
Statistics: Affliction 1 (Will; Accessibility, Only on text, -50%; Based on Will, +20%; Based on IQ, Own Roll, +20%; Cancellation, +10%; Costs Fatigue, 2 FP, -10%; Extended Duration, 3,000x, +140%; Immediate Preparation Required, 10 minutes, -45%; Magical, -10%; Malediction 1, +100%; Melee Attack, Reach 1, -25%; No Signature, +20%; Paralysis, Variant, +150%; Triggered Delay, Reading, +50%; Requires Gestures, -10%; Requires Magic Words, -10%) [45].
Simulacrum
Keywords: None.
Casting Roll: Skill.
Components: V, S, M.
Cost: 2 FP.
Casting Time: 1 minute.
Range: Touch.
Duration: Instantaneous.
Simulacrum creates an illusory duplicate of any creature. The duplicate creature is partially real and formed from ice or snow. It appears to be the same as the original. The simulacrum must be prepared for a specific target; some piece of the creature to be duplicated (hair, nail, or the like) must be placed inside the snow or ice). An appropriate spell or Artist (Sculpting) skill roll at -10 is necessary to achieve a good likeness – the caster need not do this himself. The simulacrum, once enchanted, appears identical to the target (including such details as eye color and skin tone) through a sort of always-on illusion disguise. At all times the simulacrum remains under your absolute command. No special telepathic link exists, so command must be exercised in some other manner.
Consult Construct Crafting for simulacra templates and lenses, and rules for their creation. Regardless of the type of simulacrum you create with this spell, its point total must not be higher than a multiple of your casting skill, as shown on the table below. Spellcasters without casting skills use their Will instead. For the purpose of this spell, the point value of a simulacrum is the higher of its actual point total and its ST level.
The caster can only have one animated simulacrum at a time. However, he may spend a number of character points indicated on the table below when successfully casting this spell to permanently animate a simulacrum’s body.
|
Spell Level |
Full Cost |
Simulacrum’s Point Total |
Independence Cost |
|
1 |
9 points |
(Casting skill * 2) or lower |
2 points |
|
2 |
18 points |
(Casting skill * 5) or lower |
4 points |
|
3 |
27 points |
(Casting skill * 10) or lower |
5 points |
|
4 |
45 points |
(Casting skill * 15) or lower |
8 points |
|
5 |
90 points |
(Casting skill * 20) or lower |
16 points |
Material Component: Powdered ruby worth $60 per HP of the simulacrum to be created.
Keywords: Buff.
Full Cost: 20 points.
Casting Roll: Skill.
Components: V, S.
Cost: 2 FP.
Casting Time: 8 hours.
Range: Touch.
Duration: Permanent.
A staff enchanted with this spell can be used to deliver touch spells. Ranged spells cast through the enchanted staff calculate range penalties from the end of the staff in the caster’s hands, not from the caster himself.
Statistics: Affliction 1 (HT; Accessibility, Staves only, -40%; Advantage, Spellstaff, +10%; Based on IQ, Own Roll, +20%; Costs Fatigue, 2 FP, -10%; Extended Duration, Permanent, +150%; Immediate Preparation Required, 8 hours, -90%; Magical, -10%; Malediction 1, +100%; Melee Attack, Reach C, -30%; No Signature, +20%; Requires Gestures, -10%; Requires Magic Words, -10%) [20]. Note: “Spellstaff” is Magic Staff (Magical, -10%) [1].
Golem
Keywords: None.
Casting Roll: Skill.
Components: V, S, M.
Cost: 2 FP.
Casting Time: 1 minute.
Range: Touch.
Duration: Instantaneous.
This spell animates a golem. At all times the golem remains under your absolute command. No special telepathic link exists, so command must be exercised in some other manner.
The golem’s body must be prepared in advance. Consult Construct Crafting for golem templates and lenses, and rules for their creation. Regardless of the type of golem you create with this spell, its point total must not be higher than a multiple of your casting skill, as shown on the table below. Spellcasters without casting skills use their Will instead. For the purpose of this spell, the point value of a golem is the higher of its actual point total and its ST level.
The caster can only have one animated golem at a time. However, he may spend a number of character points indicated on the table below when successfully casting this spell to permanently animate a golem body.
|
Spell Level |
Full Cost |
Golem’s Point Total |
Independence Cost |
|
1 |
9 points |
(Casting skill * 2) or lower |
2 points |
|
2 |
18 points |
(Casting skill * 5) or lower |
4 points |
|
3 |
27 points |
(Casting skill * 10) or lower |
5 points |
|
4 |
45 points |
(Casting skill * 15) or lower |
8 points |
|
5 |
90 points |
(Casting skill * 20) or lower |
16 points |
Material Component: Powdered ruby worth $60 per HP of the golem to be created.
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