Monday, 20 November 2023

Wizardry: Force Spells III

Wizardry: Force Spells III

Forcecage was difficult. While it is based on the existing Force Dome spell, I had to tune it down a lot to make it affordable. And even then, its duration is much shorter than its original version had, and the weakest version is only useful against weak creatures (around ST 10). I guess it still have its uses, especially since it can also be used defensively. Jump gives the subject a level of Super Jump. I decided to remove scaling, because high levels of Super Jump can result in some wonky stuff. Mordenkainen's Sword is a quite complex spell that creates a force sword that attacks anything you order it to and does so independently. Otiluke's Resilient Sphere is a variant paralysis spell. Otiluke's Telekinetic Sphere is a stronger variant of the former.
 
    Forcecage
    Keywords: Area (Fixed), Obvious.
    Full Cost: 75 points (or more).
    Casting Roll: Skill. Use Innate Attack (Gaze) to aim.
    Components: V, S.
    Cost: 2 FP.
    Casting Time: 2 seconds.
    Range: 10 yards.
    Duration: 5 minutes.
 
    This powerful spell brings into being an immobile, invisible cylindrical prison composed of either bars of force or solid walls of force (your choice). Anyone wishing to cross the barrier may try to force his way through it as a free action (one attempt per turn): the foe rolls thrust damage and if this overcomes the Forcecage’s DR, he gets through. This does not dispel the cage, which simply seals closed behind him. Slams and collisions with the cage inflict their usual damage for the purpose of breaking through, but the collider takes no damage, as the cage absorbs kinetic force. Disintegrate immediately destroys the cage.
    Creatures within the area are caught and contained unless they are too big to fit inside, in which case the spell automatically fails. Teleportation and other forms of astral travel provide a means of escape, but the force walls or bars extend into the Ethereal Plane, blocking ethereal and insubstantial travel.
    Barred Cage: This version of the spell produces a 4-yard-radius 4-yard-tall cylinder made of bands of force (similar to a Wall of Force spell) for bars. The bands are a half-inch wide, with half-inch gaps between them. Any creature capable of passing through such a small space can escape; others are confined. You can’t attack a creature in a barred cage with a weapon unless the weapon can fit between the gaps. Even against such weapons (including arrows and similar ranged attacks), a creature in the barred cage has cover (-2 to attack rolls). All spells and breath weapons can pass through the gaps in the bars.
    Windowless Cell: This version of the spell produces a 2-yard-radius 4-yard-tall cylinder with no way in and no way out. Solid walls of force form its six sides.
    By default, Forcecage provides DR 5. However, more potent versions are available:

DR

Full Cost

5

75 points

10

150 points

15

225 points

20

300 points

50

750 points

    Statistics: Damage Resistance 5 (Affects Insubstantial, +20%; Affects Others, +50%; Alternative Enhancements, +95%; Costs Fatigue, 2 FP, -10%; Extended Duration, 30x, +60%; Magical, -10%; Nuisance Effect, Vulnerable to Disintegrate, -5%; Persistent, +40%; Ranged, +40%; Reduced Range, 1/10, -30%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Takes Extra Time 1, -10%; Visible, -10%) [75]. More powerful versions multiply DR and the cost of DR by 2, 3, 4, or 10. Note: Alternative Enhancements contain two packages – Area Effect, 4 yards, +100% and Partial Cover, -20%; and Area Effect, 2 yards, +50% and Force Field, +20%.
 
    Jump
    Keywords: Buff.
    Full Cost (Self): 8 points.
    Full Cost (Touch): 23 points.
    Casting Roll: Skill.
    Components: V, S.
    Cost: 2 FP.
    Casting Time: 2 seconds.
    Range: Self – Touch.
    Duration: 3 minutes.
 
    This spell increases the subject’s ability to jump. The subject’s jump distance and height are doubles (p. B352). The subject’s Move while jumping is the greater of his normal ground Move and 1/5 his maximum long jump distance (thus, his maximum jump never takes more than five seconds). When jumping at a foe for the purpose of slamming him, use maximum jumping Move and don’t make a separate roll to jump accurately.
    Finally, if the subject falls a distance less than or equal to his maximum high jump, he takes no damage. He can increase this distance by five yards with a successful Acrobatics roll.
    Statistics: Affliction 1 (HT; Accessibility, Self Only, -50%; Advantage, Jump, +90%; Costs Fatigue, 2 FP, -10%; Fixed Duration, +0%; Magical, -10%; Requires gestures, -10%; Requires IQ Roll, -10%; Requires magic words, -10%; Takes Extra Time 1, -10%) [8]. Note: “Jump” is Super Jump 1 (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].
  
    Mordenkainen’s Sword
    Keywords: Obvious.
    Full Cost: 32 points.
    Casting Roll: Skill. Use Innate Attack (Gaze) to place the effect.
    Components: V, S, F.
    Cost: 1 FP.
    Casting Time: 1 second.
    Range: 10 yards.
    Duration: 10 seconds.
 
    This spell brings into being a shimmering, swordlike plane of force. The sword strikes at any opponent within its range, as you desire, starting in the second that you cast the spell. The effect initially is placed with Innate Attack (Gaze), at +4 for targeting an area. The sword has Reach 1. The sword swings at its designated target once a second on your turn with an effective skill 14. If it strikes the target, it deals 1d+2 cutting damage. This is a force effect, so it can harm ethereal or insubstantial beings. The sword can be dodged, parried, or blocked, like a normal sword.
    Each second after the first, you can use a Concentrate maneuver to switch the sword to a new target. If you do not, the sword continues to attack the previous target. The sword flies through the air with Move 4. If you do not redirect it to another target, it follows its previous target. If the sword goes beyond the spell range from you, or if it goes out of your sight, the sword attempts to return to you..
    The sword cannot be attacked or harmed by physical attacks, but can be dispelled. A Disintegrate spell destroys the sword. The sword’s effective SM is -2, and it does not use any active defenses.
    Focus: A miniature platinum sword with a grip and pommel of copper and zinc. It costs $750 to construct.
    Statistics: Cutting Attack 1d+2 (Accessibility, Only attacks one target, -10%; Affects Insubstantial, +20%; Area Effect, 2 yards, +50%; Blockable, -5%; Bombardment, Skill 14, -5%; Can be parried, -5%; Costs Fatigue, 1 FP, -5%; Independent, +40%; Magical, -10%; Mobile 4, +160%; Nuisance Effect, Must stay within 10 yards of the caster, -5%; Nuisance Effect, Vulnerable to Disintegrate, -5%; Persistent, +40%; Reduced Range, 1/10, -30%; Requires Focus, -15%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Vision-Based, -20%) [32].
  
 
Otiluke’s Resilient Sphere
Keywords: Resisted (DX or other).
Full Cost (Touch): 31 points.
Full Cost (Short-Range): 34 points.
Full Cost (Ranged): 39 points.
Casting Roll: Skill.
Components: V, S.
Cost: 1 FP.
Casting Time: 2 seconds.
Range: Touch – Unlimited (-1/yard) - Unlimited (standard).
Duration: 1 minute.
 
A globe of shimmering force encloses a creature that must be SM+0 or smaller. The sphere contains its subject for the spell’s duration. This barrier allows air to pass, so the subject may breathe freely. The subject may struggle, but the sphere cannot be physically moved either by people outside it or by the struggles of those within. The subject is protected by the sphere – the sphere has DR 6.
Most targets resist by moving fast enough to get out – use the higher of DX or twice Basic Speed. Someone capable of an active defense involving teleportation or insubstantiality may choose to rely on that instead; this is a resistance roll using the controlling score, not an active defense roll. Magic Resistance always subtracts from the caster’s skill, but it adds only to the subject’s DX- or Speed-based resistance.
Statistics: Affliction 1 (DX or other; Accessibility, Only creatures with SM+0 or below, -10%; Based on DX, +20%; 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%; Nuisance Effect, Multiple ways to resist, -10%; Paralysis, Variant, +150%; Reduced Duration, 1/3, -10%; Requires Gestures, -10%; Requires Magic Words, -10%; Takes Extra Time 1, -10%) [31]. The Short-Range version removes Melee Attack, Reach C, -30% [+3]. The Ranged version replaces Malediction 1, +100% with Malediction 2, +150% [+5].
 
Otiluke’s Telekinetic Sphere
Keywords: Resisted (DX or other).
Full Cost (Touch): 48 points.
Full Cost (Short-Range): 51 points.
Full Cost (Ranged): 56 points.
Casting Roll: Skill.
Components: V, S.
Cost: 1 FP.
Casting Time: 2 seconds.
Range: Touch – Unlimited (-1/yard) - Unlimited (standard), 20 yards for the telekinesis.
Duration: 1 minute.
 
A globe of shimmering force encloses a creature that must be SM+0 or smaller. The sphere contains its subject for the spell’s duration. This barrier allows air to pass, so the subject may breathe freely. Creatures or objects inside the globe are nearly weightless. Anything contained within a telekinetic sphere weighs only one-tenth of its normal weight.
While this spell is active for the caster, he can telekinetically move the sphere at Move 8 by taking a Concentrate maneuver, as if he had a telekinetic pair of hands with ST 8. He cannot move the sphere further than 20 yards away from him.
The subject may struggle, but the sphere cannot be physically moved either by people outside it or by the struggles of those within. The subject is protected by the sphere – the sphere has DR 6.
Most targets resist by moving fast enough to get out – use the higher of DX or twice Basic Speed. Someone capable of an active defense involving teleportation or insubstantiality may choose to rely on that instead; this is a resistance roll using the controlling score, not an active defense roll. Magic Resistance always subtracts from the caster’s skill, but it adds only to the subject’s DX- or Speed-based resistance.
Statistics: Affliction 1 (DX or other; Accessibility, Only creatures with SM+0 or below, -10%; Based on DX, +20%; Based on IQ, Own Roll, +20%; Costs Fatigue, 1 FP, -5%; Density Decrease, 1/10, +15%; Fixed Duration, +0%; Magical, -10%; Malediction 1, +100%; Melee Attack, Reach C, -30%; No Signature, +20%; Nuisance Effect, Multiple ways to resist, -10%; Paralysis, Variant, +150%; Reduced Duration, 1/3, -10%; Requires Gestures, -10%; Requires Magic Words, -10%; Takes Extra Time 1, -10%) [32] + Telekinesis 8 (Increased Range, x2, +10%; One Task, Moving the sphere, -60%; Magical, -10%) [16]. The Short-Range version removes Melee Attack, Reach C, -30% [+3]. The Ranged version replaces Malediction 1, +100% with Malediction 2, +150% [+5]. Note: The advantages are not linked, and the use of Telekinesis does not cost FP.
 

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