Saturday 11 November 2023

Wizardry: Invisibility Spells

Wizardry: Invisibility Spells

There's a surprising number of invisibility-related spells in Player's Handbook. I think almost all of them could belong both to the colleges of Light and Darkness and Illusion and Creation magic. Invisibility is your normal invisibility that gets dispelled if the subject attacks. Greater Invisibility does not have this drawback, but lasts a much shorter time. Mass Invisibility affects multiple creatures, but it also breaks if one of the subjects moves too far away from the others. Invisibility Purge negates invisibility around you, but is an indefinite spell, so it takes up your spell slot. Invisibility Sphere works slightly differently, creating a spherical effect around the recipient. See Invisibility lets you see through magical invisibility, and its improved version affects all kinds of invisibility (according to GURPS Powers, See Invisible that is part of a cosmic powers affects all forms of invisibility, so a +50% is fine).
  
    Greater Invisibility
    Keywords: Buff.
    Full Cost (Self): 61 points.
    Full Cost (Touch): 76 points.
    Casting Roll: Skill.
    Components: V, S.
    Cost: 2 FP.
    Casting Time: 2 seconds.
    Range: Self – Touch.
    Duration: 18 seconds.
 
    You make the subject and everything he is carrying (up to his Light encumbrance) invisible. The subject gets a +9 to Stealth in any situation where being seen would matter. Invisibility only works against electromagnetic vision (which encompasses ordinary vision, Infravision, Ultravision, and radar). The subject does not cast a shadow and doesn’t show up in mirrors.
    Statistics: Affliction 1 (HT; Accessibility, Self Only, -50%; Advantage, Greater Invisibility, +640%; Costs Fatigue, 2 FP, -10%; Fixed Duration, +0%; Magical, -10%; Reduced Duration, 1/10, -20%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Takes Extra Time 1, -10%) [61]. Note: “Greater Invisibility” is Invisibility (Affects Machines, +50%; Can Carry Objects, Light, +20%; Magical, -10%) [64]. 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].

    Invisibility
    Keywords: Buff.
    Full Cost (Self): 55 points.
    Full Cost (Touch): 70 points.
    Casting Roll: Skill.
    Components: V, S.
    Cost: 2 FP.
    Casting Time: 2 seconds.
    Range: Self – Touch.
    Duration: 3 minutes.
 
    You make the subject and everything he is carrying (up to his Light encumbrance) invisible. The subject gets a +9 to Stealth in any situation where being seen would matter. Invisibility only works against electromagnetic vision (which encompasses ordinary vision, Infravision, Ultravision, and radar). The subject does not cast a shadow and doesn’t show up in mirrors.
    This spell ends if the subject attacks any creature. For purposes of this spell, an attack includes any spell targeting a foe or whose area or effect includes a foe. Exactly who is a foe depends on the invisible character's perceptions. Actions directed at unattended objects do not break the spell. Causing harm indirectly is not an attack. Thus, an invisible being can open doors, talk, eat, climb stairs, summon monsters and have them attack, cut the ropes holding a rope bridge while enemies are on the bridge, remotely trigger traps, open a portcullis to release attack dogs, and so forth. If the subject attacks directly, however, it immediately becomes visible along with all its gear.
    Statistics: Affliction 1 (HT; Accessibility, Self Only, -50%; Advantage, Invisibility, +560%; 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%) [55]. Note: “Invisibility” is Invisibility (Affects Machines, +50%; Can Carry Objects, Light, +20%; Dispels after an attack, -20%; Magical, -10%) [56]. 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].
  
    Invisibility Purge
    Keywords: Area (Leveled).
    Full Cost: 42 points for level 1 + 22.5 points/additional level.
    Casting Roll: Skill.
    Components: V, S.
    Cost: 1 FP to cast, 1 FP to maintain.
    Casting Time: 1 second.
    Range: Self.
    Duration: Indefinite.
 
    This spell creates a spherical zone around you that negates all forms of invisibility. Once an invisible object or creature enters the area, its invisibility is stripped from it and will not return until it reacquires this quality outside the area.
    Statistics: Static (Invisibility; Area Effect, 2 yards, Spherical, +80%; Costs Fatigue, 1 FP, -5%; Magical, -10%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Variable, Area, +5%) [48]. Additional levels increase Area Effect (+75%) [+22.5].
 
    Invisibility Sphere
    Keywords: Buff.
    Full Cost (Self): 63 points.
    Full Cost (Touch): 78 points.
    Casting Roll: Skill.
    Components: V, S.
    Cost: 2 FP.
    Casting Time: 4 seconds.
    Range: Self – Touch.
    Duration: 3 minutes.
 
    When you cast this spell on a creature or object, the recipient begins to emanate an aura of invisibility, conferring everyone within 4 yards the benefits of invisibility to normal vision, Infravision, and Ultravision. The effect moves with the recipient. Those within the area of this spell can see each other and themselves as if unaffected by the spell. Any affected creature moving out of the area becomes visible, and any creature that enters the area becomes invisible.
    This spell ends for a particular subject if the subject attacks any creature. He does not become invisible again if he leaves and reenters the area of this spell. If the original recipient of this spell attacks, this spell ends for everybody. For purposes of this spell, an attack includes any spell targeting a foe or whose area or effect includes a foe. Exactly who is a foe depends on the invisible character's perceptions. Actions directed at unattended objects do not break the spell. Causing harm indirectly is not an attack. Thus, an invisible being can open doors, talk, eat, climb stairs, summon monsters and have them attack, cut the ropes holding a rope bridge while enemies are on the bridge, remotely trigger traps, open a portcullis to release attack dogs, and so forth. If the subject attacks directly, however, it immediately becomes visible along with all its gear.
    Statistics: Affliction 1 (HT; Accessibility, Self Only, -50%; Advantage, Invisibility Sphere, +650%; Costs Fatigue, 2 FP, -10%; Fixed Duration, +0%; Magical, -10%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Takes Extra Time 2, -20%) [63]. Note: “Invisibility Sphere” is Obscure 10 (Vision; Area Effect, 4 yards, Spherical, +65%; Defensive, +50%; Dispels after an attack, -20%; Extended, Infravision and Ultravision, +40%; Magical, -10%; Stealthy, +100%) [65]. 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].
 
    Mass Invisibility
    Keywords: Area (Leveled), Buff.
    Full Cost (Short-Range): 74 points for level 1 + 5 points/additional level.
    Full Cost (Ranged): 79 points for level 1 + 5 points/additional level.
    Casting Roll: Skill.
    Components: V, S.
    Cost: 2 FP.
    Casting Time: 4 seconds.
    Range: Unlimited (-1/yard) – Unlimited (standard).
    Duration: 3 minutes.
 
    Creatures within the area of effect become invisible along with their gear (up to their Light encumbrance). Each subject gets a +9 to Stealth in any situation where being seen would matter. Mass Invisibility only works against electromagnetic vision (which encompasses ordinary vision, Infravision, Ultravision, and radar). The subjects do not cast shadows and don’t show up in mirrors.
    This spell ends for a particular subject if the subject attacks any creature, or moves more than 60 yards away from another subject of this spell. For purposes of this spell, an attack includes any spell targeting a foe or whose area or effect includes a foe. Exactly who is a foe depends on the invisible character's perceptions. Actions directed at unattended objects do not break the spell. Causing harm indirectly is not an attack. Thus, an invisible being can open doors, talk, eat, climb stairs, summon monsters and have them attack, cut the ropes holding a rope bridge while enemies are on the bridge, remotely trigger traps, open a portcullis to release attack dogs, and so forth. If the subject attacks directly, however, it immediately becomes visible along with all its gear.
The spell’s area is a 4-yard-high cylinder.
    Statistics: Affliction 1 (HT; Accessibility, Only nonvolitional or non-resisting subjects, -20%; Advantage, Mass Invisibility, +520%; Area Effect, 2 yards, +50%; Based on IQ, Own Roll, +20%; Costs Fatigue, 2 FP, -10%; Fixed Duration, +0%; Magical, -10%; Malediction 1, +100%; No Signature, +20%; Requires Gestures, -10%; Requires Magic Words, -10%; Takes Extra Time 2, -20%; Variable, Area, +5%) [74]. Note: “Mass Invisibility” is Invisibility (Affects Machines, +50%; Can Carry Objects, Light, +20%; Dispels after an attack, -20%; Magical, -10%; Nuisance Effect, Ends if you move too far away, -10%) [52]. Additional levels add Area Effect (+50%) [+5/level]. The Ranged version replaces Malediction 1, +100% with Malediction 2, +150% [+5].
 
    See Invisibility
    Keywords: None.
    Full Cost: 9 points.
    Full Cost (Improved): 16 points.
    Casting Roll: None.
    Components: V, S.
    Cost: 1 FP to cast, 1 FP to maintain.
    Casting Time: 1 second.
    Range: Self.
    Duration: Indefinite.
 
    You can see any objects or beings that are invisible within your range of vision. Such creatures are visible to you as translucent shapes, allowing you easily to discern the difference between visible and invisible creatures.
    The spell does not reveal the method used to obtain invisibility. It does not reveal illusions or enable you to see through opaque objects. It does not reveal creatures who are simply hiding, concealed, or otherwise hard to see.
    The basic (9-point) version of this spell only lets you see through magical invisibility. The improved version (16-point) version lets you see through any kind of invisibility, be it magical, psionic, ethereal, incarnum, chi, etc.
    Statistics: See Invisible (Magic; Costs Fatigue, 1 FP, -5%; Magical, -10%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%) [9]. The improved version adds Cosmic, All Forms, +50% [+7].
 

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