Monday, 27 November 2023

Wizardry: Movement Spells III

Wizardry: Movement Spells III

Why is Grease a Movement spell? Sure, it does affect movement, but I feel that it would fit better in Illusion and Creation, as it conjures a layer of slippery grease instead of simply altering friction. Yeah, I think that's where I will put it. Grease obviously is based on the eponymous spell from Sorcery, but with some alterations. Duration is shorter, range is shorter, and the rules were brought to consistency with my bad footing rules. Also, it's much cheaper now! Hold Portal is different from Arcane Lock in that it has a short duration, can be cast at range, has a 1-second casting time, does not increase DR, and is not selective. So, while Arcane Lock is something like "I will enchant this door to my secret base so that no one ever opens it", Hold Portal is closer to "I have to quickly make this door stuck to hold off a chasing enemy or prevent an enemy from fleeing". Implosion used to be an instakill spell, but now is direct damage that ignores DR. Still powerful, but manageable. I'd limit it to level 2 or 3, I think. Open/Close, well, opens or closes something up to 10 yards away.
 
    Grease
    Keywords: Area (Special).
    Full Cost: 24 points for level 1 + 4.5 points/additional level.
    Casting Roll: Skill.
    Components: V, S.
    Cost: 1 FP.
    Casting Time: 1 second.
    Range: 10 yards.
    Duration: 10 seconds.
 
    A Grease spell covers a solid surface with a layer of slippery grease. This may affect an area up to (Grease level)+1 yards in radius. There is no visible clue that the ground has been greased. The greased area is considered a slippery surface. Those moving into or through the greased area must roll against DX2 every turn or fall; this roll is at +1 if walking at Move/2, +2 at Move/4, and +3 at Move/8 (round down, minimum 0). Critical failure causes 1d2 injury to a randomly chosen limb. Outside of combat, if you walk slowly (Move 1), then you only need to make an unpenalized DX roll every four minutes to avoid falling.
    In combat, you have to make a DX-2 roll after each attack or defense roll. Perfect Balance gives +4, Excellent Balance gives +3. Failure means that you fall down.
    If you fail a DX roll to remain standing by 1, you fall on your knees; if you fail by 2, you assume a sitting posture, and any worse failure results in you falling prone. To stand back up after falling down on a slippery surface, you have to make two successful DX-2 rolls in a row.
    Slippery surfaces allow skidding (p. MA105).
    Statistics: Control Ground Friction 2 (Accessibility, Only to reduce friction, -25%; Cannot concentrate to extend duration, -10%; Costs Fatigue, 1 FP, -5%; Magical, -10%; Persistent, +40%; Ranged, +40%; Reduced Range, 1/10, -30%; Requires Gestures, -10%; Requires Magic Words, -10%) [24]. Additional levels add Control Ground Friction (Accessibility, Only to reduce friction, -25%; Cannot concentrate to extend duration, -10%; Costs Fatigue, 1 FP, -5%; Magical, -10%; Only to increase area, -50%; Persistent, +40%; Ranged, +40%; Reduced Range, 1/10, -30%; Requires Gestures, -10%; Requires Magic Words, -10%) [4.5/level].
  
    Hold Portal
    Keywords: Buff.
    Full Cost (Touch): 28 points.
    Full Cost (Short-Range): 31 points.
    Full Cost (Ranged): 36 points.
    Casting Roll: Skill.
    Components: V, S.
    Cost: 1 FP.
    Casting Time: 1 second.
    Range: Touch – Unlimited (-1/yard) – Unlimited (standard).
    Duration: Three minutes.
 
    A Hold Portal spell cast upon a door, chest, or portal magically locks it. A door or object secured with this spell can be opened only by breaking in or with a successful Knock or Dispel Magic spell. Hold Portal resists the Knock spell as a Quick Contest, using skill plus the higher of Wizardly Study or Wizardry Talent.
    Statistics: Affliction 1 (HT; Accessibility, Only portals and containers, -40%; Based on IQ, Own Roll, +20%; Costs Fatigue, 1 FP, -5%; Magical, -10%; Malediction 1, +100%; Melee Attack, Reach C, -30%; No Signature, +20%; Nuisance Effect, Can be overcome by Knock, -5%; Paralysis, Variant, +150%; Requires Gestures, -10%; Requires Magic Words, -10%) [28]. The Short-Range version removes Melee Attack, Reach C, -30% [+3]. The Ranged version replaces Malediction 1, +100% with Malediction 2, +150% [+5].
  
    Implosion
    Keywords: Resisted (HT).
    Full Cost (Touch): 9 points/level.
    Full Cost (Short-Range): 10.5 points/level.
    Full Cost (Ranged): 13 points/level.
    Casting Roll: Skill.
    Components: V, S.
    Cost: 1 FP.
    Casting Time: 1 second.
    Range: Touch – Unlimited (-1/yard) – Unlimited (standard).
    Duration: Instantaneous.
 
    You create a destructive resonance in a corporeal, non-diffuse creature’s body. If the subject fails to resist, it takes 1d crushing damage. This damage ignores DR, but does not cause knockback.
    Statistics: Crushing Attack 1d (Accessibility, Does not work on Diffuse subjects, -5%; Based on HT, +20%; Based on IQ, Own Roll, +20%; Costs Fatigue, 1 FP, -5%; Magical, -10%; Malediction 1, +100%; Melee Attack, Reach C, -30%; No Knockback, -10%; No Signature, +20%; Requires Gestures, -10%; Requires Magic Words, -10%) [9/level]. The Short-Range version removes Melee Attack, Reach C, -30% [+1.5/level]. The Ranged version replaces Malediction 1, +100% with Malediction 2, +150% [+2.5/level].
  
    Open/Close
    Keywords: None.
    Full Cost: 10 points.
    Casting Roll: Skill.
    Components: V, S.
    Cost: 1 FP.
    Casting Time: 1 second.
    Range: 10 yards.
    Duration: Instantaneous.
 
    You can open or close (your choice) a door, chest, box, window, bag, pouch, bottle, barrel, or other container, as if you were using a pair of invisible hands with ST 10. If anything resists this activity (such as a bar on a door or a lock on a chest), the spell fails.
    Statistics: Telekinesis 10 (Costs Fatigue, 1 FP, -5%; Magical, -10%; One Task, Opening and closing, -60%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%) [10].


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