Sunday, 19 November 2023

Wizardry: Necromantic Spells VI

Wizardry: Necromantic Spells VI

Instead of a physical barrier that prevents entry of living creatures without a resistance roll, I decided to make the Antilife Shell produce a mental barrier. It's also much cheaper this way. Clone lets the caster be Dr. Albieri from O Clone. The character point cost was derived from the guidelines found in GURPS Power-Ups 5: Impulse Buys. (Buying Extra Life retroactively costs 50 points, but since it has Copy, -20%, I decided to go with 40. In addition, the caster himself has to pay 1/5 of the ability's full price, and that is 10 points, which dovetails nicely with the aforementioned 40 points to get 50 points.) Contagion infects the victim with a disease. Enervation is a beam that lowers physical attributes. It requires some RAW-stretching to work (see my Disintegrate spell for an explanation).
 
    Antilife Shell
    Keywords: Area (Fixed), Resisted (Will).
    Full Cost: 32 points.
    Casting Roll: Skill.
    Components: V, S.
    Cost: 1 FP to cast, 1 FP to maintain.
    Casting Time: 1 second.
    Range: Self.
    Duration: Indefinite.
 
    You bring into being a mobile, 4-yard-radius, hemispherical energy field that prevents the entrance of living creatures. Whenever a living creature (not a construct or undead) enters the area, it must resist with a Quick Contest of Will versus your skill. If you win, then the creature must immediately leave the area. It becomes unable to reenter it for margin of victory seconds. If you lose, the creature may stay within the area for its margin of victory seconds, after which it must roll to resist again.
    This spell may be used only defensively, not aggressively. If you move in a way that forces a living creature to be in the area of this spell, then the creature does not have to resist until it leaves the area and reenters it again.
    StatisticsAffliction 1 (Will; Accessibility, Living creatures only, ‑10%; Area Effect, 4 yards, +100%; Aura, +80%; Based on IQ, Own Roll, +20%; Based on Will, +20%; Costs Fatigue, 1 FP, -5%; Disadvantage, Dread with Cannot Be Trapped, +15%; Magical, -10%; Malediction 1, +100%; Melee Attack, Reach C, -30%; Reduced Duration, 1/60, Only after target leaves the area, -30%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%) [32].
  
    Clone
    Keywords: Buff.
    Full Cost: 10 points.
    Casting Roll: Skill
    Components: V, S, M, F.
    Cost: 10 character points.
    Casting Time: 10 minutes.
    Range: Touch.
    Duration: Truly Permanent.
 
    This spell makes an inert duplicate of a creature. If the original individual has been slain, its soul immediately transfers to the clone, creating a replacement (provided that the soul is free and willing to return). The original’s physical remains, should they still exist, become inert and cannot thereafter be restored to life. If the original creature has reached the end of its natural life span (that is, it has died of natural causes), any cloning attempt fails.
    To create the duplicate, you must have a piece of flesh (not hair, nails, scales, or the like) with a volume of at least 1 cubic inch that was taken from the original creature’s living body. The piece of flesh need not be fresh, but it must be kept from rotting (for example, by the Gentle Repose spell). Once the spell is cast, the duplicate must be grown in a laboratory for 2d/2 months.
    When the clone is completed, the original’s soul enters it immediately, if that creature is already dead, unless the original died in a no-mana zone or with his magical abilities negated. The clone is physically identical with the original and possesses the same personality and memories as the original. In other respects, treat the clone as if it were the original character raised from the dead. In the process, however, the character permanently loses 40 character points from his total. This should first come from any unspent points; the remainder may be in the form of reduced attributes, lost advantages, or new disadvantages.
    The spell duplicates only the original’s body and mind, not its equipment.
    A duplicate can be grown while the original still lives, or when the original soul is unavailable, but the resulting body is merely a soulless bit of inert flesh, which rots if not preserved.
    Material Component: The piece of flesh and various laboratory supplies ($4,000, 20 lbs.).
    Focus: Special laboratory equipment ($2,000, 50 lbs.).
    Statistics: Affliction 1 (HT; Accessibility, Only nonvolitional or non-resisting subjects, -20%; Advantage, Clone, +180%; Based on IQ, Own Roll, +20%; Character point-powered, x1/5; Extended Duration, Truly Permanent, +300%; Immediate Preparation Required, 10 minutes, -45%; Magical, -10%; Malediction 1, +100%; Melee Attack, Reach C, -30%; Onset, 2d/2 months, -40%; Requires a laboratory, -15%; Requires a piece of target’s flesh, -10%; Trigger, Expensive Reagents, -30%) [10]. Note: “Clone” is Extra Life 1 (Copy, -20%; Magical, -10%) [18].
   
Contagion
Keywords: Resisted (HT).
Full Cost (Touch): 26 points for level 1 + 20 points/additional level.
Full Cost (Short-Range): 28 points for level 1 + 20 points/additional level.
Full Cost (Ranged): 30 points for level 1 + 20 points/additional level.
Casting Roll: Skill.
Components: V, S.
Cost: 1 FP.
Casting Time: 1 second.
Range: Touch – Unlimited (-1/yard) - Unlimited (standard).
Duration: Depends on the disease.
 
The caster infects the victim with a disease known to him. The combined value of appropriate enhancements and limitations (such as Cyclic and Symptoms) should not be more than 50% per level of the spell, and the damage should not be more than 1d. Since this spell infects the victim directly, omit penetration modifiers, such as Contact Agent, Blood Agent, and Respiratory Agent, and the resistance roll of the disease is replaced by the Quick Contest made to resist the spell.
Statistics: Toxic Attack 1d (HT; Accessibility, Only diseases, -30%; Based on IQ, Own Roll, +20%; Costs Fatigue, 1 FP, -5%; Magical, -10%; Malediction 1, +100%; Melee Attack, Reach C, -30%; No Signature, +20%; Requires Gestures, -10%; Requires Magic Words, -10%; Variable, +5%; Variable Enhancements, +500%) [26]. The Short-Range version removes Melee Attack, Reach C, -30% [+2]. The Ranged version replaces Malediction 1, +100% with Malediction 2, +150% [+2]. Each additional level increases the Variable Enhancements by 500% [+20/level].
 
    Enervation
    Keywords: Missile, Obvious.
    Full Cost: 30 points.
    Casting Roll: Skill. Use Innate Attack (Beam) to hit.
    Components: V, S.
    Cost: 1 FP.
    Casting Time: 1 second.
    Range: 50 yards.
    Duration: Three minutes.
 
    You point your finger and utter the incantation, releasing a black ray of crackling negative energy that suppresses the life force of any living creature it strikes. The target must roll against its HT to resist. If it fails to resist, it suffers temporary ST, DX, and HT loss equal to its margin of failure (maximum -10). Lower all skills based on these attributes by a like amount. ST penalties also reduce BL and damage. HP is not otherwise affected. FP and Basic Speed are not affected.
    Statistics: Affliction 1 (HT; Accessibility, Living creatures only, -10%; Attribute Penalty, ST-10, DX,-10, HT-10, +200%; Cannot exceed margin of victory, -50%; Costs Fatigue, 1 FP, -5%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; Magical, -10%; Malediction 2, +150%; Reduced Range, 1/2, -10%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Weaponized, -50%) [30].
 

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