Wednesday, 15 November 2023

Wizardry: Protection and Warning Spells I

Wizardry: Protection and Warning Spells I

Alarm is a heavily modified version of the GURPS Watchdog spell. Arcane Lock is a modified version of the GURPS Magelock spell. Endure Elements is a simple, but a long-lasting spell that protects against hot and cold environments. Mage Armor has a much shorter duration than its D&D counterpart. DR is just so much more powerful in GURPS than in D&D, so it's better to be careful here, as this spell is a massive force multiplier.
 
    Alarm
    Keywords: Area (Leveled).
    Full Cost: 48 points for level 1 + 7.5 points/additional level*.
    Casting Roll: Skill. Per to notice threats.
    Components: V, S.
    Cost: 2 FP.
    Casting Time: 10 minutes.
    Range: 10 yards.
    Duration: Eight hours.
 
    Alarm sounds a mental or audible alarm each time a creature of SM-3 or larger or any creature with a hostile intent enters the warded area or touches it. The area is hemispherical in shape. A creature that speaks the password (determined by you at the time of casting) does not set off the alarm. You decide at the time of casting whether the alarm will be mental or audible.
    Mental Alarm: A mental alarm alerts you (and only you) so long as you remain within 1 mile of the warded area, but you have to succeed on an unpenalized Perception (plus Talent) roll. You note a single mental “ping” that awakens you from normal sleep but does not otherwise disturb concentration. You wake up without being stunned. A Silence spell has no effect on a mental alarm.
    Audible Alarm: An audible alarm produces the sound of a hand bell that lasts for 5 seconds. The base hearing distance is 16 yards. Creatures within a Silence spell cannot hear the ringing.
    Ethereal or astral creatures do not trigger the Alarm.
    Statistics: Danger Sense (Area Effect, 2 yards, +50%; Can be audible, +20%; Can extend to non-hostile intent, +30%; Costs Fatigue, 2 FP, -10%; Extended Duration, 3,000x, +140%; Immediate Preparation Required, 10 minutes, -45%; Magical, -10%; Nuisance Effect, Range limit, -5%; Persistent, +40%; Ranged, +40%; Reduced Range, 1/10, -30%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Selective Effect, +20%; Variable, Area, +5%; Wakes the caster instantly, +5%) [48]. Additional levels add Area Effect (+50%) [+7.5].
    * Calculate the total cost and then round up. Level 2 costs 56 points, level 3 costs 63 points, level 4 costs 71 points, level 5 costs 78 points, and so on.
  
    Arcane Lock
    Keywords: Buff.
    Full Cost: 40 points for level 1 + 10 points/additional level.
    Casting Roll: Skill.
    Components: V, S.
    Cost: 2 FP.
    Casting Time: 10 minutes.
    Range: Touch.
    Duration: Permanent.
 
    An Arcane Lock spell cast upon a door, chest, or portal magically locks it. You can freely pass your own Arcane Lock without affecting it; otherwise, a door or object secured with this spell can be opened only by breaking in or with a successful Knock or Dispel Magic spell. Arcane Lock resists the Knock spell as a Quick Contest, using skill plus the higher of Wizardly Study or Wizardry Talent. A Knock spell does not remove an Arcane Lock; it only suppresses the effect for 10 minutes.
    Every level of Arcane Lock past the first gives +4 DR to the portal (including its lock, hinges, and so on). This DR only hinders attempts to force the door or object; it does not provide cover DR to those behind it, nor does it help if enemies use area effects or explosions to blow up the portal or object as a whole!
    Statistics: Affliction 1 (HT; Accessibility, Only portals and containers, -40%; Based on IQ, Own Roll, +20%; Costs Fatigue, 2 FP, -10%; Extended Duration, Permanent, +150%; Immediate Preparation Required, 10 minutes, -45%; 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%; Selective Effect, +20%) [40]. Additional levels add “Advantage, DR 4 (Limited, Breakdown attempts, -40%; Magical, -10%)” (+100%) [+10].
  
    Endure Elements
    Keywords: Buff.
    Full Cost (Self): 15 points.
    Full Cost (Touch): 30 points.
    Casting Roll: Skill.
    Components: V, S.
    Cost: 1 FP.
    Casting Time: 4 seconds.
    Range: Self – Touch.
    Duration: 15 hours.
 
    The subject’s temperature comfort zone (between 35° and 90° for humans) extends by 3xHT degrees in both directions per level of this spell.
    Statistics: Affliction 1 (HT; Accessibility, Self Only, -50%; Advantage, Endure Elements, +60%; Costs Fatigue, 1 FP, -5%; Extended Duration, 300x, +100%; Fixed Duration, +0%; Magical, -10%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Takes Extra Time 2, -20%) [15]. Note: “Endure Elements” is Temperature Tolerance 6 (Magical, -10%) [6]. 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].
 
    Mage Armor
    Keywords: Buff.
    Full Cost (Self): 15 points for level 1 + 11 points/additional level.
    Full Cost (Touch): 30 points for level 1 + 11 points/additional level.
    Casting Roll: Skill.
    Components: V, S.
    Cost: 2 FP.
    Casting Time: 1 second.
    Range: Self – Touch.
    Duration: 30 minutes.
 
    The subject, and all of his carried gear, is protected by an invisible field of pure force. This increases his DR by twice the level of this spell (e.g., Mage Armor 2 adds DR 4), cumulative with that from actual armor. The GM should determine the maximum level of this spell.
    Statistics: Affliction 1 (HT; Accessibility, Self Only, -50%; Advantage, Mage Armor 1, +110%; Costs Fatigue, 2 FP, -10%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Magical, -10%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%) [15]. Additional levels add further Mage Armor to the Advantage enhancement [+11]. Note: Each level of “Mage Armor” is DR 2 (Force Field, +20%; Magical, -10%) [11]. 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].


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