Thursday 23 November 2023

Wizardry: Protection and Warning Spells II

Wizardry: Protection and Warning Spells II

Leomund's Tiny Hut is a weird spell. Please don't look at the statblock, it's scary. Glove of Invulnerability is a powerful spell that makes it very difficult to affect anything with magic in the area around the caster. Spell Immunity grants high levels of MR, but without the Improved enhancement. Sequester makes the caster enter a state of suspended animation linked with invisibility to vision and divination. Only to trance, -50% is more expensive than Hibernation, -60%, because you can set the alarm precisely, and do not have an involuntary hibernation clause.
  
    Globe of Invulnerability
    Keywords: Area (Fixed).
    Full Cost: 85 points.
    Casting Roll: Skill.
    Components: V, S.
    Cost: 2 FP.
    Casting Time: 2 seconds.
    Range: Self.
    Duration: 10 seconds.
 
    This spell creates an immobile spherical 2-yard-radius zone that negates magic around the caster. It completely prevents all magical powers from affecting anything in the area. Enemies can “burn” through your Globe of Invulnerability and affect those protected by it by winning a Quick Contest of Will with the caster. If the attacking ability already requires a Quick Contest of some kind, the attacker rolls only once, but the target gets +5 to resist. Globe of Invulnerability affects only hostile spells, leaving friendly effects unaffected.
    Globe of Invulnerability only interferes with attempts to affect creatures and objects in the area directly. For instance, a mage could not cast Slay Living on a creature in the area, but he could cast Mage Hand outside the area to throw rocks at the creature in the area.
    Statistics: Static (Magic; Area Effect, 2 yards, +100%; Costs Fatigue, 2 FP, -10%; Discriminatory, +150%; Magical, -10%; Persistent, +40%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Resistible, -50%; Takes Extra Time 1, -10%) [84] + Rules Exemption (Magical abilities can coexist with anti-magic Static) [1].
 
    Leomund’s Tiny Hut
    Keywords: Area (Fixed).
    Full Cost: 60 points.
    Casting Roll: Skill.
    Components: V, S.
    Cost: 1 FP + 1 character point.
    Casting Time: 10 minutes.
    Range: Self.
    Duration: Eight hours.
 
    You create an unmoving, opaque, 4-yard-radius hemisphere of force of any color you desire around yourself. Creatures can freely pass into and out of the hut without harming it. However, if you remove yourself from the hut, the spell ends.
    The temperature inside the hut is adjusted up to 40° F in relation to the ambient temperature. The hut also provides protection against the elements, such as rain, dust, and sandstorms. The hut withstands any wind, even a hurricane.
    The interior of the hut is a hemisphere. You can illuminate it upon command or extinguish the light as desired. This light is equivalent to a torch. Although the force field is opaque from the outside, it is transparent from within. Missiles, weapons, and most spell effects can pass through the hut without affecting it, although the occupants cannot be seen from outside the hut.
    Statistics: Control Weather 4 (Accessibility, Only to negate bad weather, -60%; Cannot concentrate to extend duration, -10%; Character point-powered, x1/2; Costs Fatigue, 1 FP, -5%; Extended Duration, 3,000x, +140%; Immediate Preparation Required, 10 minutes, -45%; Link, +10%; Magical, -10%; Persistent, +40%; Requires Gestures, -10%; Requires Magic Words, -10%; Terminal Condition, Caster leaves the area, -10%) [21] + Control Weather 6 (Accessibility, Only to negate bad weather, -60%; Cannot concentrate to extend duration, -10%; Character point-powered, x1/2; Costs Fatigue, 1 FP, -5%; Does not increase area of effect, -50%; Extended Duration, 3,000x, +140%; Immediate Preparation Required, 10 minutes, -45%; Link, +10%; Magical, -10%; Persistent, +40%; Requires Gestures, -10%; Requires Magic Words, -10%; Terminal Condition, Caster leaves the area, -10%) [20] + Illumination (Character point-powered, x1/2; Link, +10%; Magical, -10%) [1] + Obscure 10 (Vision; Area Effect, 4 yards, +50%; Character point-powered, x1/2; Defensive, +50%; Emanation, -20%; Extended, Infravision, +20%; Extended Duration, 3,000x, +140%; Immediate Preparation Required, 10 minutes, -45%; Link, +10%; Magical, -10%; Persistent, +40%; Requires Gestures, -10%; Requires Magic Words, -10%; Terminal Condition, Caster leaves the area, -10%) [13] + Temperature Tolerance 2 (Area Effect, 4 yards, +50%; Character point-powered, x1/2; Emanation, -20%; Extended Duration, 3,000x, +140%; Immediate Preparation Required, 10 minutes, -45%; Link, +10%; Magical, -10%; Persistent, +40%; Requires Gestures, -10%; Requires Magic Words, -10%; Terminal Condition, Caster leaves the area, -10%) [5]. As a special effect, this forms a hemispherical dome, not a cylinder.
   
    Sequester
    Keywords: None.
    Full Cost: 59 points.
    Casting Roll: Skill.
    Components: V, S.
    Cost: 1 FP.
    Casting Time: 10 minutes.
    Range: Self.
    Duration: Variable.
 
    The caster enters a state of suspended animation and becomes invisible to vision and information spells (reduce the diviner’s margin of success by 10). The invisibility aspect of this spell also affects everything the sorcerer is carrying up to his Basic Lift. Anyone unfamiliar with this effect must win a Quick Contest of Diagnosis vs. the caster’s HT + 10 + Talent to discover that the caster isn’t dead. In this state, the caster does not need to breathe, and can go safely without food and water 1024 times longer. The caster is unaware of its surroundings while in suspended animation, but awakens automatically if injured. The caster may also set a mental “alarm clock” to awaken after a certain amount of time has passed.
    Statistics: Invisibility (Affects Machines, +50%; Can Carry Objects, No Encumbrance, +10%; Immediate Preparation Required, 10 minutes, -45%; Link, +10%; Magical, -10%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%) [34] + Metabolism Control 10 (Costs Fatigue, 1 FP, -5%; Immediate Preparation Required, 10 minutes, -45%; Link, +10%; Magical, -10%; Only to trance, -50%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%) [10] + Obscure 10 (Information Spells; Immediate Preparation Required, 10 minutes, -45%; Link, +10%; Magical, -10%; No Area Effect, -50%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Stealthy, +100%) [15].

    Spell Immunity
    Keywords: Buff.
    Full Cost (Self): 12 points.
    Full Cost (Touch): 27 points.
    Full Cost (Short-Range): 30 points.
    Full Cost (Ranged): 35 points.
    Casting Roll: Skill.
    Components: V, S.
    Cost: 2 FP.
    Casting Time: 2 seconds.
    Range: Self – Touch – Unlimited (-1/yard) – Unlimited (standard).
    Duration: 30 minutes.
 
    This spell makes the subject very resistant to magic, granting them five levels of Magic Resistance (p. B67), but also prevents it from using any other magical abilities.
    Statistics: Affliction 1 (HT; Accessibility, Self Only, -50%; Advantage, Spell Immunity, +90%; 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%; Takes Extra Time 1, -10%) [12]. Note: “Spell Immunity” is Magic Resistance 5 (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]. The Short-Range version removes Melee Attack, Reach C, -30% [+3]. The Ranged version replaces Malediction 1, +100% with Malediction 2, +150% [+5].

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