Thursday, 16 November 2023

Wizardry: Teleportation Spells

Wizardry: Teleportation Spells

Surprisingly, the Warp advantage works pretty much like the D&D Teleport spell. I decided to borrow the Uncertain Encumbrance enhancement from Jumper and make Drift mandatory. Expensive, but it should be expensive, right? Dimension Door is more limited in terms of range, but less limited in terms of the destination familiarity requirements. Teleport Object is similar to normal Teleport (including the drift), but only affects objects, and has a weight limit. Teleportation Circle... was very painful to stat up. It is so expensive, that I had to include a character point cost to make it more affordable. In addition, I included the permanency clause from GURPS Power-Ups 5: Impulse Buys and decided to expand it with a way to create Truly Permanent gates. Word of Recall is a more limited version of Teleport.
  
    Dimension Door
    Keywords: None.
    Full Cost: 60 points.
    Casting Roll: Skill.
    Components: V.
    Cost: 1 FP or more, see text.
    Casting Time: Special, see text.
    Range: 100 yards.
    Duration: Instantaneous.
 
    You instantly transfer yourself from your current location to any other spot within range. You always arrive at exactly the spot desired by stating direction, such as “30 yards straight downward,” or “upward to the northwest, 45-degree angle, 50 yards feet.”
    If your destination is up to 10 yards away, your casting roll is unpenalized. If your destination is 11-20 yards away, then your casting roll is at -1. If your destination is 21-100 yards away, then your casting roll is at -2.
    The amount of time taken to cast Dimension Door affects the skill roll, as follows:

Preparation Time

IQ Modifier

None

-10

1 second

-5

2 seconds

-4

4 seconds

-3

8 seconds

-2

15 seconds

-1

30 seconds

0

1 minute

+1

2 minutes

+2

4 minutes

+3

8 minutes

+4

15 minutes

+5

30 minutes

+6

1 hour

+7

2 hours

+8

4 hours

+9

8 hours

+10

    This table is not open-ended; +10 is the maximum possible bonus.
    Apply a bonus of +1 per 2 additional FP spent. You must declare this before you roll, and you lose the FP whether you succeed or fail.
    On a success, you appear at your target destination. After you teleport, you are disoriented – you may take no action other than defense for one turn, unless you make a Body Sense roll. On a failure, you go nowhere. On a critical failure, you arrive at the wrong destination. This can be anywhere the GM wishes! It need not be dangerous, but it should seriously inconvenience you.
    You can cast Dimension Door to evade attacks in combat. Once per turn, you may teleport to any location you can see within 10 yards, instantly. This is considered a dodge. The casting roll will be at -10 for instant use.
    Statistics: Warp (Blind Only, -50%; Costs Fatigue, 1 FP, -5%; Magical, -10%; No Strain, +25%; Range Limit, 100 yards, -40%; Reliable 5, +25%; Requires Magic Words, -10%; Uncertain Encumbrance, +25%) [60].
 
    Teleport
    Keywords: None.
    Full Cost: 70 points.
    Full Cost (Greater): 100 points.
    Casting Roll: Skill.
    Components: V.
    Cost: 1 FP or more, see text.
    Casting Time: Special, see text.
    Range: 1,000 miles - Unlimited (special).
    Duration: Instantaneous.
 
    This spell instantly transports you to a designated destination. Interplanar travel is not possible. You must be able to see the destination with your own eyes, view it remotely, or visualize it clearly (which is only possible if you have visited it previously in person).
    If you are carrying equipment heavier than your Basic Lift, then you make your casting roll at a penalty equal to twice your Encumbrance level. On a failed roll, you leave excess cargo behind; on a critical failure, you lose 1 point of IQ for each Encumbrance level you attempted as you “burned out” that part of your brain temporarily. This temporarily lost IQ recovers after you sleep.
    Teleportation distance also penalizes your casting roll. Distance penalties appear on the table below. If actual distance falls between two values, use the higher.

Distance

Skill Penalty

10 yards

0

20 yards

-1

100 yards

-2

500 yards

-3

2 miles

-4

10 miles

-5

    Add an additional -1 for each 10x increase in distance. The basic (70-point) version has a range limit of 1,000 miles, but the greater (100-point) version does not have a range limit.
    The amount of time taken to cast Teleport affects the skill roll, as follows:

Preparation Time

Skill Modifier

None

-10

1 second

-5

2 seconds

-4

4 seconds

-3

8 seconds

-2

15 seconds

-1

30 seconds

0

1 minute

+1

2 minutes

+2

4 minutes

+3

8 minutes

+4

15 minutes

+5

30 minutes

+6

1 hour

+7

2 hours

+8

4 hours

+9

8 hours

+10

    This table is not open-ended; +10 is the maximum possible bonus.
    If you have a “second-hand” view of the destination, you are at -2 per level of removal. For instance, seeing it through a crystal ball of scrying or through someone else’s eyes would give -2, while seeing it through a crystal ball of scrying that you are viewing through someone else’s eyes would give -4. There is an additional -2 to teleport to a place you have visited but cannot see.
    Apply a bonus of +1 per additional FP spent. You must declare this before you roll, and you lose the FP whether you succeed or fail.
    On a success, you appear at a random location somewhere in a circle with a radius equal to 1% of the distance you teleported (minimum one yard); e.g., if you teleported 10 miles, you’d materialize somewhere in a 0.1-mile circle around your target. The better your casting roll, the closer you’ll be to your target, but it’s up to the GM exactly where you appear. The greater (100-point) version of this spell removes this drift and makes you arrive in the intended destination. After you teleport, you are disoriented – you may take no action other than defense for one turn, unless you make a Body Sense roll. On a failure, you go nowhere and strain your teleporting ability: you are at -5 to cast this spell again in the next 10 minutes. On a critical failure, you’re likely to appear high in the air or underground. In addition, your spell temporarily “burns out” and will not function again for 1d hours.
    You can cast Teleport to evade attacks in combat. Once per turn, you may teleport to any location you can see within 10 yards, instantly. This is considered a dodge. The casting roll will be at -10 for instant use.
    Optionally, you may overload this spell to transport other willing beings in physical contact with you. Your casting roll will be at -5 per additional target, and your casting will cost an additional 2 FP. A critical failure strains your spellcasting ability; the spell automatically fails, you lose 1d FP, and all your magical powers shut down for 1d seconds.
    Statistics: Warp (Costs Fatigue, 1 FP, -5%; Drift, -15%; Magical, -10%; Range Limit, 1,000 miles, -15%; Requires Magic Words, -10%; Uncertain Encumbrance, +25%) [70]. The greater version removes Drift and Range Limit [+30].
 
    Teleport Object
    Keywords: Resisted (Will).
    Full Cost: 40 points for level 1 + 5 points/additional level.
    Casting Roll: Skill.
    Components: V, S.
    Cost: 1 FP or more, see text.
    Casting Time: Special, see text.
    Range: Touch.
    Duration: Instantaneous.
 
    This spell instantly transports an inanimate object to a designated destination. Creatures and magical forces (such as a Delayed Blast Fireball bead) cannot be teleported. Intelligent items may resist with Will. Interplanar travel is not possible. You must be able to see the destination with your own eyes, view it remotely, or visualize it clearly (which is only possible if you have visited it previously in person).
    The maximum weight of the object depends on the spell level, as follows:

Level

Weight Limit

Level

Weight Limit

1

2 lbs.

11

90 lbs.

2

4 lbs.

12

120 lbs.

3

7 lbs.

13

140 lbs.

4

10 lbs.

14

160 lbs.

5

15 lbs.

15

180 lbs.

6

20 lbs.

16

200 lbs.

7

30 lbs.

17

240 lbs.

8

40 lbs.

18

280 lbs.

9

50 lbs.

19

320 lbs.

10

60 lbs.

+1

+40 lbs.

    Teleportation distance also penalizes your casting roll. Distance penalties appear on the table below. If actual distance falls between two values, use the higher.

Distance

Skill Penalty

10 yards

0

20 yards

-1

100 yards

-2

500 yards

-3

2 miles

-4

10 miles

-5

    Add an additional -1 for each 10x increase in distance.
    The amount of time taken to cast Teleport affects the skill roll, as follows:

Preparation Time

Skill Modifier

None

-5

1 second

+0

2 seconds

+1

4 seconds

+2

8 seconds

+3

15 seconds

+4

30 seconds

+5

1 minute

+6

2 minutes

+7

4 minutes

+8

8 minutes

+9

15 minutes

+10

30 minutes

+11

1 hour

+12

2 hours

+13

4 hours

+14

8 hours

+15

    This table is not open-ended; +10 is the maximum possible bonus.
    If you have a “second-hand” view of the destination, you are at -2 per level of removal. For instance, seeing it through a crystal ball of scrying or through someone else’s eyes would give -2, while seeing it through a crystal ball of scrying that you are viewing through someone else’s eyes would give -4. There is an additional -2 to teleport to a place you have visited but cannot see.
    Apply a bonus of +1 per additional FP spent. You must declare this before you roll, and you lose the FP whether you succeed or fail.
    On a success, the object appears at a random location somewhere in a circle with a radius equal to 1% of the distance it teleported (minimum one yard); e.g., if you teleported it 10 miles, it would materialize somewhere in a 0.1-mile circle around the target. The better your casting roll, the closer it’ll be to your target, but it’s up to the GM exactly where it appears. On a failure, the object goes nowhere and strain your teleporting ability: you are at -5 to cast this spell again in the next 10 minutes. On a critical failure, the object is likely to appear high in the air or underground. In addition, your spell temporarily “burns out” and will not function again for 1d hours.
    Statistics: Affliction 1 (Will; Accessibility, Objects only, -10%; Advantage, Teleport Object, +200%; Based on Will, +20%; Based on IQ, Own Roll, +20%; Malediction 1, +100%; Melee Attack, Reach C, -30%; No Signature, +20%; Requires Gestures, -10%; Requires Magic Words, -10%) [40]. Note: “Teleport Object” is Warp (Costs Fatigue, 1 FP, -5%; Drift, -15%; Exoteleport, -50%; Magical, -10%; Modified Capacity, 2 lbs., -25%; Reliable 5, +25%) [20]. The +10 for Reliable cancels the -10 for no preparation. Further levels improve Modified Capacity on the afflicted Warp, one level at a time [+5].
 
    Teleportation Circle
    Keywords: None.
    Full Cost: 50 points.
    Casting Roll: Skill.
    Components: V, S.
    Cost: 1 character point, 1 FP or more, see text.
    Casting Time: Special, see text.
    Range: Touch.
    Duration: 3d minutes, Permanent, or Truly Permanent, see text.
 
    You create a 1-yard-radius circle on the floor or other horizontal surface that teleports any creature who stands on it to a designated spot. Once you designate the destination for the circle, you can’t change it. The spell fails if you attempt to set the circle to teleport creatures into a solid object. Interplanar travel is not possible. You must be able to see the destination with your own eyes, view it remotely, or visualize it clearly (which is only possible if you have visited it previously in person).
    The circle itself is subtle and nearly impossible to notice. If you intend to keep creatures from activating it accidentally, you need to mark the circle in some way, such as by placing it on a raised platform.
    Teleportation distance also penalizes your casting roll. Distance penalties appear on the table below. If actual distance falls between two values, use the higher.

Distance

Skill Penalty

10 yards

0

20 yards

-1

100 yards

-2

500 yards

-3

2 miles

-4

10 miles

-5

    Add an additional -1 for each 10x increase in distance. The basic (70-point) version has a range limit of 1,000 miles, but the greater (100-point) version does not have a range limit.
The amount of time taken to cast Teleport affects the skill roll, as follows:

Preparation Time

Skill Modifier

10 minutes

0

11 minutes

+1

12 minutes

+2

14 minutes

+3

18 minutes

+4

25 minutes

+5

40 minutes

+6

1 hour

+7

2 hours

+8

4 hours

+9

8 hours

+10

    This table is not open-ended; +10 is the maximum possible bonus.
    If you have a “second-hand” view of the destination, you are at -2 per level of removal. For instance, seeing it through a crystal ball of scrying or through someone else’s eyes would give -2, while seeing it through a crystal ball of scrying that you are viewing through someone else’s eyes would give -4. There is an additional -2 to teleport to a place you have visited but cannot see.
    Apply a bonus of +1 per additional FP spent. You must declare this before you roll, and you lose the FP whether you succeed or fail.
    On a success, the circle activates and lingers for 3d minutes, and anyone who walks into it is instantly teleported to the destination. After a creature teleports, it is disoriented – it may take no action other than defense for one turn, unless it makes a Body Sense roll. On a failed casting, the circle does not appear and you strain your teleporting ability: you are at -5 to cast this spell again in the next 10 minutes. On a critical failure, your spell temporarily “burns out” and will not function again for 1d hours.
    Optionally, the caster may create a permanent teleportation circle. To do that, he must pay an additional character point per -1 in distance penalties (minimum 1 additional point). If he pays double that amount, he creates a truly permanent teleportation circle that cannot be dispelled, but can be temporarily suppressed by anti-magic abilities.
    Statistics: Warp (Character point-powered, x1/5; Costs Fatigue, 1 FP, -5%; Environmental, Horizontal surface, -10%; Extended Duration, 60x, +70%; Extra Carrying Capacity, Extra-Heavy, +50%; Immediate Preparation Required, 10 minutes, -45%; Magical, -10%; No Signature, +20%; Requires Gestures, -10%; Requires Magic Words, -10%; Tunnel, Before, +100%) [50].

 
    Word of Recall
    Keywords: None.
    Full Cost: 50 points.
    Casting Roll: Skill.
    Components: V.
    Cost: 1 FP or more, see text.
    Casting Time: 1 second or free action, see text.
    Range: Unlimited (special).
    Duration: Instantaneous.
 
    Word of Recall teleports you and all your gear up to your Light encumbrance instantly back to your sanctuary when the word is uttered (a free action on your turn). You must designate the sanctuary, and it must be a very familiar place. If you want to designate a different sanctuary, you must concentrate there for one minute. The actual point of arrival is a designated area no larger than 4 yards in radius. You can be transported any distance within a plane but cannot travel between planes.
    Teleportation distance penalizes your casting roll. Distance penalties appear on the table below. If actual distance falls between two values, use the higher.

Distance

Skill Penalty

10 yards

0

20 yards

-1

100 yards

-2

500 yards

-3

2 miles

-4

10 miles

-5

    Add an additional -1 for each 10x increase in distance.
    Typically, you cast this spell with a single Concentrate maneuver. Optionally, you may cast this spell as a free action on your turn, but your casting roll will be at -5.
    If you have a “second-hand” view of the destination, you are at -2 per level of removal. For instance, seeing it through a crystal ball of scrying or through someone else’s eyes would give -2, while seeing it through a crystal ball of scrying that you are viewing through someone else’s eyes would give -4. There is an additional -2 to teleport to a place you have visited but cannot see.
    Apply a bonus of +1 per additional FP spent. You must declare this before you roll, and you lose the FP whether you succeed or fail.
    On a success, you appear at your designated sanctuary. After you teleport, you are disoriented – you may take no action other than defense for one turn, unless you make a Body Sense roll. On a failure, you go nowhere and strain your teleporting ability: you are at -5 to cast this spell again in the next 10 minutes. On a critical failure, your spell temporarily “burns out” and will not function again for 1d hours.
    Statistics: Warp (Anchored, Switchable Site, -50%; Costs Fatigue, 1 FP, -5%; Extra Carrying Capacity, Light, +10%; Magical, -10%; Nuisance Effect, Cannot extend casting time to get a bonus, -10%; Reliable 5, +25%; Requires Magic Words, -10%) [50].
 


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