Sunday 24 December 2023

Wizardry: Air Spells II

Wizardry: Air Spells II

Let's finish the Air college. Control Winds lets you change the strength and direction of wind. Whirlwind creates a circular mobile storm. Whispering Wind sends messages across long distances. Wind Walk transforms you into a fast-flying cloud.
  
    Control Winds
    Keywords: Area (Special).
    Full Cost: 48 points for level 1 + 40.5 points/additional level.
    Casting Roll: Skill.
    Components: V, S.
    Cost: 2 FP to cast, 1 FP to maintain.
    Casting Time: 4 seconds.
    Range: Self.
    Duration: Indefinite.
 
    You can change the strength and direction of wind within the 0.1-mile-radius hemispherical area around you. Every level of this spell gives -1 or +1 to rolls that could be hindered or helped by wind, relative to the prevailing conditions. This can help with rolls for Boating, Seamanship, Survival and anything the GM allows.
    Statistics: Control Winds 1 (Costs Fatigue, 2 FP, -10%; Magical, -10%; Natural Phenomenon, +100%; Requires Gestures, -10%; Requires Magic Words, -10%; Takes Extra Time 2, -20%) [21] + Control Winds +2 (Costs Fatigue, 2 FP, -10%; Does not increase area of effect, -50%; Magical, -10%; Natural Phenomenon, +100%; Requires Gestures, -10%; Requires Magic Words, -10%; Takes Extra Time 2, -20%) [27]. Additional levels add Control Winds +3 (Costs Fatigue, 2 FP, -10%; Does not increase area of effect, -50%; Magical, -10%; Natural Phenomenon, +100%; Requires Gestures, -10%; Requires Magic Words, -10%; Takes Extra Time 2, -20%) [40.5/level]. Note: As this is one advantage (Control Winds) with the Costs Fatigue, 2 FP limitation, not two, it costs only 2 FP to use.

    Whirlwind
    Keywords: Area (Leveled).
    Full Cost: 50 points for level 1 + 23 points/additional level.
    Casting Roll: Skill. Use Innate Attack (Gaze) to aim.
    Components: V, S.
    Cost: 1 FP.
    Casting Time: 1 second.
    Range: 100 yards.
    Duration: 10 seconds.
 
    This spell creates a circular whirlwind with an “eye” of calm inside (a good place for the caster to stand). The radius of the eye can be up to half that of the storm – or smaller, if the caster wishes. The caster may move the whirlwind at Move 1 with a Concentrate maneuver. The whirlwind is a 4-yard-high cylinder.
    Roll 4d as for crushing damage, determine knockback, and then double the distance; however, the victim suffers no actual damage or blunt trauma from the effect – just the consequences of being hurled around. As a special effect, knockback from this moves victims sideways (all clockwise or all anticlockwise; decide when triggering the attack) rather than away from the storm.
    Low-tech missiles are buffeted off course as they cross the whirlwind, and suffer a -6 penalty to hit. High-tech bullets suffer a -2 penalty to hit. Any creature trying to cross the whirlwind takes 4d knockback damage. Knockback from this moves victims sideways (all clockwise or all anticlockwise; decide when casting the spell) rather than away from the whirlwind. The whirlwind also churns up loose ground material, such as dust, small leaves, insects, and twigs, if there are any in the area. Thus, any Vision rolls made through the whirlwind are at -3.
    Statistics: Crushing Attack 4d (Area Effect, 2 yards, +50%; Cosmic, Impedes Projectiles, +50%; Costs Fatigue, 1 FP, -5%; Double Knockback, +20%; Environmental, Air, -5%; Link, +10%; Magical, -10%; Mobile 1, +40%; No Blunt Trauma, -20%; No Wounding, -50%; Persistent, +40%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Selective Area, Only to create an “eye” or decrease the area, +10%) [40] + Obscure 3 (Vision; Environmental, Debris present, -20%; Link, +10%; Magical, -10%; Mobile 1, +40%; Ranged, +50%; Requires Gestures, -10%; Requires Magic Words, -10%; Selective Area, Only to create an “eye” or decrease the area, +10%) [10]. Additional levels add further levels of Area Effect (+50%) to all advantages [+23].
  
    Whispering Wind
    Keywords: None.
    Full Cost: 20 points.
    Casting Roll: Skill.
    Components: V, S.
    Cost: 2 FP.
    Casting Time: 4 seconds.
    Range: Unlimited (long-distance).
    Duration: Until destination is reached.
 
    You send a message or sound on the wind to a designated spot. The Whispering Wind travels to a specific location that is familiar to you, provided that it can find a way to the location. (It can’t pass through walls, for instance.) A Whispering Wind is as gentle and unnoticed as a zephyr until it reaches the location. It then delivers its whisper-quiet message or other sound. Note that the message is delivered regardless of whether anyone is present to hear it. The wind then dissipates. You can prepare the spell to bear a message of no more than twenty-five words, cause the spell to deliver other sounds for 4 seconds, or merely have the whispering wind seem to be a faint stirring of the air. You can likewise cause the whispering wind to move as slowly as 1 mile per hour or as quickly as 1 mile per 10 minutes. When the spell reaches its objective, it swirls and remains in place until the message is delivered. Whispering Wind cannot speak verbal components, use command words, or activate magical effects.
    Statistics: Telesend (Audible, -10%; Cosmic, Location instead of person, +50%; Costs Fatigue, 2 FP, -10%; Delay, Variable, Long, +20%; Environmental, Air, -5%; Hearing-Based, 20%; Magical, -10%; Nuisance Effect, Not instantaneous, -10%; Requires Magic Words, -10%; Requires Gestures, -10%; Takes Extra Time 2, -20%) [20].
 
    Wind Walk
    Keywords: None.
    Full Cost: 76 points.
    Casting Roll: Skill.
    Components: V, S.
    Cost: 1 FP to cast, 1 FP per 30 minutes to maintain.
    Casting Time: 10 seconds.
    Range: Self.
    Duration: Indefinite.
 
    You gain a variant of the Body of Air meta-trait; see the footnote below for details. Clothing and gear weighing no more than your Medium encumbrance change with you. The transformation to or from this form takes 10 seconds.
    Statistics: Alternate Form (Body of Air*; Can Carry Objects, Medium Encumbrance, +50%; Costs Fatigue, 1 FP, -5%; Extended Duration, 30x, +60%; Magical, -10%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%) [25+51].
    * A variant of the meta-trait from p. 262 of GURPS Basic Set: ST 0 [-100]; +10 HP [20]; Doesn’t Breathe [20]; Enhanced Move 1 (Air) [20]; Flight (Lighter Than Air, -10%) [36]; Immunity to Metabolic Hazards [30]; Injury Tolerance (Diffuse) [100]; No Legs (Aerial) [0]; No Manipulators [-50]; Vulnerability (Vacuum and wind-based attacks, x2) [-20]; and Taboo Trait (Fixed ST) [0]. 56 points.
 


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