Saturday 9 December 2023

Wizardry: Gate Spells II

Wizardry: Gate Spells II

Dimensional Anchor prevents the subject from teleporting or planeshifting away. Dimensional Lock creates an unmoving area that does the same thing. Drawmij's Instant Summons teleports an item with your Arcane Mark to you. I decided to remove the expensive gem component. Shadow Walk is a very complex teleportation/plane shift spell.
 
    Dimensional Anchor
    Keywords: Missile, Obvious.
    Full Cost: 45 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 or instantaneous.
 
    A green ray springs from your outstretched hand. A green ray springs from your outstretched hand. Any creature or object struck by the ray is covered with a shimmering emerald field that completely blocks extradimensional travel. Such spells and abilities as Teleport, Plane Shift, Ethereal Jaunt, Etherealness, Astral Projection, Dimension Door, Maze, Gate and similar cannot be cast or used by the subject. The subject cannot even pass through existing gates. The subject can resist with an uncontested Will roll.
    Statistics: Affliction 1 (Will; Advantage, Dimensional Anchor, +270%; Based on Will, +20%; 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%) [45]. Note: “Dimensional Anchor” is Static (Dimensional Travel; Magical, -10%) [27].
  
    Dimensional Lock
    Keywords: Area (Leveled).
    Full Cost: 62 points for level 1 + 15 points/additional level.
    Casting Roll: Skill. Use Innate Attack (Gaze) to aim.
    Components: V, S.
    Cost: 2 FP.
    Casting Time: 2 seconds.
    Range: 50 yards.
    Duration: 10 seconds.
 
    This spell creates a shimmering emerald dome that completely blocks interdimensional travel. No form of teleportation, plane shifting, time travel, summoning, or astral projection can be used into or from the area. This spell does not prevent summoned creatures from disappearing at the end of a summoning spell.
    Statistics: Static (Dimensional Travel; Area Effect, 2 yards, +100%; Costs Fatigue, 2 FP, -10%; Magical, -10%; Persistent, +40%; Ranged, +40%; Reduced Range, 1/2, -10%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Takes Extra Time 1, -10%; Variable, Area, +5%; Visible, -10%) [62]. Additional levels add more Area Effect (+50%) [+15/level].
 
    Drawmij’s Instant Summons
    Keywords: None.
    Full Cost: 36 points for level 1 + 4 points/additional level.
    Casting Roll: Skill.
    Components: V, S.
    Cost: 2 FP.
    Casting Time: 5 seconds.
    Range: Self.
    Duration: Instantaneous.
 
    You can recall an existing object to you across space or dimensions. This must be an item possessing your Arcane Mark weighing 3 lbs. or less; it appears in your hand. Recalled items remain indefinitely, as if you had physically retrieved them.
    If you fail your casting, you can try again, but repeated attempts cost 4 FP (instead of the usual 2 FP) and take a cumulative -1 to the skill roll, until you succeed or wait an hour.
    Higher levels of this spell allow you to recall heavier, larger objects. However in no case can you recall an object weighting more than 2xBL; it must always be something you could hold in one hand.

Spell Level

Weight

Min. ST

1

3 lbs.

3

2

5 lbs.

4

3

7 lbs.

5

4

10 lbs.

5

5

15 lbs.

7

6

20 lbs.

8

7

30 lbs.

9

8

50 lbs.

12

9

70 lbs.

14

10

100 lbs.

16

    For higher levels, look up the spell level in the “Size” column of the Size and Speed/Range Table (p. B550) and then read the corresponding “Linear Measurement” as pounds instead of yards. (Or note that every +6 levels corresponds to 10x weight.) See p. B17 to find minimum ST.
    Statistics: Snatcher (Accessibility, Requires Arcane Mark, -20%; Improved, +10%; Less Weight, 3 lbs., -5%; Magical, -10%; Nuisance Effect, Cannot send objects back, -5%; Recall, -25%; Reduced Time 1, +20%; Requires Gestures, -10%; Requires Magic Words, -10%) [36]. Level 2 removes Less Weight (+5%) [+4] and additional levels add More Weight (+5%) [+4]. Note: The Improved enhancement eliminates the auto-fail on 14+.
  
    Shadow Walk
    Keywords: None.
    Full Cost: 60 points.
    Casting Roll: Skill, additional skill roll  to cross the Plane of Shadow.
    Components: V, S.
    Cost: 1 FP or more, see text.
    Casting Time: Special, see text.
    Range: Self.
    Duration: Instantaneous. Travel takes time.
 
    To use the Shadow Walk spell, you must be in an area of shadowy illumination (an ambient darkness penalty of -5 or lower). You and anything you carry (including other creatures) are then transported along a coiling path of shadowstuff to the edge of the Material Plane where it borders the Plane of Shadow. The effect is largely illusory, but the path is quasi-real.
    Travel 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.
    The amount of time taken to cast Shadow Walk 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.
    Apply a bonus of +1 per additional 2 FP spent. You must declare this before you roll, and you lose the FP whether you succeed or fail.
    On a success, you are shunted into the quasi-real space between the Material Plane and the Plane of Shadow. In the region of shadow, you move at a rate of 50 miles per hour, moving normally on the borders of the Plane of Shadow but much more rapidly relative to the Material Plane. Thus, you can use this spell to travel rapidly by stepping onto the Plane of Shadow, moving the desired distance, and then stepping back onto the Material Plane. Because of the blurring of reality between the Plane of Shadow and the Material Plane, you can't make out details of the terrain or areas you pass over during transit, nor can you predict perfectly where your travel will end. It's impossible to judge distances accurately, making the spell virtually useless for scouting or spying. Furthermore, when the spell effect ends, you are shunted to a random location somewhere in a circle with a radius equal to 1% of the distance you traveled (minimum one yard); e.g., if you traveled 10 miles on the Material Plane, 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. On a critical failure, you’re likely to appear high in the air or underground.
    On a failure, you go nowhere and strain your ability to cast this spell: you are at -5 to cast this spell again in the next 10 minutes. 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. In addition, your spell temporarily “burns out” and will not function again for 1d hours.
    Shadow Walk can also be used to travel to other planes that border on the Plane of Shadow, but this usage requires the transit of the Plane of Shadow to arrive at a border with another plane of reality. The transit of the Plane of Shadow requires 1d/2 hours. This requires an additional casting roll as per the Plane Shift, but does not cost extra FP. It is possible for one casting roll to succeed while the other fails, or for both to fail.
    Statistics: Jumper (Accessibility, Only in areas of shadowy illumination, -20%; Accessibility, Only on planes adjacent to the Plane of Shadow, -5%; Cannot Escort, -10%; Cannot Follow, -20%; Limited Access, Planes adjacent to the Plane of Shadow, -10%; Extra Carrying Capacity, Extra-Heavy, +50%; Magical, -10%; Nuisance Effect, Cannot hurry the jump, -5%; Nuisance Effect, Delay, -40%; Reduced Fatigue Cost 1, +20%; Requires Gestures, -10%; Requires Magic Words, -10%; Warp Jump, +10%) [40] + Warp (Accessibility, Only on planes adjacent to the Plane of Shadow, -5%; Accessibility, Only to a place you could have traveled to normally given time, -20%; Accessibility, Only in areas of shadowy illumination, -20%; Blind Only, -50%; Costs Fatigue, 1 FP, -5%; Drift, -15%; Extra Carrying Capacity, Extra-Heavy, +50%; Limited Speed, -50%; Magical, -10%; Reliable 5, +25%; Requires Gestures, -10%; Requires Magic Words, -10%; Warp Jump, +10%) [20].
 


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