Friday 8 December 2023

Wizardry: Light Spells II

Wizardry: Light Spells II

More light spells. Blur is a good defensive spell. Faerie Fire outlined subjects in the dark. Color Spray is a classic spell that may blind or stun. Glitterdust is an area spell that may blind or light up invisible beings.
 
    Blur
    Keywords: Buff.
    Full Cost (Self): 15 points.
    Full Cost (Touch): 30 points.
    Casting Roll: Skill.
    Components: V, S.
    Cost: 1 FP.
    Casting Time: 1 second.
    Range: Self – Touch.
    Duration: 3 minutes.
 
    The subject and all of his carried equipment become blurred for the duration of the spell. This gives a -3 penalty to Vision rolls to see the subject with normal vision, Infravision, and Ultravision and -3 penalty to attacks against the subject that rely on these senses.
    Statistics: Affliction 1 (HT; Accessibility, Self Only, -50%; Advantage, Blur, +140%; Costs Fatigue, 1 FP, -5%; Fixed Duration, +0%; Magical, -10%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%) [15]. Note: “Blur” is Obscure 3 (Vision; Defensive, +50%; Extended, Infravision and Ultravision, +40%; Magical, -10%; No Area of Effect, -50%; Stealthy, +100%) [14]. 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].
   
    Color Spray
    Keywords: Cone, Obvious.
    Full Cost: 28 points.
    Casting Roll: Skill. Use Innate Attack (Beam) to hit.
    Components: V, S.
    Cost: 1 FP.
    Casting Time: 1 second.
    Range: 10 yards.
    Duration: Instantaneous or 5 seconds.
 
    You create a spray of flashing colors. The spell spreads to affect everyone in a cone-shaped area. Cones use special rules; see Area and Spreading Attacks (p. B413). The caster targets a hex right in front of him, at +4, and the cone extends out from there. The cone has a maximum width of 6 yards at the spell’s maximum range. This spell has no 1/2D range. Each sighted creature in the area resists with its HT, and is stunned on a failed resistance roll. Should a creature fail by 5 or more or roll a critical failure, it is additionally blinded for 5 seconds. Creatures with Protected Vision resist at +5.
    It is possible to make the cone wider by using the All-Out Attack (Cone) maneuver (GURPS Dungeon Fantasy Monsters 4: Dragons, p. 10). This spell has the 1/2D range of 5 yards.
    Statistics: Affliction 1 (HT; Cone 6, +110%; Costs Fatigue, 1 FP, -5%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; Magical, -10%; Reduced Duration on Blindness, 1/30, -30%; Reduced Range, 1/10, -30%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Secondary Blindness, +10%; Vision-Based, +150%) [28].
 
    Faerie Fire
    Keywords: Resisted (Will).
    Full Cost: 29 points.
    Casting Roll: Skill.
    Components: V, S.
    Cost: 1 FP.
    Casting Time: 1 second.
    Range: Unlimited (standard).
    Duration: 3 minutes.
 
    A pale glow surrounds and outlines the subject. Outlined subject shed light as a candle. This light makes the subject very obvious – the spell gives +10 to Vision rolls to see him in the dark. The faerie fire can be blue, green, or violet, according to your choice at the time of casting.
    Statistics: Affliction 1 (Will; Advantage, Faerie Fire, +10%; Based on IQ, Own Roll, +20%; Based on Will, +20%; Costs Fatigue, 1 FP, -5%; Fixed Duration, +0%; Magical, -10%; Malediction 2, +150%; No Signature, +20%; Requires Gestures, -10%; Requires Magic Words, -10%) [29]. Note: “Faerie Fire” is Illumination (Candle; Magical, -10%) [1].
  
    Glitterdust
    Keywords: Area (Fixed), Resisted (HT or DX).
    Full Cost: 37 points.
    Casting Roll: Skill.
    Components: V, S.
    Cost: 1 FP.
    Casting Time: 1 second.
    Range: Unlimited.
    Duration: 5 seconds or 3 minutes.
 
    A cloud of golden particles covers everyone and everything in a 2-yard-radius area, causing creatures to become blinded for 5 seconds on a failed HT roll to resist and visibly outlining invisible things for 3 minutes on a failed DX roll to resist. All within the area are covered by the dust, which cannot be removed and continues to sparkle until it fades. Creatures with Protected Vision resist blindness at +5.
    Statistics: Affliction 1 (HT or DX; Area Effect, 2 yards, +50%; Based on DX for Negated Advantage, +20%; Based on IQ, Own Roll, +20%; Costs Fatigue, 1 FP, -5%; Disadvantage, Blindness, +50%; Fixed Duration, +0%; Magical, -10%; Malediction 2, +150%; Negated Advantage, Invisibility, +40%; No Signature, +20%; Reduced Duration, 1/30, on Blindness, -30%; Requires Gestures, -10%; Requires Magic Words, -10%; Vision-Based on Blindness, -20%) [37].
 



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