Friday 29 December 2023

Wizardry: Light Spells III

Wizardry: Light Spells III

Prismatic Spray and Prismatic Wall are nothing like their D&D counterparts. The name is there, but the mechanics are absolutely different. Prismatic Sphere had to go - I think it's way too similar to Prismatic Wall. Rainbow Pattern creates a fascinating pattern in the air that requires constant concentration. Scintillating Pattern works in a similar way, but stuns and possibly blinds instead of dazing. Searing Light is a laser beam. Sunbeam got downgraded to a flashlight. Sunburst is a combination of Flare and Fireball.


    Prismatic Spray
    Keywords: Cone, Obvious.
    Full Cost: 24 points.
    Casting Roll: Skill. Use Innate Attack (Beam) to hit.
    Components: V, S.
    Cost: 2 FP.
    Casting Time: 1 second.
    Range: 10 yards.
    Duration: Instantaneous.

    You fire a cone of intense multicolored light that does 1d damage per level. For each target, roll 1d to determine the damage type.

1d

Damage Type

1

Acid. This attack deals corrosion damage.

2

Cold. This attack deals non-incendiary burning damage. Targets injured by this attack must make an HT roll, at -1 per 2 points of injury, or take a -2 penalty to DX and become Numb (p. B146) for (20-HT) minutes (minimum 1 minute).

3

Electricity. This attack deals burning surge damage. Metallic armor counts as DR 1 against this attack, but nonmetallic armor protects normally. Targets stuck by this attack must make an HT roll, at -1 per 2 points of injury, or be physically stunned. On subsequent turns, they can roll HT to recover.

4

Fire. This attack deals burning damage.

5

Poison. This attack deals toxic damage.

6

Sound. This attack deals non-incendiary burning damage.Targets stuck by this attack must make an HT roll, at -1 per 2 points of injury, or be physically stunned. On subsequent turns, they can roll HT to recover. This attack only works in sound-transmitting mediums and is negated by such effects as Silence or Wall of Silence.

    This is a 5-yard-wide cone attack that uses the rules for Cone Attacks (p. B413). The caster targets a hex right in front of him, at +4, and the cone extends out from there. 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: Prismatic Attack 1d (Cone 5, +100%; Costs Fatigue, 2 FP, -10%; Increased 1/2D, 5x, +10%; Magical, -10%; Reduced Range, 1/10, -30%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%) [24].

    Prismatic Wall
    Keywords: Area (Leveled), Obvious.
    Full Cost: 45 points for level 1 + 9 points/additional level.
    Casting Roll: Skill. Use Innate Attack (Gaze) to aim.
    Components: V, S.
    Cost: 1 FP.
    Casting Time: 2 seconds.
    Range: 50 yards.
    Duration: Five minutes.

    This spell conjures an opaque wall of multicolored light. Anything crossing the wall takes 1d damage. For each target, roll 1d to determine the damage type.

1d

Damage Type

1

Acid. This attack deals corrosion damage.

2

Cold. This attack deals non-incendiary burning damage. Targets injured by this attack must make an HT roll, at -1 per 2 points of injury, or take a -2 penalty to DX and become Numb (p. B146) for (20-HT) minutes (minimum 1 minute).

3

Electricity. This attack deals burning surge damage. Metallic armor counts as DR 1 against this attack, but nonmetallic armor protects normally. Targets stuck by this attack must make an HT roll, at -1 per 2 points of injury, or be physically stunned. On subsequent turns, they can roll HT to recover.

4

Fire. This attack deals burning damage.

5

Poison. This attack deals toxic damage.

6

Sound. This attack deals non-incendiary burning damage.Targets stuck by this attack must make an HT roll, at -1 per 2 points of injury, or be physically stunned. On subsequent turns, they can roll HT to recover. This attack only works in sound-transmitting mediums and is negated by such effects as Silence or Wall of Silence.

    To find the maximum square yardage available, look up the level of this spell on the Leveled Area Table (GURPS Thaumatology: Sorcery, p. 9) and multiply the given radius by 3. Alternatively, know that Prismatic Wall 1 has a maximum area of six square yards, with each additional level doubling that cumulatively. For example, Prismatic Wall 3 has a limit of 24 square yards, allowing the sorcerer to conjure a wall six yards long by four yards high, 12 yards long by two yards high, or any other valid combination. The caster may form this into any shape he wishes.
    Statistics: Prismatic Attack 1d (Area Effect, 2 yards, +50%; Costs Fatigue, 1 FP, -5%; Extended Duration, 30x, +60%; Magical, -10%; Persistent, +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%; Wall, Shapeable, +60%) [45]. Additional levels increase Area Effect (+50%) [+9].

    Rainbow Pattern
    Keywords: Area (Leveled), Obvious.
    Full Cost: 40 points for level 1 + 5 points/additional level.
    Casting Roll: Skill. Use Innate Attack (Gaze) to aim.
    Components: V, S.
    Cost: 2 FP.
    Casting Time: 2 seconds.
    Range: Unlimited (standard).
    Duration: Up to 5 minutes, see text.

    A glowing, rainbow-hued pattern of interweaving colors fascinates those within it. A creature has to roll against Will every second to avoid being fascinated. Fascinated creatures are considered dazed (p. B428) and they remain dazed for three seconds after they leave the area. Upon coming to senses after being dazed, a subject is stunned (p. B420) and may roll vs. Will once per second to recover. The spell only affects sapient (IQ 6+) beings that can see the pattern.
    The caster must constantly concentrate to maintain this spell, but the spell may not last more than five minutes. When concentrating, the caster may move the pattern at Move 2.
    StatisticsAffliction 1 (Will; Accessibility, Only on sapient beings, -10%; Area Effect, 2 yards, +50%; Based on Will, +20%; Costs Fatigue, 2 FP, -10%; Dazed, +50%; Extended Duration on Persistent, 30x, +60%; Fixed Duration, +0%; Magical, -10%; Mobile 2, +40%; Persistent, +40%; Reduced Duration, 1/60, Only after the subject leaves the area, -30%; Requires Concentrate, -15%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Takes Extra Time 1, -10%; Variable, Area, +5%; Vision-Based, +150%) [40]. Additional levels add more Area Effect (+50%) [+5/level].

    Scintillating Pattern
    Keywords: Area (Leveled), Obvious.
    Full Cost: 29 points for level 1 + 5 points/additional level.
    Casting Roll: Skill. Use Innate Attack (Gaze) to aim.
    Components: V, S.
    Cost: 1 FP.
    Casting Time: 1 second.
    Range: 10 yards.
    Duration: Up to 5 minutes, see text.

    A twisting pattern of discordant, coruscating colors weaves through the air, affecting creatures within it. Each sighted creature in the area has to roll against Will every second, 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.
    The caster must constantly concentrate to maintain this spell, but the spell may not last more than five minutes.
    Statistics: Affliction 1 (Will; Area Effect, 2 yards, +50%; Based on Will, +20%; Costs Fatigue, 1 FP, -5%; Extended Duration on Persistent, 30x, +60%; Fixed Duration, +0%; Magical, -10%; Persistent, +40%; Reduced Duration on Blindness, 1/30, -30%; Reduced Duration, 1/60, Only after the subject leaves the area, -30%; Reduced Range, 1/10, -30%; Requires Concentrate, -15%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Secondary Blindness, +10%; Variable, Area, +5%; Vision-Based, +150%) [29]. Additional levels add more Area Effect (+50%) [+5/level].

    Searing Light
    Keywords: Missile, Obvious.
    Full Cost: 2 points/level.
    Casting Roll: Skill. Use Innate Attack (Beam) to hit.
    Components: V, S.
    Cost: 1 FP.
    Casting Time: 1 second.
    Range: 50 yards.
    Duration: Instantaneous.

    You fire a beam of concentrated sunlight that does 1d burning damage per level! This is a tight-beam burning attack; see p. B399.
    The beam is easily reflected. Normally it cannot be blocked, but someone may use a mirror or a highly polished shield to do so; this causes the attack to bounce off in a random direction, possibly striking the wrong target (p. B389). The mirror-wielder may even attempt to reflect it back at the caster, but this gives -2 to Block; the caster defends normally. On the upside, the caster may make use of mirrored surfaces to “ricochet” the beam. This inflicts -2 per bounce to the attack roll, but may allow the attacker to bypass cover; in addition, the target is at -1 per bounce to defend.
    Statistics: Burning Attack 1d (Costs Fatigue, 1 FP, -5%; Magical, -10%; Nuisance Effect, Reflective, -5%; Reduced Range, 1/2, -10%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%) [2/level].

    Sunbeam
    Keywords: Obvious.
    Full Cost: 1 point.
    Casting Roll: Skill. Use Innate Attack (Beam) to aim.
    Components: V, S.
    Cost: 1 FP to cast, 1 FP per 10 minutes to maintain.
    Casting Time: 1 second.
    Range: 10 yards.
    Duration: Indefinite.

    You project a 1-yard-wide, 10-yards-long beam of light from one of your hands. It reduces the darkness penalties to -2 within its path.
    Statistics: Illumination (Beam; Costs Fatigue, 1 FP, -5%; Extended Duration, 10x, +40%; Magical, -10%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%) [1].

    Sunburst
    Keywords: Area (Leveled).
    Full Cost: 31 points for level 1 + 10 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: Instantaneous (blindness may last nine seconds).

    You cause a blinding flash of radiance to appear in the area. Anyone within range of the flash must make a HT roll, with a penalty equal to your original margin of success, and a bonus equal to his distance from the focal point in yards. Protected Vision adds +5, and anyone with Blindness or who had already stated he had his eyes closed is immune. Failure by less than 5 means the subject is stunned (dazzled) for one second, after which he can roll against HT every second to recover. Failure by 5 or more (or a critical failure) blinds him for nine seconds.
    In addition, everyone in the area takes 2d burning damage, divided by the distance from the focal point in yards.
    Statistics: Affliction 1 (HT; Area Effect, 2 yards, +50%; Costs Fatigue, 1 FP, -5%; Dissipation, -50%; Fixed Duration, +0%; Link, +10%; Magical, -10%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Secondary Disadvantage, Blindness, +10%; Secondary Reduced Duration, 1/20, -5%; Variable, Area, +5%; Vision-Based, +150%) [23] + Burning Attack 2d (Area Effect, 2 yards, +50%; Dissipation, -50%; Link, +10%; Magical, -10%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Variable, Area, +5%) [8]. Additional levels add Area Effect (+50%) to both advantages [+10].


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