Tuesday 5 December 2023

Wizardry: Meta-Spells III

Wizardry: Meta-Spells III

Arcane Sight is an Indefinite variant of Detect Magic. It cannot look into the lingering auras, but works indefinitely and has a drawback of revealing your location. Contingency is a mechanically complex spell. If you do not like this approach, consider simply using a power technique at -10. Mordenkainen's Disjunction is a character point-powered dispel spell that can disenchant magic items. Nondetection protects the subject from divination. Spell Turning reflects spells back at the original caster. And with that, I'm done with meta-spells!
 
    Arcane Sight
    Keywords: Information.
    Full Cost: 10 points.
    Casting Roll: Per. Thaumatology to analyze.
    Components: V, S.
    Cost: 1 FP to cast, 1 FP to maintain.
    Casting Time: 1 second.
    Range: Unlimited (standard).
    Duration: Indefinite.
 
    While this spell is active, you can see magical auras, provided you can see their source with your own eyes. The GM will roll against your Perception (plus Talent), minus the range penalty to the nearest magical aura, and inform you if you succeed. You can make a follow-up Thaumatology roll (plus Talent) to analyze the aura. An ordinary success tells you to which magic college the effect belongs, and a critical success reveals the exact spell, if you are familiar with it.
    This spell makes your eyes glow blue. This does not provide illumination, but it does reveal your location in the darkness, allowing enemies to target your hex.
    Statistics: Detect (Magic; Based on IQ, Own Roll, +20%; Costs Fatigue, 1 FP, -5%; Magical, -10%; Nuisance Effect, Glowing Eyes, -5%; Reflexive, +40%; Requires Gestures, -10%; Requires Magic Words, -10%; Vision-Based, -20%) [10].
  
    Contingency
    Keywords: None.
    Full Cost: 32 points.
    Casting Roll: Skill.
    Components: V, S.
    Cost: Original spell’s cost + 2 FP; see text.
    Casting Time: 10 minutes.
    Range: Self.
    Duration: Permanent or until discharged.
 
    You can place another spell upon your person so that it comes into effect under some condition you dictate when casting Contingency. The Contingency spell and the companion spell are cast at the same time. The 10-minute casting time is the minimum total for both castings; if the companion spell has a casting time longer than 10 minutes, use that instead.
    The spell to be brought into effect by the Contingency must be one that affects your person (Feather Fall, Fly, Teleport, and so forth).
    The conditions needed to bring the spell into effect must be clear, although they can be general. For example, a Contingency cast with Water Breathing might prescribe that any time you are plunged into or otherwise engulfed in water or similar liquid, the Water Breathing spell instantly comes into effect. Or a Contingency could bring a Feather Fall spell into effect any time you fall more than 4 feet. In all cases, the Contingency immediately brings into effect the companion spell, the latter being “cast” instantaneously when the prescribed circumstances occur. If complicated or convoluted conditions are prescribed, the whole spell combination (Contingency and the companion magic) may fail when called on. The companion spell occurs based solely on the stated conditions, regardless of whether you want it to.
    You can use only one Contingency spell at a time; if a second is cast, the first one (if still active) is dispelled.
    To be able to cast Contingency, you have to have at least two slots of your Wizardly Study – one slot for the Contingency, and one slot for the companion spell. You make two casting rolls, and you must succeed at both of them – one to cast Contingency, and one to cast the companion spell. While Contingency is a free spell, it increases the casting cost of the companion spell by 2 FP.
    Statistics: Cosmic Power 8 (Limited, One Contingency Package, -50%; Magical, -10%) [32]. Notes: “Contingency Package” is Extra Option (Power techniques for wizardry spells) [1] + Supernatural Delay (H) IQ [11] + Unusual Training (Supernatural Delay power technique for wizardry spells; only spells that you could have cast on yourself) [1] modified with Cosmic, Does not actually cast the spell before it is triggered, +50%; Immediate Preparation Required, 10 minutes, -45%; Magical, -10%; Nuisance Effect, Only one at a time, -10%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10% for a final cost of 8 points.
  
    Mordenkainen’s Disjunction
    Keywords: Area (Fixed), Resisted (Will or spell).
    Full Cost: 20 points.
    Casting Roll: Skill.
    Components: V, S.
    Cost: 2 FP + 1 character point or more; see text.
    Casting Time: 4 seconds.
    Range: Unlimited (standard).
    Duration: Instantaneous.
 
    Attempts to negate every instance of magic in a 4-yard-radius area, including spells that are immune to Dispel Magic and require Break Enchantment or Remove Curse to dispel. Note how much the caster’s skill roll succeeds by; every spell in the area resists separately with a Quick Contest. Use the spell’s level (if a skill) or the caster’s Will + Talent (if a power); for the latter, the Talent is usually Sorcery Talent or some type of Magery. If the caster of Mordenkainen’s Disjunction wins, the spell dissipates; but it may be recast normally.
    This spell requires the caster to expend character points. If the caster spends one character point, he simply dispels ongoing effects, as if casting Dispel Magic. If he pays more, he is able to permanently neutralize Truly Permanent effects, such as enchantments on magic items. The cost in this case is equal to that of the abilities neutralized.
    Statistics: Neutralize Magic (Accessibility, Must target subject, not caster, -10%; Area Effect, 4 yards, +100%; Based on IQ, Own Roll, +20%; Character point-powered, x1/2; Cosmic, Can dispel spells that are immune to Dispel Magic, +50%; Costs Fatigue, 2 FP, -10%; Interruption, Not against magic items, -40%; Magical, -10%; Ranged, +40%; Requires Gestures, -10%; Requires Magic Words, -10%; Takes Extra Time 2, -20%) [20].
  
    Nondetection
    Keywords: Buff.
    Full Cost (Self): 45 points.
    Full Cost (Touch): 60 points.
    Casting Roll: Skill.
    Components: V, S.
    Cost: 2 FP.
    Casting Time: 2 seconds.
    Range: Self – Touch.
    Duration: 5 hours.
 
    The subject is nearly impossible to detect, see, or divine with any Information spells, regardless of the magic system used to cast them. Nondetection reduces the diviner’s effective margin of success by 10 for these purposes – so a spell that succeeded by 0-9 completely fails to find the subject, while one that succeeded by 10+ provides less information than normal and is at a huge disadvantage if it’s resisted.
    Statistics: Affliction 1 (HT; Accessibility, Self Only, -50%; Advantage, Nondetection, +380%; Costs Fatigue, 2 FP, -10%; Extended Duration, 100x, +80%; Fixed Duration, +0%; Magical, -10%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Takes Extra Time 1, -10%) [45]. Note: “Nondetection” is Obscure 10 (Information Spells; Defensive, +50%; Magical, -10%; No Area of Effect, -50%; Stealthy, +100%) [38]. 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].
  
    Spell Turning
    Keywords: None.
    Full Cost: 76 points.
    Casting Roll: Skill,
    Components: V, S.
    Cost: 2 FP to cast, 1 FP to maintain.
    Casting Time: 1 second.
    Range: Self.
    Duration: Indefinite.
 
    When this spell is active, spells that affect you or your personal equipment directly are reflected back at the original caster. Thus, Spell Turning does not protect against missile spells. The original caster who may resist normally. When reflecting an Area spell, the rest of the area is affected normally.
    Statistics: Static (Magic; Costs Fatigue, 2 FP, -10%; Magical, -10%; Reflection, +100%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Switchable, +100%) [75] + Rules Exemption (Magical abilities can coexist with anti-magical Static) [1].
 


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