Sunday 3 December 2023

Wizardry: Protection and Warning Spells III

Wizardry: Protection and Warning Spells III

Glyph of Warding is difficult. The spell contains many different sub-spells, and all of them should be separate spells in GURPS. Thus, here you have five different blast glyphs. As for Spell Glyph... just don't look at the statblock. It's jank as hell, but it should work. This is the first time I noticed that Glyph of Warding is a clerical spell in D&D, which feels weird. I decided to remove the incense material component, but keep the diamond powder one to rein in casters who'd like to spam glyph all over the place. Mordenkainen's Private Sanctum is an extremely expensive spell, so I had to include a character point cost to make it affordable. Obscure Object, however, is a simple spell.

    Glyph of Warding: Acid Blast Glyph
    Keywords: Area (Fixed), Obvious.
    Full Cost: 9 points.
    Casting Roll: Skill.
    Components: V, S, M.
    Cost: 2 FP.
    Casting Time: 10 minutes.
    Range: Touch.
    Duration: Permanent or until discharged.

    This powerful inscription harms those who enter, pass, or open the warded area or object. A Glyph of Warding can guard a bridge or passage, ward a portal, trap a chest or box, and so on.
    You set the conditions of the ward. Typically, any creature entering the warded area or opening the warded object without speaking a password (which you set when casting the spell) is subject to the magic it stores. Alternatively or in addition to a password trigger, glyphs can be set according to physical characteristics (such as height or weight) or creature type, subtype, or kind (such as aberration, drow, or red dragon). Glyphs respond to invisible creatures normally but are not triggered by those who travel past them ethereally. Multiple glyphs cannot be cast on the same area. However, if a cabinet has three drawers, each can be separately warded.
    When casting the spell, you weave a tracery of faintly glowing lines around the warding sigil. When the spell is completed, the glyph and tracery become nearly invisible (Per-4 to notice).
    Glyphs cannot be affected or bypassed by such means as physical or magical probing, though they can be dispelled. Mislead, Polymorph, and Nondetection (and similar magical effects) can fool a glyph, though nonmagical disguises and the like can’t.
    Read Magic allows you to identify a Glyph of Warding. Identifying the glyph does not discharge it and allows you to know the basic nature of the glyph.
    An Acid Blast Glyph deals 1d corrosion damage in a 2-yard-radius spherical area around the creature that triggered it.
    Material Component: You sprinkle the glyph with powdered diamond worth at least $200.
    Statistics: Corrosion Attack 1d (Area Effect, 2 yards, Spherical, +40%; Costs Fatigue, 2 FP, -10%; Delay, Supernatural Trigger, +100%; Environmental, Surface, -5%; Immediate Preparation Required, 10 minutes, -45%; Low Signature, +10%; Magical, -10%; Melee Attack, Reach C, Cannot Parry, -35%; Nuisance Effect, Cannot overlap, -5%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Trigger, Diamond Powder, -20%) [9].

    Glyph of Warding: Cold Blast Glyph
    Keywords: Area (Fixed), Obvious.
    Full Cost: 17 points.
    Casting Roll: Skill.
    Components: V, S, M.
    Cost: 2 FP.
    Casting Time: 10 minutes.
    Range: Touch.
    Duration: Permanent or until discharged.

    This powerful inscription harms those who enter, pass, or open the warded area or object. A Glyph of Warding can guard a bridge or passage, ward a portal, trap a chest or box, and so on.
    You set the conditions of the ward. Typically, any creature entering the warded area or opening the warded object without speaking a password (which you set when casting the spell) is subject to the magic it stores. Alternatively or in addition to a password trigger, glyphs can be set according to physical characteristics (such as height or weight) or creature type, subtype, or kind (such as aberration, drow, or red dragon). Glyphs respond to invisible creatures normally but are not triggered by those who travel past them ethereally. Multiple glyphs cannot be cast on the same area. However, if a cabinet has three drawers, each can be separately warded.
    When casting the spell, you weave a tracery of faintly glowing lines around the warding sigil. When the spell is completed, the glyph and tracery become nearly invisible (Per-4 to notice).
    Glyphs cannot be affected or bypassed by such means as physical or magical probing, though they can be dispelled. Mislead, Polymorph, and Nondetection (and similar magical effects) can fool a glyph, though nonmagical disguises and the like can’t.
    Read Magic allows you to identify a Glyph of Warding. Identifying the glyph does not discharge it and allows you to know the basic nature of the glyph.
    A Cold Blast Glyph deals 2d burning damage in a 2-yard-radius spherical area around the creature that triggered it. This damage comes from extreme cold, so it cannot set anything on fire. Targets injured by this spell 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).
    Material Component: You sprinkle the glyph with powdered diamond worth at least $200.
    Statistics: Burning Attack 2d (Area Effect, 2 yards, Spherical, +40%; Costs Fatigue, 2 FP, -10%; Delay, Supernatural Trigger, +100%; Environmental, Surface, -5%; Immediate Preparation Required, 10 minutes, -45%; Low Signature, +10%; Magical, -10%; Melee Attack, Reach C, Cannot Parry, -35%; No Incendiary Effect, -10%; Nuisance Effect, Cannot overlap, -5%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Side Effect, DX-2 and Numb, +90%; Trigger, Diamond Powder, -20%) [17].

    Glyph of Warding: Electricity Blast Glyph
    Keywords: Area (Fixed), Obvious.
    Full Cost: 24 points.
    Casting Roll: Skill.
    Components: V, S, M.
    Cost: 2 FP.
    Casting Time: 10 minutes.
    Range: Touch.
    Duration: Permanent or until discharged.

    This powerful inscription harms those who enter, pass, or open the warded area or object. A Glyph of Warding can guard a bridge or passage, ward a portal, trap a chest or box, and so on.
    You set the conditions of the ward. Typically, any creature entering the warded area or opening the warded object without speaking a password (which you set when casting the spell) is subject to the magic it stores. Alternatively or in addition to a password trigger, glyphs can be set according to physical characteristics (such as height or weight) or creature type, subtype, or kind (such as aberration, drow, or red dragon). Glyphs respond to invisible creatures normally but are not triggered by those who travel past them ethereally. Multiple glyphs cannot be cast on the same area. However, if a cabinet has three drawers, each can be separately warded.
    When casting the spell, you weave a tracery of faintly glowing lines around the warding sigil. When the spell is completed, the glyph and tracery become nearly invisible (Per-4 to notice).
    Glyphs cannot be affected or bypassed by such means as physical or magical probing, though they can be dispelled. Mislead, Polymorph, and Nondetection (and similar magical effects) can fool a glyph, though nonmagical disguises and the like can’t.
    Read Magic allows you to identify a Glyph of Warding. Identifying the glyph does not discharge it and allows you to know the basic nature of the glyph.
    An Electricity Blast Glyph deals 2d burning surge damage in a 2-yard-radius spherical area around the creature that triggered it. 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.
    Material Component: You sprinkle the glyph with powdered diamond worth at least $200.
    Statistics: Burning Attack 2d (Area Effect, 2 yards, Spherical, +40%; Costs Fatigue, 2 FP, -10%; Delay, Supernatural Trigger, +100%; Environmental, Surface, -5%; Immediate Preparation Required, 10 minutes, -45%; Low Signature, +10%; Magical, -10%; Melee Attack, Reach C, Cannot Parry, -35%; Nuisance Effect, Cannot overlap, -5%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Side Effect, Stunning, +50%; Surge, Arcing, +100%; Trigger, Diamond Powder, -20%) [24].

    Glyph of Warding: Fire Blast Glyph
    Keywords: Area (Fixed), Obvious.
    Full Cost: 9 points.
    Casting Roll: Skill.
    Components: V, S, M.
    Cost: 2 FP.
    Casting Time: 10 minutes.
    Range: Touch.
    Duration: Permanent or until discharged.

    This powerful inscription harms those who enter, pass, or open the warded area or object. A Glyph of Warding can guard a bridge or passage, ward a portal, trap a chest or box, and so on.
    You set the conditions of the ward. Typically, any creature entering the warded area or opening the warded object without speaking a password (which you set when casting the spell) is subject to the magic it stores. Alternatively or in addition to a password trigger, glyphs can be set according to physical characteristics (such as height or weight) or creature type, subtype, or kind (such as aberration, drow, or red dragon). Glyphs respond to invisible creatures normally but are not triggered by those who travel past them ethereally. Multiple glyphs cannot be cast on the same area. However, if a cabinet has three drawers, each can be separately warded.
    When casting the spell, you weave a tracery of faintly glowing lines around the warding sigil. When the spell is completed, the glyph and tracery become nearly invisible (Per-4 to notice).
    Glyphs cannot be affected or bypassed by such means as physical or magical probing, though they can be dispelled. Mislead, Polymorph, and Nondetection (and similar magical effects) can fool a glyph, though nonmagical disguises and the like can’t.
    Read Magic allows you to identify a Glyph of Warding. Identifying the glyph does not discharge it and allows you to know the basic nature of the glyph.
    A Fire Blast Glyph deals 2d burning damage in a 2-yard-radius spherical area around the creature that triggered it.
    Material Component: You sprinkle the glyph with powdered diamond worth at least $200.
    Statistics: Burning Attack 2d (Area Effect, 2 yards, Spherical, +40%; Costs Fatigue, 2 FP, -10%; Delay, Supernatural Trigger, +100%; Environmental, Surface, -5%; Immediate Preparation Required, 10 minutes, -45%; Low Signature, +10%; Magical, -10%; Melee Attack, Reach C, Cannot Parry, -35%; Nuisance Effect, Cannot overlap, -5%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Trigger, Diamond Powder, -20%) [9].

    Glyph of Warding: Sonic Blast Glyph
    Keywords: Area (Fixed), Obvious.
    Full Cost: 15 points.
    Casting Roll: Skill.
    Components: V, S, M.
    Cost: 2 FP.
    Casting Time: 10 minutes.
    Range: Touch.
    Duration: Permanent or until discharged.

    This powerful inscription harms those who enter, pass, or open the warded area or object. A Glyph of Warding can guard a bridge or passage, ward a portal, trap a chest or box, and so on.
    You set the conditions of the ward. Typically, any creature entering the warded area or opening the warded object without speaking a password (which you set when casting the spell) is subject to the magic it stores. Alternatively or in addition to a password trigger, glyphs can be set according to physical characteristics (such as height or weight) or creature type, subtype, or kind (such as aberration, drow, or red dragon). Glyphs respond to invisible creatures normally but are not triggered by those who travel past them ethereally. Multiple glyphs cannot be cast on the same area. However, if a cabinet has three drawers, each can be separately warded.
    When casting the spell, you weave a tracery of faintly glowing lines around the warding sigil. When the spell is completed, the glyph and tracery become nearly invisible (Per-4 to notice).
    Glyphs cannot be affected or bypassed by such means as physical or magical probing, though they can be dispelled. Mislead, Polymorph, and Nondetection (and similar magical effects) can fool a glyph, though nonmagical disguises and the like can’t.
    Read Magic allows you to identify a Glyph of Warding. Identifying the glyph does not discharge it and allows you to know the basic nature of the glyph.
    A Sonic Blast Glyph deals 2d non-incendiary burning damage in a 2-yard-radius spherical area around the creature that triggered it. Targets stuck by this very loud attack must make an HT roll, at -1 per 2 points of injury, or become deaf for (20 – HT) minutes (minimum one minute).
    Material Component: You sprinkle the glyph with powdered diamond worth at least $200.
    Statistics: Burning Attack 2d (Area Effect, 2 yards, Spherical, +40%; Costs Fatigue, 2 FP, -10%; Delay, Supernatural Trigger, +100%; Environmental, Surface, -5%; Immediate Preparation Required, 10 minutes, -45%; Low Signature, +10%; Magical, -10%; Melee Attack, Reach C, Cannot Parry, -35%; No Incendiary Effect, -10%; Nuisance Effect, Cannot overlap, -5%; Nuisance Effect, Loud, -5%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Side Effect, Deafness, +70%; Trigger, Diamond Powder, -20%) [15].

    Glyph of Warding: Spell Glyph
    Keywords: Obvious.
    Full Cost: 12 points.
    Casting Roll: Skill.
    Components: V, S, M.
    Cost: Original spell’s cost + 2 FP; see text.
    Casting Time: 10 minutes.
    Range: Touch.
    Duration: Permanent or until discharged.

    This powerful inscription harms those who enter, pass, or open the warded area or object. A Glyph of Warding can guard a bridge or passage, ward a portal, trap a chest or box, and so on.
    You set the conditions of the ward. Typically, any creature entering the warded area or opening the warded object without speaking a password (which you set when casting the spell) is subject to the magic it stores. Alternatively or in addition to a password trigger, glyphs can be set according to physical characteristics (such as height or weight) or creature type, subtype, or kind (such as aberration, drow, or red dragon). Glyphs respond to invisible creatures normally but are not triggered by those who travel past them ethereally. Multiple glyphs cannot be cast on the same area. However, if a cabinet has three drawers, each can be separately warded.
    When casting the spell, you weave a tracery of faintly glowing lines around the warding sigil. When the spell is completed, the glyph and tracery become nearly invisible (Per-4 to notice).
    Glyphs cannot be affected or bypassed by such means as physical or magical probing, though they can be dispelled. Mislead, Polymorph, and Nondetection (and similar magical effects) can fool a glyph, though nonmagical disguises and the like can’t.
    Read Magic allows you to identify a Glyph of Warding. Identifying the glyph does not discharge it and allows you to know the basic nature of the glyph.
    A Spell Glyph can store any harmful spell with a casting time of 4 seconds or less. All skill-dependent features of the spell are based on your skill at the time of casting the glyph. If the spell has a target, it targets the intruder. If the spell has an area or an amorphous effect (such as a cloud), the area or effect is centered on the intruder. If the spell summons creatures, they appear as close as possible to the intruder and attack. Resistance rolls operate as normal, except that the QC is based on the skill level of the spell stored in the glyph and that the range penalties are calculated from the glyph, not from you.
    To be able to cast a Spell Glyph, you have to have at least two slots of your Wizardly Study – one slot for the Spell Glyph, and one slot for the spell being stored by the glyph. You make two casting rolls, and you must succeed at both of them – one to cast the Spell Glyph, and one to cast the stored spell. While Spell Glyph is a free spell, it increases the casting cost of the spell being stored by 2 FP.
    Material Component: You sprinkle the glyph with powdered diamond worth at least $200.
    Statistics: Cosmic Power 3 (Limited, One Spell Glyph Package, -50%; Magical, -10%) [12]. Notes: “Spell Glyph 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 yourself with a casting time of 4 seconds or less) [1] modified with Cosmic, Does not actually cast the spell before it is triggered, +50%; Environmental, Surface, -5%; Immediate Preparation Required, 10 minutes, -45%; Low Signature, +10%; Magical, -10%; Melee Attack, Reach C, Cannot Parry, -35%; Nuisance Effect, Cannot overlap, -5%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Trigger, Diamond Powder, -20% for a final cost of 3 points.

    Mordenkainen’s Private Sanctum
    Keywords: Area (Fixed).
    Full Cost: 42 points.
    Casting Roll: Skill.
    Components: V, S.
    Cost: 3 FP + 1 character point.
    Casting Time: 10 minutes.
    Range: Self.
    Duration: Eight hours.

    This spell ensures privacy. Anyone looking into the hemispherical area from outside sees only a dark, foggy mass. Dark Vision, Infravision, and Ultravision cannot penetrate it. No sounds, no matter how loud, can escape the area, so nobody can eavesdrop from outside, even with Subsonic Hearing, Ultrasonic Hearing, or Vibration Sense. Those inside can see out normally. Information spells cannot perceive anything within the area. The ward prevents speech between those inside and those outside (because it blocks sound), but it does not prevent other communication.
    Statistics: Obscure 10 (Hearing; Area Effect, 4 yards, +50%; Character point-powered, x1/5; Defensive, +50%; Extended, Subsonic Hearing, Ultrasonic Hearing, Vibration Sense, +60%; Extended Duration, 3,000x, +140%; Immediate Preparation Required, 10 minutes, -45%; Link, +10%; Magical, -10%; Persistent, +40%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%) [15] + Obscure 10 (Information Spells; Area Effect, 4 yards, +50%; Character point-powered, x1/5; Defensive, +50%; Extended Duration, 3,000x, +140%; Immediate Preparation Required, 10 minutes, -45%; Link, +10%; Magical, -10%; Persistent, +40%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%) [13] + Obscure 10 (Vision; Area Effect, 4 yards, +50%; Character point-powered, x1/5; Costs Fatigue, 3 FP, -15%; Defensive, +50%; Extended, Dark Vision, Infravision, Ultravision, +60%; Extended Duration, 3,000x, +140%; Immediate Preparation Required, 10 minutes, -45%; Link, +10%; Magical, -10%; Persistent, +40%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%) [14]. As a special effect, this forms a hemispherical dome, not a cylinder.

    Obscure Object
    Keywords: Buff.
    Full Cost: 60 points.
    Casting Roll: Skill.
    Components: V, S.
    Cost: 1 FP.
    Casting Time: 10 minutes.
    Range: Touch.
    Duration: 15 hours.

    The target object is nearly impossible to detect, see, or divine with any Information spells, regardless of the magic system used to cast them. Obscure Object 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 object, 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, Objects only, -10%; Advantage, Obscure Object, +380%; Based on IQ, Own Roll, +20%; Costs Fatigue, 1 FP, -5%; Extended Duration, 300x, +100%; Fixed Duration, +0%; Immediate Preparation Required, 10 minutes, -45%; Magical, -10%; Malediction 1, +100%; Melee Attack, Reach C, -30%; No Signature, +20%; Requires Gestures, -10%; Requires Magic Words, -10%) [60]. Note:Obscure Object” is Obscure 10 (Information Spells; Defensive, +50%; Magical, -10%; No Area of Effect, -50%; Stealthy, +100%) [38].




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