Sunday, 10 December 2023

Wizardry: Protection and Warning Spells IV

Wizardry: Protection and Warning Spells IV

Let's finish the P&W spells. Protection from Arrows is a simple spell that blocks physical projectiles. Protection from Acid/Cold/Electricity/Fire/Sound impart ablative DR against a specific energy type. Resist Acid/Cold/Electricity/Fire/Sound provide non-ablative DR and immunity to noxious energy effects. Stoneskin grants ablative DR against physical attacks. Sanctuary is an interesting warding spell that forces others to roll against Will to attack the subject.
  
    Protection from Acid
    Keywords: Buff.
    Full Cost (Self): 10 points for level 1 + 5 points/additional level.
    Full Cost (Touch): 25 points for level 1 + 5 points/additional level.
    Casting Roll: Skill.
    Components: V, S.
    Cost: 1 FP.
    Casting Time: 1 second.
    Range: Self – Touch.
    Duration: 30 minutes.
 
    The subject and all his gear become magically warded against acid attacks, including internal attacks. He and all his carried gear have DR against acid attacks equal to 5 * spell level. This DR is ablative - it stops damage once. Each point of DR stops one point of basic damage but is destroyed in the process.
    Lost DR “heals” at the same rate as lost HP (including the effects of Regeneration). Even when this spell has worn off, the subject still recovers “virtual” DR at the same rate. Thus, if this spell granted DR 10, and the subject took 4 point of damage, reducing it to 6, then recasting this spell immediately on the same subject would only provide DR 6, because he hasn’t “recovered” yet.
    If this spell is combined with Resist Acid, Protection from Acid depletes first.
    Statistics: Affliction 1 (HT; Accessibility, Self Only, -50%; Advantage, Protection from Acid 1, +50%; Costs Fatigue, 1 FP, -5%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Magical, -10%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%) [10]. Additional levels add further Protection from Acid to the Advantage enhancement (+50%) [+5]. Note: Each level of “Protection from Acid” is Damage Resistance 5 (Ablative, -80%; Force Field, +20%; Includes Internal, +20%; Limited, Acid, -40%; Magical, -10%) [5]. 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].
 
    Protection from Arrows
    Keywords: Buff.
    Full Cost (Self): 25 points for level 1 + 21 points/additional level.
    Full Cost (Touch): 40 points for level 1 + 21 points/additional level.
    Casting Roll: Skill.
    Components: V, S.
    Cost: 2 FP.
    Casting Time: 1 second.
    Range: Self – Touch.
    Duration: 30 minutes.
 
    Any successful ranged physical projectile attack (an arrow, bullet, javelin, but not an energy beam) made against the subject turns aside by the tiniest fraction to automatically miss – so long as the attack’s basic damage is less than (Protection from Arrows level)x2 dice. For example, Protection from Arrows 2 would redirect any physical projectile attack up to 4d while allowing those of 4d+1 or higher through. Convert all flat damage to dice (as per p. B269) for this determination. The GM should conceal the existence of this spell from the subject’s foes for as long as possible, saying that they just missed!
    Against most area effects and explosions, it stops only the fragmentation damage (shrapnel), not the explosion itself.
    Statistics: Affliction 1 (HT; Accessibility, Self Only, -50%; Advantage, Protection from Arrows 1, +210%; Costs Fatigue, 2 FP, -10%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Magical, -10%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%) [25]. Additional levels add further Protection from Arrows to the Advantage enhancement (+210%) [+21]. Note: Each level of “Protection from Arrows” is Damage Resistance 7 (All-or-Nothing, -10%; Force Field, +20%; Limited, Physical Projectiles, -40%; Magical, -10%) [21] with each DR 7 converted into 2d per p. B269. 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].
  
    Protection from Cold
    Keywords: Buff.
    Full Cost (Self): 10 points for level 1 + 5 points/additional level.
    Full Cost (Touch): 25 points for level 1 + 5 points/additional level.
    Casting Roll: Skill.
    Components: V, S.
    Cost: 1 FP.
    Casting Time: 1 second.
    Range: Self – Touch.
    Duration: 30 minutes.
 
    The subject and all his gear become magically warded against cold attacks, including internal attacks. He and all his carried gear have DR against cold attacks equal to 5 * spell level. This DR is ablative - it stops damage once. Each point of DR stops one point of basic damage but is destroyed in the process.
    Lost DR “heals” at the same rate as lost HP (including the effects of Regeneration). Even when this spell has worn off, the subject still recovers “virtual” DR at the same rate. Thus, if this spell granted DR 10, and the subject took 4 point of damage, reducing it to 6, then recasting this spell immediately on the same subject would only provide DR 6, because he hasn’t “recovered” yet.
    If this spell is combined with Resist Cold, Protection from Cold depletes first.
    Statistics: Affliction 1 (HT; Accessibility, Self Only, -50%; Advantage, Protection from Cold 1, +50%; Costs Fatigue, 1 FP, -5%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Magical, -10%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%) [10]. Additional levels add further Protection from Cold to the Advantage enhancement (+50%) [+5]. Note: Each level of “Protection from Cold” is Damage Resistance 5 (Ablative, -80%; Force Field, +20%; Includes Internal, +20%; Limited, Cold, -40%; Magical, -10%) [5]. 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].
 
    Protection from Electricity
    Keywords: Buff.
    Full Cost (Self): 10 points for level 1 + 5 points/additional level.
    Full Cost (Touch): 25 points for level 1 + 5 points/additional level.
    Casting Roll: Skill.
    Components: V, S.
    Cost: 1 FP.
    Casting Time: 1 second.
    Range: Self – Touch.
    Duration: 30 minutes.
 
    The subject and all his gear become magically warded against electrical attacks, including internal attacks. He and all his carried gear have DR against electrical attacks equal to 5 * spell level. This DR is ablative - it stops damage once. Each point of DR stops one point of basic damage but is destroyed in the process.
    Lost DR “heals” at the same rate as lost HP (including the effects of Regeneration). Even when this spell has worn off, the subject still recovers “virtual” DR at the same rate. Thus, if this spell granted DR 10, and the subject took 4 point of damage, reducing it to 6, then recasting this spell immediately on the same subject would only provide DR 6, because he hasn’t “recovered” yet.
    If this spell is combined with Resist Electricity, Protection from Electricity depletes first.
    Statistics: Affliction 1 (HT; Accessibility, Self Only, -50%; Advantage, Protection from Electricity 1, +50%; Costs Fatigue, 1 FP, -5%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Magical, -10%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%) [10]. Additional levels add further Protection from Electricity to the Advantage enhancement (+50%) [+5]. Note: Each level of “Protection from Electricity” is Damage Resistance 5 (Ablative, -80%; Force Field, +20%; Includes Internal, +20%; Limited, Electricity, -40%; Magical, -10%) [5]. 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].
 
    Protection from Fire
    Keywords: Buff.
    Full Cost (Self): 10 points for level 1 + 5 points/additional level.
    Full Cost (Touch): 25 points for level 1 + 5 points/additional level.
    Casting Roll: Skill.
    Components: V, S.
    Cost: 1 FP.
    Casting Time: 1 second.
    Range: Self – Touch.
    Duration: 30 minutes.
 
    The subject and all his gear become magically warded against fire attacks, including internal attacks. He and all his carried gear have DR against fire attacks equal to 5 * spell level. This DR is ablative - it stops damage once. Each point of DR stops one point of basic damage but is destroyed in the process.
    Lost DR “heals” at the same rate as lost HP (including the effects of Regeneration). Even when this spell has worn off, the subject still recovers “virtual” DR at the same rate. Thus, if this spell granted DR 10, and the subject took 4 point of damage, reducing it to 6, then recasting this spell immediately on the same subject would only provide DR 6, because he hasn’t “recovered” yet.
    If this spell is combined with Resist Fire, Protection from Fire depletes first.
    Statistics: Affliction 1 (HT; Accessibility, Self Only, -50%; Advantage, Protection from Fire 1, +50%; Costs Fatigue, 1 FP, -5%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Magical, -10%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%) [10]. Additional levels add further Protection from Fire to the Advantage enhancement (+50%) [+5]. Note: Each level of “Protection from Fire” is Damage Resistance 5 (Ablative, -80%; Force Field, +20%; Includes Internal, +20%; Limited, Fire, -40%; Magical, -10%) [5]. 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].
 
    Protection from Sound
    Keywords: Buff.
    Full Cost (Self): 10 points for level 1 + 5 points/additional level.
    Full Cost (Touch): 25 points for level 1 + 5 points/additional level.
    Casting Roll: Skill.
    Components: V, S.
    Cost: 1 FP.
    Casting Time: 1 second.
    Range: Self – Touch.
    Duration: 30 minutes.
 
    The subject and all his gear become magically warded against sonic attacks, including internal attacks. He and all his carried gear have DR against sonic attacks equal to 5 * spell level. This DR is ablative - it stops damage once. Each point of DR stops one point of basic damage but is destroyed in the process.
    Lost DR “heals” at the same rate as lost HP (including the effects of Regeneration). Even when this spell has worn off, the subject still recovers “virtual” DR at the same rate. Thus, if this spell granted DR 10, and the subject took 4 point of damage, reducing it to 6, then recasting this spell immediately on the same subject would only provide DR 6, because he hasn’t “recovered” yet.
    If this spell is combined with Resist Sound, Protection from Sound depletes first.
    Statistics: Affliction 1 (HT; Accessibility, Self Only, -50%; Advantage, Protection from Sound 1, +50%; Costs Fatigue, 1 FP, -5%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Magical, -10%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%) [10]. Additional levels add further Protection from Sound to the Advantage enhancement (+50%) [+5]. Note: Each level of “Protection from Sound” is Damage Resistance 5 (Ablative, -80%; Force Field, +20%; Includes Internal, +20%; Limited, Sound, -40%; Magical, -10%) [5]. 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].
 
    Resist Acid
    Keywords: Buff.
    Full Cost (Self): 30 points for level 1 + 9 points/additional level.
    Full Cost (Touch): 45 points for level 1 + 9 points/additional level.
    Casting Roll: Skill.
    Components: V, S.
    Cost: 2 FP.
    Casting Time: 2 seconds.
    Range: Self – Touch.
    Duration: 30 minutes.
 
    The subject and all his gear become magically warded against acid attacks, including internal attacks. He and all his carried gear have DR against acid attacks equal to 2 * spell level. Resistible acidic effects other than damage simply fail, as though the subject had successfully resisted. In addition, all of his DR (from this spell, his armor, tough hide, etc.) is immune to being eroded away by acid.
    Statistics: Affliction 1 (HT; Accessibility, Self Only, -50%; Advantage, Resist Acid, +270%; Costs Fatigue, 2 FP, -10%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Magical, -10%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Takes Extra Time 1, -10%) [30]. Note: “Resist Acid” is Damage Resistance 2 (Force Field, +20%; Includes Internal, +20%; Limited, Acid, -40%; Magical, -10%) [9] + Immunity to Noxious Acidic Effects (Magical, -10%) [9] + Internal Sealed (Acid-Resistant Only, -60%; Magical, -10%) [1] + Sealed (Acid-Resistant Only, -60%; Force Field, +20%; Magical, -10%) [8]. Additional levels increase DR by 2 (+90%) [+9]. 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].
 
    Resist Cold
    Keywords: Buff.
    Full Cost (Self): 21 points for level 1 + 9 points/additional level.
    Full Cost (Touch): 36 points for level 1 + 9 points/additional level.
    Casting Roll: Skill.
    Components: V, S.
    Cost: 2 FP.
    Casting Time: 2 seconds.
    Range: Self – Touch.
    Duration: 30 minutes.
 
    The subject and all his gear become magically warded against cold attacks, including internal attacks. He and all his carried gear have DR against cold attacks equal to 2 * spell level. Resistible cold effects other than damage simply fail, as though the subject had successfully resisted.
    Statistics: Affliction 1 (HT; Accessibility, Self Only, -50%; Advantage, Resist Cold, +180%; Costs Fatigue, 2 FP, -10%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Magical, -10%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Takes Extra Time 1, -10%) [21]. Note: “Resist Cold” is Damage Resistance 2 (Force Field, +20%; Includes Internal, +20%; Limited, Cold, -40%; Magical, -10%) [9] + Immunity to Noxious Cold Effects (Magical, -10%) [9]. Additional levels increase DR by 2 (+90%) [+9]. 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].
 
    Resist Electricity
    Keywords: Buff.
    Full Cost (Self): 27 points for level 1 + 9 points/additional level.
    Full Cost (Touch): 42 points for level 1 + 9 points/additional level.
    Casting Roll: Skill.
    Components: V, S.
    Cost: 2 FP.
    Casting Time: 2 seconds.
    Range: Self – Touch.
    Duration: 30 minutes.
 
    The subject and all his gear become magically warded against electrical attacks, including internal attacks. He and all his carried gear have DR against electrical attacks equal to 2 * spell level. Resistible electrical effects other than damage simply fail, as though the subject had successfully resisted. In addition, all of his DR is considered nonmetallic and nonconductive for the purpose of resisting electrical penetration, and none of his gear can be “shorted out” by electricity.
    Statistics: Affliction 1 (HT; Accessibility, Self Only, -50%; Advantage, Resist Electricity, +240%; Costs Fatigue, 2 FP, -10%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Magical, -10%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Takes Extra Time 1, -10%) [27]. Note: “Resist Electricity” is Damage Resistance 2 (Force Field, +20%; Includes Internal, +20%; Limited, Electricity, -40%; Magical, -10%) [9] + Immunity to Electrical Conduction (Force Field, +20%; Magical, 10%) [6] + Immunity to Noxious Electrical Effects (Magical, -10%) [9]. Additional levels increase DR by 2 (+90%) [+9]. 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].
 
    Resist Fire
    Keywords: Buff.
    Full Cost (Self): 21 points for level 1 + 9 points/additional level.
    Full Cost (Touch): 36 points for level 1 + 9 points/additional level.
    Casting Roll: Skill.
    Components: V, S.
    Cost: 2 FP.
    Casting Time: 2 seconds.
    Range: Self – Touch.
    Duration: 30 minutes.
 
    The subject and all his gear become magically warded against fire attacks, including internal attacks. He and all his carried gear have DR against fire attacks equal to 2 * spell level. Resistible fire effects other than damage simply fail, as though the subject had successfully resisted.
    Statistics: Affliction 1 (HT; Accessibility, Self Only, -50%; Advantage, Resist Fire, +180%; Costs Fatigue, 2 FP, -10%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Magical, -10%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Takes Extra Time 1, -10%) [21]. Note: “Resist Fire” is Damage Resistance 2 (Force Field, +20%; Includes Internal, +20%; Limited, Fire, -40%; Magical, -10%) [9] + Immunity to Noxious Fire Effects (Magical, -10%) [9]. Additional levels increase DR by 2 (+90%) [+9]. 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].
 
    Resist Sound
    Keywords: Buff.
    Full Cost (Self): 26 points for level 1 + 9 points/additional level.
    Full Cost (Touch): 41 points for level 1 + 9 points/additional level.
    Casting Roll: Skill.
    Components: V, S.
    Cost: 2 FP.
    Casting Time: 2 seconds.
    Range: Self – Touch.
    Duration: 30 minutes.
 
    The subject and all his gear become magically warded against sonic attacks, including internal attacks. He and all his carried gear have DR against sonic attacks equal to 2 * spell level. Resistible sonic effects other than damage simply fail, as though the subject had successfully resisted. In addition, he enjoys the benefits of Protected Hearing (p. B78).
    Statistics: Affliction 1 (HT; Accessibility, Self Only, -50%; Advantage, Resist Sound, +230%; Costs Fatigue, 2 FP, -10%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Magical, -10%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Takes Extra Time 1, -10%) [26]. Note: “Resist Sound” is Damage Resistance 2 (Force Field, +20%; Includes Internal, +20%; Limited, Sound, -40%; Magical, -10%) [9] + Immunity to Noxious Sonic Effects (Magical, -10%) [9] + Protected Hearing (Magical, -10%) [5]. Additional levels increase DR by 2 (+90%) [+9]. 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].
  
    Sanctuary
    Keywords: Buff.
    Full Cost (Self): 47 points.
    Full Cost (Touch): 62 points.
    Casting Roll: Skill.
    Components: V, S.
    Cost: 2 FP.
    Casting Time: 2 seconds.
    Range: Self – Touch.
    Duration: 18 seconds.
 
    You ward the subject against attacks. Any creature within 4 yards of the subject must make a roll against (Will + Mind Shield level) every second. If the creature fails, it can only attack the subject in self-defense until it leaves the area and for margin of failure seconds after leaving it. If the subject attacks any opponent, this ability is dispelled.
    Statistics: Affliction 1 (HT; Accessibility, Self Only, -50%; Advantage, Sanctuary, +500%; Costs Fatigue, 2 FP, -10%; Fixed Duration, +0%; Magical, -10%; Reduced Duration, 1/10, -20%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Takes Extra Time 1, -10%) [47]. Note: “Sanctuary” is Affliction 1 (Will; Area Effect, 4 yards, Spherical, +115%; Aura, +80%; Based on Will, +20%; Disadvantage, Pacifism (Self-Defense Only), Only against the subject, +10%; Magical, -10%; Melee Attack, Reach C, -30%; Mental Defense Only, +250%; Nuisance Effect, Stops if the subject attacks, -10%; Reduced Duration, 1/60, Only when the target leaves the area, -30%) [50]. 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].

    Stoneskin
    Keywords: Buff.
    Full Cost (Self): 10 points for level 1 + 5 points/additional level.
    Full Cost (Touch): 25 points for level 1 + 5 points/additional level.
    Casting Roll: Skill.
    Components: V, S.
    Cost: 1 FP.
    Casting Time: 1 second.
    Range: Self – Touch.
    Duration: 30 minutes.
 
    The subject becomes magically warded against physical attacks, even internal ones. He has DR against physical attacks equal to 5 * spell level. This includes eyes, but not gear. This DR is ablative - it stops damage once. Each point of DR stops one point of basic damage but is destroyed in the process.
    Lost DR “heals” at the same rate as lost HP (including the effects of Regeneration). Even when this spell has worn off, the subject still recovers “virtual” DR at the same rate. Thus, if this spell granted DR 10, and the subject took 4 point of damage, reducing it to 6, then recasting this spell immediately on the same subject would only provide DR 6, because he hasn’t “recovered” yet.
    Statistics: Affliction 1 (HT; Accessibility, Self Only, -50%; Advantage, Stoneskin 1, +50%; Costs Fatigue, 1 FP, -5%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Magical, -10%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%) [10]. Additional levels add further Stoneskin to the Advantage enhancement (+50%) [+5]. Note: Each level of “Stoneskin” is Damage Resistance 5 (Ablative, -80%; Includes Eyes, +10%; Includes Internal, +20%; Limited, Physical, -20%; Magical, -10%) [5]. 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].

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