Thursday 14 December 2023

Wizardry: Spirit Spells I

Wizardry: Spirit Spells I

This post will feature the remaining necromantic spells and two etherealness spells. Etherealness combines its D&D equivalent and Ethereal Jaunt. While more expensive than Plane Shift, it lacks such requirements as forked rod focus and drift. Soul Bind traps a soul in a gem, preventing its resurrection or reanimation. Trap the Soul traps both the soul and body of a still living creature.
 
    Etherealness
    Keywords: Obvious.
    Full Cost: 75 points.
    Casting Roll: Skill.
    Components: V, S.
    Cost: 1 FP.
    Casting Time: 10 seconds.
    Range: Self.
    Duration: Instantaneous.
 
    The spell allows you to transport yourself from the Material Plane to the Ethereal Plane or the other way around. If your casting roll is successful, you will shift to the intended plane, appearing same physical location as where you left your previous plane. However, if you fail, you will not be transported anywhere. In the case of a critical failure, you will end up in an unintended location chosen by the GM (possibly the dangerous Deep Ethereal).
    If you are carrying equipment heavier than your Basic Lift, then you make your casting roll at a penalty equal to twice your Encumbrance level. On a failed roll, you leave excess cargo behind; on a critical failure, you lose 1 point of IQ for each Encumbrance level you attempted as you “burned out” that part of your brain temporarily. This temporarily lost IQ recovers after you sleep.
    Optionally, you may overload this spell to transport other willing beings in physical contact with you. Your casting roll will be at -5 per additional target, and your casting will cost an additional 2 FP. You can offset this penalty (but never get a net bonus) by voluntarily spending additional FP; each FP cancels -1 in penalties. If you roll a critical success, you recover all FP spent on this casting. A critical failure strains your spellcasting ability; the spell automatically fails, you lose 1d FP, and all your magical powers shut down for 1d seconds. You may buy off this penalty as a Hard technique.
    Statistics: Jumper (World; Accessibility, Only on the Ethereal and Material Planes, -5%; Improved, +10%; Limited Access, Ethereal, -20%; Magical, -10%; Nuisance Effect, Cannot hurry the jump, -5%; Requires Gestures, -10%; Requires Magic Words, -10%; Uncertain Encumbrance, +25%) [75].
 
    Soul Bind
    Keywords: Resisted (Will).
    Full Cost: 23 points.
    Casting Roll: Skill
    Components: V, S, F.
    Cost: 1 FP.
    Casting Time: 2 seconds.
    Range: Touch.
    Duration: Permanent.
 
    You draw the soul from a newly dead body and imprison it in a black sapphire gem. The spell is resisted by Will, as if the creature were still alive. The subject must have been dead no more than 10 minutes. The soul, once trapped in the gem, cannot be returned through Clone, Raise Dead, Reincarnation, Resurrection, or any similar spell or ability. Only by destroying the gem or dispelling the spell on the gem can one free the soul (which is then still dead).
    Focus: A black sapphire of at least $1,500 value.
    Statistics: Affliction 1 (Will; Accessibility, Fresh corpses only, -80%; Advantage, Soul Bind, +10%; Based on IQ, Own Roll, +20%; Based on Will, +20%; Costs Fatigue, 1 FP, -5%; Extended Duration, Permanent, +150%; Magical, -10%; Malediction 1, +100%; Melee Attack, Reach C, -30%; Requires black sapphire, -15%; Requires Gestures, -10%; Requires Magic Words, -10%; Takes Extra Time 1, -10%) [23]. Note: “Soul Bind” is Covenant of Rest (Variant) [1].
  
 
Trap the Soul
Keywords: Resisted (Will).
Full Cost (Touch): 22 points.
Full Cost (Short-Range): 25 points.
Full Cost (Ranged): 30 points.
Casting Roll: Skill.
Components: V, S, F.
Cost: 2 FP.
Casting Time: 4 seconds.
Range: Touch – Unlimited (-1/yard) - Unlimited (standard).
Duration: Instantaneous.
 
If your margin of victory on the casting contest is 5 or more, or if the victim rolls a critical failure, then Trap the Soul forces a creature’s life force (and its material body) into a gem. The gem holds the trapped entity indefinitely or until the gem is broken and the life force is released, which allows the material body to reform. If your margin of victory is 1-4, then the victim is mentally stunned. He may roll against Will to recover on the next turn as normal.
Focus: A gemstone of at least $200 value per HP of the creature.
Statistics: Affliction 1 (Will; Accessibility, Only creatures with a soul, -5%; Based on IQ, Own Roll, +20%; Based on Will, +20%; Cancellation, Variant, +10%; Costs Fatigue, 2 FP, -10%; Magical, -10%; Malediction 1, +100%; Melee Attack, Reach C, -30%; No Signature, +20%; Requires Focus, -15%; Requires Gestures, -10%; Requires Magic Words, -10%; Secondary Heart Attack, Variant, +60%; Takes Extra Time 2, -20%) [22]. The Short-Range version removes Melee Attack, Reach C, -30% [+3]. The Ranged version replaces Malediction 1, +100% with Malediction 2, +150% [+5].

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