Tuesday, 26 December 2023

Wizardry: Water Spells II

Wizardry: Water Spells II

Now, let's finish the Water college. The end is in sight! Horrid Wilting is a dehydration attack spell. Obscuring Mist creates a fog cloud around you. Fog Cloud does so at a range. Solid Fog creates a supernaturally thick fog cloud that impedes vision, attacks, and movement. The extra effects could've probably be done via Control or Affliction, but that would most likely have an extremely high cost. Thus, I just slapped Cosmic, +100% on it and called it a day. The resulting full cost seems appropriate to me.

    Fog Cloud
    Keywords: Area (Leveled).
    Full Cost: 28 points for level 1 + 7 points/additional level.
    Casting Roll: Skill. Use Innate Attack (Gaze) to aim.
    Components: V, S.
    Cost: 1 FP.
    Casting Time: 1 second.
    Range: 50 yards.
    Duration: 15 minutes.

    A bank of fog billows out from the point you designate, filling a 4-yard-high cylindrical area. The fog obscures normal sight, imposing a -7 penalty to Vision rolls and Vision-based tasks. The area of effect drifts with the wind, but any wind more forceful than a light breeze disperses it.
    Fire attacks become weaker in fog. Flaming weapons and missiles lose their extra power in fog. Scorching Rays and similar fire missile effects lose 1 point of damage per yard of fog they must traverse. Fire explosions treat each yard of fog as two yards of distance from the blast for the purpose of damage. However, no amount of fog will extinguish a fire.
    Statistics: Obscure 7 (Vision; Costs Fatigue, 1 FP, -5%; Drifting, +20%; Extended Duration, 100x, +80%; Magical, -10%; Ranged, +50%; Reduced Range, 1/2, -10%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Variable, Area, +5%) [28]. Further levels add Area Effect (+50%) [+7/level].

    Horrid Wilting
    Keywords: Resisted (HT).
    Full Cost (Touch): 22 points.
    Full Cost (Short-Range): 25 points.
    Full Cost (Ranged): 30 points.
    Casting Roll: Skill.
    Components: V, S.
    Cost: 1 FP.
    Casting Time: 1 second.
    Range: Touch – Unlimited (-1/yard) - Unlimited (standard).
    Duration: Instantaneous.

    If the victim fails to resist, he takes 1d fatigue damage, as water is being removed from the tissues of his body. Treat FP lost to the spell identically to FP lost to dehydration (p. B426). Thus, the lost FP can only be recovered after a day of rest with ample water supplies.
    Statistics: Fatigue Attack 1d (Based on HT, +20%; Based on IQ, Own Roll, +20%; Costs Fatigue, 1 FP, -5%; Dehydration, +20%; Magical, -10%; Malediction 1, +100%; Melee Attack, Reach C, -30%; No Signature, +20%; Requires Gestures, -10%; Requires Magic Words, -10%) [22]. The Short-Range version removes Melee Attack, Reach C, -30% [+3]. The Ranged version replaces Malediction 1, +100% with Malediction 2, +150% [+5].

    Obscuring Mist
    Keywords: Area (Leveled).
    Full Cost: 17 points for level 1 + 7 points/additional level.
    Casting Roll: Skill.
    Components: V, S.
    Cost: 1 FP.
    Casting Time: 1 second.
    Range: Self.
    Duration: 10 seconds.

    A 4-yard-high cylindrical bank of fog appears around you. The fog obscures normal sight, imposing a -7 penalty to Vision rolls and Vision-based tasks. The effect does not move with you, but drifts with the wind, and any wind more forceful than a light breeze disperses it.
    Fire attacks become weaker in fog. Flaming weapons and missiles lose their extra power in fog. Scorching Rays and similar fire missile effects lose 1 point of damage per yard of fog they must traverse. Fire explosions treat each yard of fog as two yards of distance from the blast for the purpose of damage. However, no amount of fog will extinguish a fire.
    Statistics: Obscure 7 (Vision; Costs Fatigue, 1 FP, -5%; Drifting, +20%; Magical, -10%; Persistent, +40%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Variable, Area, +5%) [17]. Further levels add Area Effect (+50%) [+7/level].

    Solid Fog
    Keywords: Area (Leveled).
    Full Cost: 40 points for level 1 + 7 points/additional level.
    Casting Roll: Skill. Use Innate Attack (Gaze) to aim.
    Components: V, S.
    Cost: 1 FP.
    Casting Time: 1 second.
    Range: 50 yards.
    Duration: 5 minutes.

    A 4-yard-high cylindrical bank of fog billows out from the point you designate. The fog obscures normal sight, imposing a -7 penalty to Vision rolls and Vision-based tasks. The area of effect drifts with the wind.
    In addition to obscuring sight, the fog is so thick, that moving through each hex of it requires one extra movement point. Falling creatures decelerate by one yard per second per yard of fog. Melee weapon attacks are made at -1 for every yard of maximum reach; Reach C weapons are unpenalized. Thrusting weapons do -1 damage per two yards of maximum reach. Swung weapons do -1 damage per die per two yards of maximum reach. Ranged attacks deal -1 damage per yard of fog.
    Fire attacks become weaker in fog. Flaming weapons and missiles lose their extra power in fog. Scorching Rays and similar fire missile effects lose 1 point of damage per yard of fog they must traverse. Fire explosions treat each yard of fog as two yards of distance from the blast for the purpose of damage. However, no amount of fog will extinguish a fire.
    Statistics: Obscure 7 (Vision; Cosmic, Impedes Movement, +100%; Costs Fatigue, 1 FP, -5%; Drifting, +20%; Extended Duration, 30x, +60%; Magical, -10%; Ranged, +50%; Reduced Range, 1/2, -10%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Variable, Area, +5%) [40]. Further levels add Area Effect (+50%) [+7/level].



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