Wednesday 24 January 2024

Wizardry: Binding

Wizardry: Binding

Finally, there's the Binding spell that is actually a group of similar spells. For the purpose of converting to GURPS, I will makes them separate spells. And now I'm done with Player's Handbook for real.

    Binding: Bound Slumber
    Keywords: Resisted (Will).
    Full Cost: 26 points.
    Casting Roll: Skill.
    Components: V, S.
    Cost: 5 FP + 1 character point.
    Casting Time: 10 minutes.
    Range: Touch.
    Duration: Permanent.

    Binding: Bound Slumber creates magical restraints that confine the subject and emanate an antipathy field. The spell also causes the subject to become comatose. While the spell is active, the subject is in suspended animation – he doesn’t need to eat, drink, breathe, and does not age. When casting this spell, note your margin of success. Creatures (except the caster) that come within 4 yards of the subject will feel an intense unease, an urge to be somewhere else. Each second, they make a Will roll penalized by your margin of success. If the victim loses, he must flee the area as soon as possible and becomes unable to reenter the area for three minutes.
    This spell cannot be dispelled by Dispel Magic, but Remove Curse or Break Enchantment will lift its effects. You can also specify triggering conditions that end the spell and release the creature whenever they occur. These triggers can be as simple or elaborate as you desire, but the GM must agree that the condition is reasonable and has a likelihood of coming to pass. The conditions can be based on a creature’s name or identity but otherwise must be based on observable actions or qualities. Once the spell is cast, its triggering conditions cannot be changed.
    Statistics: Affliction 1 (HT; Advantage, Bound Slumber, +820%; Based on IQ, Own Roll, +20%; Based on Will, +20%; Character point-powered, x1/5; Cosmic, Immune to Dispel Magic, +50%; Costs Fatigue, 5 FP, -25%; Extended Duration, Permanent, +150%; Immediate Preparation Required, 10 minutes, -45%; Magical, -10%; Malediction 1, +100%; Melee Attack, Reach C, -30%; No Signature, +20%; Paralysis, Variant, +150%; Requires Gestures, -10%; Requires Magic Words, -10%) [26]. Notes: “Bound Slumber” is Affliction 1 (Will; Accessibility, Doesn’t affect the caster, -5%; Area Effect, 4 yards, +100%; Aura, +80%; Based on Will, +20%; Disadvantage, Dread, +30%; Fixed Duration, +0%; Magical, -10%; Melee Attack, Reach C, -30%; Malediction 1, +100%; No Signature, +20%) [41] + Doesn’t Breathe (Magical, -10%) [18] + Doesn’t Eat or Drink (Magical, -10%) [9] + Unaging (Magical, -10%) [14].

    Binding: Chaining
    Keywords: Resisted (Will).
    Full Cost: 18 points.
    Casting Roll: Skill.
    Components: V, S.
    Cost: 5 FP + 1 character point.
    Casting Time: 10 minutes.
    Range: Touch.
    Duration: Permanent.

    Binding: Chaining creates magical restraints that confine the subject and emanate an antipathy field. The subject is paralyzed, but does not enter suspended animation, so he may die of hunger or thirst. When casting this spell, note your margin of success. Creatures (except the caster) that come within 4 yards of the subject will feel an intense unease, an urge to be somewhere else. Each second, they make a Will roll penalized by your margin of success. If the victim loses, he must flee the area as soon as possible and becomes unable to reenter the area for three minutes.
    This spell cannot be dispelled by Dispel Magic, but Remove Curse or Break Enchantment will lift its effects. You can also specify triggering conditions that end the spell and release the creature whenever they occur. These triggers can be as simple or elaborate as you desire, but the GM must agree that the condition is reasonable and has a likelihood of coming to pass. The conditions can be based on a creature’s name or identity but otherwise must be based on observable actions or qualities. Once the spell is cast, its triggering conditions cannot be changed.
    Statistics: Affliction 1 (HT; Advantage, Chaining, +410%; Based on IQ, Own Roll, +20%; Based on Will, +20%; Character point-powered, x1/5; Cosmic, Immune to Dispel Magic, +50%; Costs Fatigue, 5 FP, -25%; Extended Duration, Permanent, +150%; Immediate Preparation Required, 10 minutes, -45%; Magical, -10%; Malediction 1, +100%; Melee Attack, Reach C, -30%; No Signature, +20%; Paralysis, Variant, +150%; Requires Gestures, -10%; Requires Magic Words, -10%) [18]. Notes: “Chaining” is Affliction 1 (Will; Accessibility, Doesn’t affect the caster, -5%; Area Effect, 4 yards, +100%; Aura, +80%; Based on Will, +20%; Disadvantage, Dread, +30%; Fixed Duration, +0%; Magical, -10%; Melee Attack, Reach C, -30%; Malediction 1, +100%; No Signature, +20%) [41].

    Binding: Hedged Prison
    Keywords: Resisted (Will).
    Full Cost: 38 points.
    Casting Roll: Skill.
    Components: V, S.
    Cost: 5 FP.
    Casting Time: 10 minutes.
    Range: Touch.
    Duration: Permanent.

    This spell must be cast within a confined area (such as a labyrinth) from which the subject becomes unable to wander by any means.
    This spell cannot be dispelled by Dispel Magic, but Remove Curse or Break Enchantment will lift its effects. You can also specify triggering conditions that end the spell and release the creature whenever they occur. These triggers can be as simple or elaborate as you desire, but the GM must agree that the condition is reasonable and has a likelihood of coming to pass. The conditions can be based on a creature’s name or identity but otherwise must be based on observable actions or qualities. Once the spell is cast, its triggering conditions cannot be changed.
    Statistics: Affliction 1 (HT; Based on IQ, Own Roll, +20%; Based on Will, +20%; Cosmic, Immune to Dispel Magic, +50%; Costs Fatigue, 5 FP, -25%; Disadvantage, Divine Curse (Cannot leave the area), +50%; Extended Duration, Permanent, +150%; 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%) [38].

    Binding: Metamorphosis
    Keywords: Resisted (Will).
    Full Cost: 47 points.
    Casting Roll: Skill.
    Components: V, S.
    Cost: 5 FP.
    Casting Time: 10 minutes.
    Range: Touch.
    Duration: Permanent.

    The subject assumes gaseous form, except for its head or face. It is held harmless in a jar or other container, which may be transparent if you so choose. The creature remains aware of its surroundings and can speak, but it cannot leave the container, attack, or use any of its powers or abilities. The subject does not need to breathe, eat, or drink while metamorphosed, nor does it age.
    This spell cannot be dispelled by Dispel Magic, but Remove Curse or Break Enchantment will lift its effects. You can also specify triggering conditions that end the spell and release the creature whenever they occur. These triggers can be as simple or elaborate as you desire, but the GM must agree that the condition is reasonable and has a likelihood of coming to pass. The conditions can be based on a creature’s name or identity but otherwise must be based on observable actions or qualities. Once the spell is cast, its triggering conditions cannot be changed.
    Statistics: Affliction 1 (HT; Based on IQ, Own Roll, +20%; Based on Will, +20%; Cosmic, Immune to Dispel Magic, +50%; Costs Fatigue, 5 FP, -25%; Extended Duration, Permanent, +150%; Immediate Preparation Required, 10 minutes, -45%; Magical, -10%; Malediction 1, +100%; Melee Attack, Reach C, -30%; No Signature, +20%; Paralysis, Variant, +150%; Requires a container, -10%; Requires Gestures, -10%; Requires Magic Words, -10%) [47].

    Binding: Minimus Containment
    Keywords: Resisted (Will).
    Full Cost: 47 points.
    Casting Roll: Skill.
    Components: V, S.
    Cost: 5 FP.
    Casting Time: 10 minutes.
    Range: Touch.
    Duration: Permanent.

    The subject is shrunk to a height of 1 inch or even less and held within some gem, jar, or similar object. The subject does not need to breathe, eat, or drink while contained, nor does it age.
    This spell cannot be dispelled by Dispel Magic, but Remove Curse or Break Enchantment will lift its effects. You can also specify triggering conditions that end the spell and release the creature whenever they occur. These triggers can be as simple or elaborate as you desire, but the GM must agree that the condition is reasonable and has a likelihood of coming to pass. The conditions can be based on a creature’s name or identity but otherwise must be based on observable actions or qualities. Once the spell is cast, its triggering conditions cannot be changed.
    Statistics: Affliction 1 (HT; Based on IQ, Own Roll, +20%; Based on Will, +20%; Cosmic, Immune to Dispel Magic, +50%; Costs Fatigue, 5 FP, -25%; Extended Duration, Permanent, +150%; Immediate Preparation Required, 10 minutes, -45%; Magical, -10%; Malediction 1, +100%; Melee Attack, Reach C, -30%; No Signature, +20%; Paralysis, Variant, +150%; Requires a container, -10%; Requires Gestures, -10%; Requires Magic Words, -10%) [47].

    Binding: Slumber
    Keywords: Resisted (Will).
    Full Cost: 18 points.
    Casting Roll: Skill.
    Components: V, S.
    Cost: 5 FP + 1 character point.
    Casting Time: 10 minutes.
    Range: Touch.
    Duration: Permanent.

    Binding: Slumber causes the subject to become comatose. While the spell is active, the subject is in suspended animation – he doesn’t need to eat, drink, breathe, and does not age.
    This spell cannot be dispelled by Dispel Magic, but Remove Curse or Break Enchantment will lift its effects. You can also specify triggering conditions that end the spell and release the creature whenever they occur. These triggers can be as simple or elaborate as you desire, but the GM must agree that the condition is reasonable and has a likelihood of coming to pass. The conditions can be based on a creature’s name or identity but otherwise must be based on observable actions or qualities. Once the spell is cast, its triggering conditions cannot be changed.
    Statistics: Affliction 1 (HT; Advantage, Slumber, +410%; Based on IQ, Own Roll, +20%; Based on Will, +20%; Character point-powered, x1/5; Cosmic, Immune to Dispel Magic, +50%; Costs Fatigue, 5 FP, -25%; Extended Duration, Permanent, +150%; Immediate Preparation Required, 10 minutes, -45%; Magical, -10%; Malediction 1, +100%; Melee Attack, Reach C, -30%; No Signature, +20%; Paralysis, Variant, +150%; Requires Gestures, -10%; Requires Magic Words, -10%) [18]. Notes: “Slumber” is Doesn’t Breathe (Magical, -10%) [18] + Doesn’t Eat or Drink (Magical, -10%) [9] + Unaging (Magical, -10%) [14].


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