Thursday 4 January 2024

Wizardry: Creation Spells I

Wizardry: Creation Spells I

Evard's Black Tentacles is an expensive area grapple spell. Leomund's Secure Shelter required me to use Jumper (Pocket Dimension) without an actual pocket dimension. Minor Creation creates objects of nonliving plant matter, while Major Creation expands the repertoire with mineral objects. Summon Instrument doesn't actually summon an instrument, but creates one.

    Evard’s Black Tentacles
    Keywords: Area (Fixed).
    Full Cost: 61 points.
    Casting Roll: Skill. Use Innate Attack (Gaze) to aim.
    Components: V, S.
    Cost: 2 FP.
    Casting Time: 2 seconds.
    Range: 50 yards.
    Duration: 10 seconds.

    You conjure a field of black rubbery tentacles that try to grab and constrict everyone in a 4-yard-radius area. These tentacles are 10 feet long each, and they are anchored to any surface, be it solid or liquid. Each turn, the tentacles try to grab every creature in the area with an effective skill level of 12. On a hit, the victim is grappled (see p. B370) with ST 14 and rooted in place. He cannot select the Move or Change Posture maneuvers or change facing, and is at -4 to DX. The Black Tentacles actively constrict the victim. Until he breaks free, the Black Tentacles attack him each turn with a Constriction Attack (p. B43), at ST 14.
    The effect lasts for 10 seconds, continuing to grab new people who blunder into it. To break free, the victim must win a Quick Contest of ST or Escape skill against the ST 14. Each attempt takes one second. If the victim fails to break free, he loses 1 FP but may try again. Alternatively, he may try to destroy the tentacles. Innate Attacks hit automatically; other attacks are at -4. External attacks on the Black Tentacles take no penalty, but risk hitting the victim on a miss (see Striking Into a Close Combat, p. B392). The Black Tentacles have DR 4. Each point of damage reduces ST by one. At ST 0, the Black Tentacles are destroyed and the victim is freed.
    StatisticsBinding 14 (Area Effect, 4 yards, +100%; Bombardment, Effective Skill 12, -10%; Constricting, +75%; Costs Fatigue, 2 FP, -10%; Environmental, Any surface, -5%; Magical, -10%; Nuisance Effect, 10-foot height, -5%; One-Shot, -10%; Persistent, +40%; Reduced Range, 1/2, -10%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Takes Extra Time 1, -10%) [61].

    Leomund’s Secure Shelter
    Keywords: Obvious.
    Full Cost: 60 points.
    Casting Roll: Skill.
    Components: V, S.
    Cost: 1 FP.
    Casting Time: 10 seconds.
    Range: Touch.
    Duration: 12 hours.

    You conjure a sturdy cottage or lodge 5-by-5 yards made of material that is common in the area where the spell is cast—stone, timber, or (at worst) sod. The floor is level, clean, and dry. In all respects the lodging resembles a normal cottage, with a sturdy door, two shuttered windows, and a small fireplace.
    The shelter has no heating or cooling source (other than natural insulation qualities). Therefore, it must be heated as a normal dwelling, and extreme heat adversely affects it and its occupants. The dwelling does, however, provide considerable security otherwise—it is as strong as a normal stone building, regardless of its material composition. The dwelling resists flames and fire as if it were stone. The door, shutters, and even chimney are secure against intrusion, the former two having warded rotary locks (p. LT121) with Lockpicking modifier of +0 and the latter secured by an iron grate at the top and a narrow flue.
    The secure shelter contains no furnishing. However, if you bring your own furniture, then it will reappear in the shelter next time it is conjured.
    After the spell expires, you are unable to cast it again for five minutes.
    Statistics: Jumper (Pocket Dimension; Accessibility, Actually conjures a dwelling instead of an extradimensional place, -50%; Cannot Escort, -10%; Cannot Follow, -20%; Extra Carrying Capacity, Extra-Heavy, +50%; Improved, +10%; Larger Size 2, +20%; Magical, -10%; Maximum Duration, 12 hours, -5%; Nuisance Effect, Cannot hurry the jump, -5%; Requires Gestures, -10%; Requires Magic Words, -10%) [60].

    Major Creation
    Keywords: None.
    Full Cost: 36 points for level 1 + 4 points/additional level.
    Casting Roll: Skill.
    Components: V, S, M.
    Cost: 2 FP.
    Casting Time: 1 minute.
    Range: Touch.
    Duration: Indefinite.

    You can create any simple, non-magical, common object weighing 7 lbs. or less; it appears in your hand. The object can be made of nonliving plant matter or mineral: stone, crystal, metal, or the like. Created objects cannot be used as material components for spells.
If you fail your casting roll, you can try again, but repeated attempts cost 4 FP (instead of the usual 2 FP) and take a cumulative -1 to the skill roll, until you succeed or wait an hour.
    A created object lasts indefinitely. That means, however, that if you want to cast this spell again, the first object goes away as soon as you begin casting to create the second one. If you can maintain multiple spells (Simultaneous Spells, GURPS Thaumatology: Sorcery, p. 8), you can keep multiple versions of this spell “on” to get around that problem. Unlike most spells with Indefinite duration, this one does not require paying FP to maintain.
    Higher levels of this spell allow you to create heavier, larger objects. However in no case can you create an object weighting more than 2xBL; it must always be something you could hold in one hand.

Spell Level

Weight

Min. ST

1

7 lbs.

5

2

10 lbs.

5

3

15 lbs.

7

4

20 lbs.

8

5

30 lbs.

9

6

50 lbs.

12

7

70 lbs.

14

8

100 lbs.

16

    For higher levels, look up the (spell level-2) in the “Size” column of the Size and Speed/Range Table (p. B550) and then read the corresponding “Linear Measurement” as pounds instead of yards. (Or note that every +6 levels corresponds to 10x weight.) See p. B17 to find minimum ST.
    Material Component: A tiny piece of matter of the same sort of item you plan to create with this spell—a bit of twisted hemp to create rope, and so forth.
    Statistics: Snatcher (Accessibility, Only common objects of nonliving plant matter or mineral that exist in your own world, -25%; Immediate Preparation Required, 1 minute, -30%; Improved, +10%; Magical, -10%; More Weight 1, +5%; Requires Gestures, -10%; Requires Magic Words, -10%; Trigger, Sample, -10%) [36]. Additional levels add More Weight (+5%) [+4]. Note: The Improved enhancement eliminates the auto-fail on 14+.

    Minor Creation
    Keywords: None.
    Full Cost: 16 points for level 1 + 4 points/additional level.
    Casting Roll: Skill.
    Components: V, S, M.
    Cost: 2 FP.
    Casting Time: 1 minute.
    Range: Touch.
    Duration: Indefinite.

    You can create any simple, non-magical, common object made of nonliving plant matter weighing 7 lbs. or less; it appears in your hand. Created objects cannot be used as material components for spells.
    If you fail your casting roll, you can try again, but repeated attempts cost 4 FP (instead of the usual 2 FP) and take a cumulative -1 to the skill roll, until you succeed or wait an hour.
    A created object lasts indefinitely. That means, however, that if you want to cast this spell again, the first object goes away as soon as you begin casting to create the second one. If you can maintain multiple spells (Simultaneous Spells, GURPS Thaumatology: Sorcery, p. 8), you can keep multiple versions of this spell “on” to get around that problem. Unlike most spells with Indefinite duration, this one does not require paying FP to maintain.
    Higher levels of this spell allow you to create heavier, larger objects. However in no case can you create an object weighting more than 2xBL; it must always be something you could hold in one hand.

Spell Level

Weight

Min. ST

1

7 lbs.

5

2

10 lbs.

5

3

15 lbs.

7

4

20 lbs.

8

5

30 lbs.

9

6

50 lbs.

12

7

70 lbs.

14

8

100 lbs.

16

    For higher levels, look up the (spell level-2) in the “Size” column of the Size and Speed/Range Table (p. B550) and then read the corresponding “Linear Measurement” as pounds instead of yards. (Or note that every +6 levels corresponds to 10x weight.) See p. B17 to find minimum ST.
    Material Component: A tiny piece of matter of the same sort of item you plan to create with this spell—a bit of twisted hemp to create rope, and so forth.
    Statistics: Snatcher (Accessibility, Only common objects of nonliving plant matter that exist in your own world, -50%; Immediate Preparation Required, 1 minute, -30%; Improved, +10%; Magical, -10%; More Weight 1, +5%; Requires Gestures, -10%; Requires Magic Words, -10%; Trigger, Sample, -10%) [16]. Additional levels add More Weight (+5%) [+4]. Note: The Improved enhancement eliminates the auto-fail on 14+.

    Phantom Steed
    Keywords: None.
    Full Cost: 17 points.
    Casting Roll: Skill.
    Components: V, S.
    Cost: 1 FP.
    Casting Time: 1 minute.
    Range: Touch.
    Duration: Hours equal to margin of success on the casting roll.

    Create a quasi-real stupid but obedient mount on which to ride while it exists. It can also be used as a draft animal. The mount appears within the arm’s reach. The mount’s traits are equivalent to a pony (p. B460) or cavalry horse (p. B459). The mount can only understand very simple spoken commands, such as stop, go, left, right, about face, etc. It is under the GM’s control but is considered war-trained.
    If the mount is killed, the summoner must wait a full day to call replacements. Dismissing the mount is a free action, but you may only dismiss it if it is physically present. You can only cast this spell if your character’s point total is at least 2 times higher than the mount’s.
    Statistics: Ally (Mount; Built on 50%; Constantly, no roll required; Adjustable, Mounts, +25%; Conjured, +100%; Immediate Preparation Required, 1 minute, -30%; Magical, -10%; Maximum Duration, hours equal to margin of success, -5%; Minion, +50%; Requires Gestures, -10%; Requires IQ Roll, -5%; Requires Magic Words, -10%) [17]. Notes: The Maximum Duration limitation is priced based on Maximum Duration, 12 hours. As a special effect, this spell breaks rules by allowing free maintenance, but this is offset by imposing a FP cost to cast.

    Summon Instrument
    Keywords: None.
    Full Cost: 36 points.
    Casting Roll: Skill.
    Components: V, S.
    Cost: 2 FP.
    Casting Time: 10 seconds.
    Range: Touch.
    Duration: Indefinite.

    You can create any non-magical musical instrument weighing 7 lbs. or less; it appears in your hands.
If you fail your casting roll, you can try again, but repeated attempts cost 4 FP (instead of the usual 2 FP) and take a cumulative -1 to the skill roll, until you succeed or wait an hour.
    A conjured instrument lasts indefinitely. That means, however, that if you want to cast this spell again, the first instrument goes away as soon as you begin casting to create the second one. If you can maintain multiple spells (Simultaneous Spells, GURPS Thaumatology: Sorcery, p. 8), you can keep multiple versions of this spell “on” to get around that problem. Unlike most spells with Indefinite duration, this one does not require paying FP to maintain.
    Statistics: Snatcher (Accessibility, Only musical instruments, -40%; Improved, +10%; Magical, -10%; More Weight 1, +5%; Requires Gestures, -10%; Requires Magic Words, -10%) [36]. Note: The Improved enhancement eliminates the auto-fail on 14+.




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