Tuesday, 12 March 2024

Wizardry: Adventurer Spells I

Wizardry: Adventurer Spells I

I didn't forget about wizardry. Let's convert some spells from Complete Adventurer. Absorb Weapon lets you absorb a weapon into your body. Balancing Lorecall is a dual spell that enhances your sense of balance. Bladeweave is a peculiar illusion spell that lets you entrance an enemy with the movement of your weapon. Branch to Branch is a brachiator self-buff. Exacting Shot makes a ranged weapon more accurate.

    Absorb Weapon
    Keywords: None.
    Full Cost: 1 point/level.
    Casting Roll: Skill.
    Components: V, S.
    Cost: 1 FP to cast, 1 FP per 10 minutes to maintain.
    Casting Time: 2 seconds.
    Range: Touch.
    Duration: Indefinite.
 
    You can harmlessly absorb a weapon you are touching (even a poisoned one) into your arm, so long as it is not in another creature’s possession. The weapon must weigh no more than spell level * 2 lbs. The absorbed weapon cannot be felt under the skin and doesn’t restrict your range of motion in any way. An absorbed weapon cannot be detected with even a careful search, although a Detect Magic spell reveals the presence of a magical aura. The only evidence of its presence is a faint blotch on your skin shaped vaguely like the weapon. Rather than being protected by your defensive advantages, your weapon actually is in another dimension entirely and can’t be affected by any normal attack.
    Getting it out takes one second or a Fast-Draw roll (aided by Talent). When the spell ends, the weapon is expelled.
    Statistics: Payload 1 (Static; Accessibility, Only a single object, -10%; Accessibility, Only for weapons, -20%; Cosmic, Extraplanar, +50%; Costs Fatigue, 1 FP, -5%; Extended Duration, 10x, +40%; Magical, -10%; Nuisance Effect, Detectable as a blotch, -5%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Takes Extra Time 1, -10%) [1/level].
  
    Balancing Lorecall
    Keywords: Buff.
    Full Cost (Self): 13 points.
    Casting Roll: Skill.
    Components: V, S.
    Cost: 1 FP or 3 FP, see text.
    Casting Time: 2 seconds or 4 seconds, see text.
    Range: Self.
    Duration: 3 minutes.
 
    You intuit the precise spot and stance necessary to stand on areas of even the most unstable footing. You can cast this spell in two ways – basic and enhanced.
    When you cast the basic version, the cost is 1 FP and casting time is 2 seconds. You gain +6 for walking a narrow surface in normal conditions, and +4 in bad conditions; +3 in combat to avoid falling/being knocked down; and +1 to Acrobatics, Climbing, and Piloting.
    When you cast the enhanced version, the cost is 3 FP and costing time is 4 seconds. You gain Perfect Balance (p. B74).
    Statistics: Affliction 1 (HT; Accessibility, Self Only, -50%; Alternative Enhancements, +120%; Fixed Duration, +0%; Magical, -10%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%) [13]. Note: “Balancing Lorecall” is Excellent Balance (Magical, -10%) [9]. “Balancing Lorecall (Enhanced)” is Perfect Balance (Magical, -10%) [14]. Alternative Enhancements contain two modifier packages: (Advantage, Balancing Lorecall, +90% and Costs Fatigue, 1 FP, -5% and Takes Extra Time 1, -10%), +75% and (Advantage, Balancing Lorecall (Enhanced), +140% and Costs Fatigue, 3 FP, -15% and Takes Extra Time 2, -20%), +105%.
  
    Bladeweave
    Keywords: Resisted (Will).
    Full Cost: 17 points.
    Casting Roll: Skill. Melee Weapon skill or Combat Art to entrance.
    Components: V, S.
    Cost: 1 FP.
    Casting Time: 1 second.
    Range: Unlimited (-1/yard).
    Duration: Instantaneous.
 
    This spell imbues your melee weapon with a fascinating pattern that entrances your opponent. Your opponent must be able to see your movements – he cannot be blind, facing away, etc. First, roll your unmodified casting skill. Then, if you succeed, roll a Quick Contest of the highest of Melee Weapon skill or Combat Art for the weapon you’re currently holding in your hands against the victim’s Will, modified by range. If you win, the victim is mentally stunned. On subsequent turns, they can roll Will to recover.
    Statistics: Affliction 1 (Will; Based on DX, Own Roll, +20%; Based on Will, +20%; Costs Fatigue, 1 FP, -5%; Magical, -10%; Malediction 1, +100%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Requires Melee Weapon, -10%; Vision-Based, -20%) [17].
  
    Branch to Branch
    Keywords: Buff.
    Full Cost (Self): 7 points.
    Casting Roll: Skill.
    Components: V, S.
    Cost: 2 FP.
    Casting Time: 4 seconds.
    Range: Self.
    Duration: 30 minutes.
 
    You become able to travel by swinging on vines, tree branches, ropes, chandeliers, etc. You get +2 to Climbing skill, and can move at half your Basic Move while brachiating.
    Statistics: Affliction 1 (HT; Accessibility, Self Only, -50%; Advantage, Branch to Branch, +50%; 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 2, -20%) [7]. Note: “Branch to Branch” is Brachiator (Magical, -10%) [5].

    Exacting Shot
    Keywords: Weapon Buff.
    Full Cost: 20 points.
    Casting Roll: Skill.
    Components: V, S.
    Cost: 2 FP.
    Casting Time: 4 seconds.
    Range: Touch.
    Duration: 3 minutes.
 
    This spell gives a ranged weapon +2 to skill rolls to hit.
    Statistics: Affliction 1 (HT; Accessibility, Only on ranged weapons, -30%; Advantage, Exacting Shot, +80%; Based on IQ, Own Roll, +20%; Costs Fatigue, 2 FP, -10%; Fixed Duration, +0%; Magical, -10%; Malediction 1, +100%, Melee Attack, Reach C, -30%; No Signature, +20%; Requires Gestures, -10%; Requires Magic Words, -10%; Takes Extra Time 2, -20%) [20]. Note: “Exacting Shot” is DX 2 (Accessibility, Only attacks with this weapon, -80%; Magical, -10%) [8].
 

No comments:

Post a Comment