Saturday 4 May 2024

Wizardry: Adventurer Spells III

Wizardry: Adventurer Spells III

Let's take a short break from the Monstrous Compendium project and make some more wizardry spells based on those from Complete Adventurer.
The first one is Guided Shot that I decided to base on the Guided Weapon wildcard imbuement skill.
Swift Haste (what a dumb name) is an indefinite self-only version of Haste that will quickly deplete your FP reserves.
Hindsight is a spell that lets the caster look into the past with various degrees of clarity that depend on the desired timespan. While it is relatively cheap point-wise, it certainly is not cheap financially!
Insightful Feint is another very short spell that temporarily boosts your combat skills for the purpose of making Feints.
Instant Locksmith is a spell that lets you pick a lock in one second (based on the Masterful Locksmith power-up from GURPS Dungeon Fantasy Denizens: Thieves).
Swift Invisibility is another "swift" spell that will drain your FP in no time. You might've noticed that by RAW, 1 FP/second is merely a -10% limitation. I believe that this is waaaaay to low and inconsistent with the usage rules from GURPS Powers, and thus I built this spell differently.
Listening Lorecall is a two-in-one deal that improves your hearing.

Guided Shot
Keywords: None.
Full Cost: 35 points.
Casting Roll: Skill.
Components: V.
Cost: 1 FP.
Casting Time: Free action.
Range: Self.
Duration: Instantaneous.

You use magical energy to briefly focus your mind and body on making a perfect shot and guiding the projectile after releasing it. The attack ignores range penalties, and the projectile moves at 1/2D yards per second until it hits the target or reaches Max range. Against distant targets, you must take a Concentrate maneuver on turns after the first to control the projectile, and you must choose your maneuver (Attack or All-Out Attack (Determined)) and make your attack roll on the turn the projectile reaches the target. In addition, if the guided projectile takes more than one turn to reach the target, it is considered aimed and gets its Acc bonus, and does not deal halved damage. This spell cannot be used with weapons that affect multiple targets – area attacks, explosive attacks, cone attacks. It can only guide one projectile to one target.
Statistics: Imbue 2 (Limited Skill Access, One Skill, Guided Shot, -80%) [4] + Unusual Training [1] + Guided Weapon! (VH) DX [24] modified with Based on IQ, Own Roll, +20%; Magical, -10%; Reduced Fatigue Cost 1, +20%; Requires Magic Words, -10%. The total cost is 35 points.

Hindsight
Keywords: Information.
Full Cost: 20 points.
Casting Roll: Skill.
Components: V, S, M.
Cost: 2 FP.
Casting Time: 1 hour.
Range: Self.
Duration: Instantaneous.

You can see and hear into the past, getting a look at events that happened previously at your current location. The level of detail you see and hear by means of this spell depends on the span of time you wish to observe; concentrating on a span of days renders a more detailed perspective than, say, a span of centuries.
You can view only one span of time per casting, chosen from the following options.
Days: Your casting roll is unpenalized. You sense the events of the past, stretching back one day per point of margin of success on your casting roll. You gain detailed knowledge of the people, conversations, and events that transpired.
Weeks: Your casting roll is at -1. You gain a summary of the events of the past, stretching back one week per point of margin of success on your casting roll. Exact wording and details are lost, but you know all the participants and the highlights of the conversations and events that took place.
Years: Your casting roll is at -2. You gain a general idea of the events of the past, stretching back one year per point of margin of success on your casting roll. You notice only noteworthy events such as deaths, battles, scenes of great emotion, important discoveries, and significant happenings.
Centuries: Your casting roll is at -4. You gain a general idea of the events of the past, stretching back one century plus per point of margin of success on your casting roll. You notice only the most remarkable of events: coronations, deaths of important personages, major battles, and other truly historic happenings.
On a failed casting, you receive no impressions at all, and cannot attempt to read that place again for one hour.
Material Component: An hourglass-shaped diamond worth at least $2,000.
Statistics: Psychometry (Active Only, -20%; Costs Fatigue, 2 FP, -10%; Decreased Immunity 1, +50%; Immediate Preparation Required, 1 hour, -75%; Immersive, Only recent events, +80%; Magical, -10%; Reliable 1, +5%; Requires Gestures, -10%; Requires Magic Words, -10%; Sensitive, Only recent events, +25%; Trigger, Hourglass-shaped diamond, -25%) [20].

Insightful Feint
Keywords: None.
Full Cost: 4 points/level.
Casting Roll: Skill.
Components: V.
Cost: 1 FP to cast, 1 FP per second to maintain.
Casting Time: Free action at the start of your turn.
Range: Self.
Duration: Indefinite.

While this spell is active, you have temporary insight into the way your opponents move in combat, gaining +1 to combat skills per spell level for the purpose of making Feints, but not Ruses or Beats.
Statistics: DX 1 (Accessibility, Only feints, -30%; Costs Fatigue, 1 FP, -5%; Magical, -10%; Reduced Duration, 1/60, -35%; Reduced Time 1, +20%; Requires IQ Roll, -10%; Requires Magic Words, -10%) [4/level].

Instant Locksmith
Keywords: None.
Full Cost: 5 points.
Casting Roll: Skill.
Components: V, S.
Cost: 3 FP.
Casting Time: Free action.
Range: Self.
Duration: 1 second.

This spell lets you attempt to pick a lock in a second. In addition to the casting roll, make a Lockpicking roll at the usual modifiers except for haste (see Time Spent, p. B346).
Statistics: Efficient (Lockpicking) [1] + Unique Technique (Speed Lockpicking) [1] + Speed Lockpicking (H) Lockpicking-2 [9] modified with Costs Fatigue, 3 FP, -15%; Magical, -10%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%. The total cost is 5 points.

Listening Lorecall
Keywords: Buff.
Full Cost (Self): 18 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: 30 minutes.

You gain the ability to hear even the most minute sounds. 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 a +4 bonus to Hearing.
When you cast the enhanced version, the cost is 3 FP and costing time is 4 seconds. You gain a +4 bonus to Hearing and decrease any Hearing penalties for background noise by 4.
Statistics: Affliction 1 (HT; Accessibility, Self Only, -50%; Alternative Enhancements, +128%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Magical, -10%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%) [18]. Note:Listening Lorecall” is Acute Hearing 4 (Magical, -10%) [8]. “Listening Lorecall (Enhanced)” is Parabolic Hearing 4 (Magical, -10%) [15]. Alternative Enhancements contain two modifier packages: (Advantage, Listening Lorecall, +80% and Costs Fatigue, 1 FP, -5% and Takes Extra Time 1, -10%), +65% and (Advantage, Listening Lorecall (Enhanced), +150% and Costs Fatigue, 3 FP, -15% and Takes Extra Time 2, -20%), +115%.

Swift Haste
Keywords: None.
Full Cost: 12 points/level.
Casting Roll: Skill.
Components: V.
Cost: 1 FP to cast, 1 FP per 3 seconds to maintain.
Casting Time: Free action at the start of your turn.
Range: Self.
Duration: Indefinite.

While this spell is active, your Basic Speed is increased by 1.00 per spell level, which will also increase the your Basic Move and Dodge scores by the same amount.
Statistics: Basic Speed 1.00 (Costs Fatigue, 1 FP, -5%; Magical, -10%; Reduced Duration, 1/20, -25%; Reduced Time 1, +20%; Requires IQ Roll, -10%; Requires Magic Words, -10%) [12/level].

Swift Invisibility
Keywords: Buff.
Full Cost: 40 points.
Casting Roll: Skill.
Components: V.
Cost: 1 FP to cast, 1 FP per second to maintain.
Casting Time: Free action at the start of your turn.
Range: Self.
Duration: Indefinite.

While this spell is active, you and everything you are carrying (up to your Light encumbrance) are invisible. You get a +9 to Stealth in any situation where being seen would matter. Invisibility only works against electromagnetic vision (which encompasses ordinary vision, Infravision, Ultravision, and radar). You do not cast a shadow and do not show up in mirrors.
This spell ends if you attack any creature. For purposes of this spell, an attack includes any spell targeting a foe or whose area or effect includes a foe. Exactly who is a foe depends on the invisible character's perceptions. Actions directed at unattended objects do not break the spell. Causing harm indirectly is not an attack. Thus, an invisible being can open doors, talk, eat, climb stairs, summon monsters and have them attack, cut the ropes holding a rope bridge while enemies are on the bridge, remotely trigger traps, open a portcullis to release attack dogs, and so forth. If you attack directly, however, you immediately become visible along with all your gear.
Statistics: Invisibility (Affects Machines, +50%; Can Carry Objects, Light, +20%; Costs Fatigue, 1 FP, -5%; Dispels after an attack, -20%; Magical, -10%; Reduced Duration, 1/60, -35%; Reduced Time 1, +20%; Requires IQ Roll, -10%; Requires Magic Words, -10%) [40].





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