Wizardry: Adventurer Spells IV
Let's have some more spells from Complete Adventurer. I'm trying to focus on spells that would make sense for wizards, skipping all the bard-exlusive ones that are abundant in that book.
Master's Touch lets you use a weapon or shield at DX+0 for a limited time.
Shadow Form makes you harder to see and grapple, and also lets you slip through a solid barrier once.
Sniper's Eye gives you a magical "scope."
Sonic Weapon is a simple weapon buff spell that makes it deal additional sonic damage.
Spectral Weapon lets you conjure a quasi-real melee weapon of any kind.
Wracking Touch causes pain or agony.
Master’s Touch
Keywords: Buff.
Full Cost (Self): 20
points.
Casting Roll: Skill.
Components: V, F.
Cost: 1
FP.
Casting Time: 1
second.
Range: Self.
Duration: 3 minutes.
You gain proficiency with a single weapon or
shield you hold in your hands when the spell is cast, becoming
able to use to as if you had its skill at DX+0. If the item can be
used with multiple skills, you gain only one such skill per casting.
Proficiency is granted for only a single, specific item, although
multiple castings allow for multiple proficiencies. For example, if
you hold a shortsword and a rapier, with a shield
on a guige, you
could cast the spell three times, once for each weapon and once for
the shield, gaining Shortsword, Rapier, and
Shield (Guige) at DX+0.
This spell does not grant proficiency for a kind
or category of item (such as shortswords) but only for the one
specific item held in your hand at the time the spell is cast (this
shortsword). Should you set that item down or otherwise lose your
grip on it, the proficiency does not transfer to a different item of
the same kind you might pick up. However, if you recover the original
item before the spell’s effect runs out, you are still proficient
with that specific weapon or shield for the duration.
Focus: The item
in whose use you wish to be proficient.
Statistics:
Affliction 1 (HT; Accessibility, Self Only, -50%; Advantage, Master’s
Touch, +180%;
Costs Fatigue, 1
FP, -5%; Fixed
Duration, +0%; Magical, -10%; Requires IQ Roll, -10%; Requires Magic
Words, -10%) [20].
Note:
“Master’s Touch”
is Cosmic Power 4
(Accessibility, Only for one specific item,
-10%; Limited, One Weapon
or Shield Skill, -30%;
Magical, -10%; Nuisance Effect, Cannot make
the skill higher than the controlling attribute, -5%)
[18].
Shadow Form
Keywords: Buff.
Full Cost (Self): 27
points.
Casting Roll: Skill.
Components: V, S.
Cost: 2
FP.
Casting Time: 2
seconds.
Range: Self.
Duration: 3 minutes; see
text.
You call forth the power of shadow, enveloping
yourself in a clinging, concealing shroud of darkness. While this
spell is in effect, you gain a number of benefits. This spell
gives a -3 penalty to Vision rolls to see you
with normal vision, Infravision, and Ultravision and -3 penalty to
attacks against you that
rely on these senses. In addition, you get
+1 on all ST, DX, and Escape rolls to slip
restraints, break free in close combat, or squeeze through narrow
openings. Finally, you can slip through a
solid object or barrier up to 1 foot thick. However, once you do
that, the spell ends.
All these benefits do not function in areas of
bright light (illumination penalty 0).
Statistics:
Affliction 1 (HT; Accessibility, Self Only, -50%; Advantage, Shadow
Form, +290%;
Costs Fatigue, 2
FP, -10%; Fixed
Duration, +0%; Magical, -10%; Requires Gestures, -10%; Requires IQ
Roll, -10%; Requires Magic Words, -10%; Takes
Extra Time 1, -10%; Terminal Condition, Permeation Used, -10%)
[27]. Note:
“Shadow Form”
is Obscure 3 (Vision; Accessibility, Not in
bright light, -10%; Defensive, +50%;
Extended, Infravision and Ultravision, +40%; Magical, -10%; No Area
of Effect, -50%; Stealthy, +100%) [14] +
Permeation (Everything; Accessibility, Not in bright light, -10%;
Finite Thickness, 1 foot, -15%; Magical, -10%; Single Use, x1/2) [11]
+ Slippery 2 (Accessibility, Not in bright light, -10%; Magical,
-10%) [4].
Sniper’s Eye
Keywords: Buff.
Full Cost (Self): 15
points.
Casting Roll: Skill.
Components: V, S.
Cost: 2
FP.
Casting Time: 2
seconds.
Range: Self.
Duration: 3 minutes.
This spell magically enhances your sense of
vision, letting you ignore -3 in range penalties to Vision rolls at
all times, or -6 in range penalties if you take an Aim maneuver to
zoom in on a particular target. In addition, if you take Aim
maneuvers for three seconds, you get +3 to Accuracy with ranged
attacks. None of these benefits stack with those of technological
aids, such as scopes or binoculars.
Statistics:
Affliction 1 (HT; Accessibility, Self Only, -50%; Advantage, Sniper’s
Eye, +140%;
Costs Fatigue, 1
FP, -5%; Fixed
Duration, +0%; Magical, -10%; Requires Gestures, -10%; Requires IQ
Roll, -10%; Requires Magic Words, -10%) [15].
Note:
“Sniper’s Eye”
is Telescopic Vision 3 (Magical, -10%)
[14].
Sonic Weapon
Keywords: Weapon Buff.
Full Cost: 20
points.
Casting Roll: Skill.
Components: V, S.
Cost: 1 FP.
Casting Time: 1 second.
Range: Touch.
Duration: 3 minutes.
This spell temporarily sheathes a weapon in sonic
energy. The weapon deals
an additional 1d of follow-up (p. B105) non-incendiary burning damage
due to intense vibrations.
The weapon hums while this spell is in
effect, with a base Hearing range of 2 yards.
Statistics:
Affliction 1 (HT; Accessibility, Only on weapons, -20%; Advantage,
Sonic Weapon,
+40%; Based on
IQ, Own Roll, +20%; Costs Fatigue, 1 FP, -5%; Fixed Duration, +0%;
Magical, -10%; Malediction 1, +100%, Melee Attack, Reach C, -30%; No
Signature, +20%; Requires Gestures, -10%; Requires Magic Words, -10%)
[20]. Note:
“Sonic Weapon”
is Burning Attack 1d (Follow-Up, This weapon, +0%; Magical, -10%; No
Incendiary Effect, -10%; Visible, -10%) [4].
Spectral
Weapon
Keywords: None.
Full Cost: 40
points.
Casting Roll: Skill.
Components: V, S.
Cost: 2 FP.
Casting Time: 10 seconds.
Range: Touch.
Duration: Indefinite.
Using material from the Plane of Shadow, you can
fashion a quasi-real melee weapon
of any type that weight no more than 5 lbs.
with which you are familiar
with. This spectral weapon appears in your
hand and behaves as a normal weapon of its type, with one
exception. If you strike somebody with this weapon, roll a Quick
Contest of casting skill against the subject’s Perception. You may
substitute Artist (Illusion) for skill, if it is higher. If the
subject resists, he disbelieves the shadowy illusion and is affected
at 25% of its power, which most of the time means that damage is
quartered. If he fails to resist, then he is affected fully.
Likewise, when you parry using your Spectral Weapon, roll another
Quick Contest. If you lose, the weapon is considered to have 75% less
weight for the purpose of weapon breakage.
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 weapon
lasts indefinitely. That means, however, that if you want to cast
this spell again, the first weapon
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 (Improved, +10%; Magical, -10%;
Quasi-Real, -15%; Requires Gestures, -10%;
Requires Magic Words, -10%; Specialized, Only
melee weapons, -15%) [40]. Note:
The Improved enhancement eliminates the auto-fail on 14+.
Wracking Touch
Keywords: Resisted (HT).
Full Cost: 22
points.
Casting Roll: Skill.
Components: V, S.
Cost: 1
FP.
Casting Time: 1
second.
Range: Touch.
Duration: 9
seconds.
Your touch causes agonizing pain in the vital
organs of a living creature. The victim is
wracked by terrible pain (p. B428) for nine
seconds. If you win by 5 or more, or if the victim rolls a critical
failure, the victim instead is wracked by
agony (p. B428). Creatures
with Injury Tolerance (No Vitals) are immune.
Statistics:
Affliction 1 (HT; Accessibility, Only on living beings with
vitals, -15%;
Based on IQ, Own Roll, +20%; Costs Fatigue, 1
FP, -5%; Fixed Duration, +0%; Magical, -10%; Malediction 1,
+100%; Melee
Attack, Reach C, -30%; No Signature, +20%;
Reduced Duration, 1/20,
-25%; Requires
Gestures, -10%; Requires Magic Words, -10%; Secondary Agony,
+20%; Terrible
Pain, +60%) [22].
Master’s Touch
Keywords: Buff.
Full Cost (Self): 20 points.
Casting Roll: Skill.
Components: V, F.
Cost: 1 FP.
Casting Time: 1 second.
Range: Self.
Duration: 3 minutes.
You gain proficiency with a single weapon or shield you hold in your hands when the spell is cast, becoming able to use to as if you had its skill at DX+0. If the item can be used with multiple skills, you gain only one such skill per casting. Proficiency is granted for only a single, specific item, although multiple castings allow for multiple proficiencies. For example, if you hold a shortsword and a rapier, with a shield on a guige, you could cast the spell three times, once for each weapon and once for the shield, gaining Shortsword, Rapier, and Shield (Guige) at DX+0.
This spell does not grant proficiency for a kind or category of item (such as shortswords) but only for the one specific item held in your hand at the time the spell is cast (this shortsword). Should you set that item down or otherwise lose your grip on it, the proficiency does not transfer to a different item of the same kind you might pick up. However, if you recover the original item before the spell’s effect runs out, you are still proficient with that specific weapon or shield for the duration.
Focus: The item in whose use you wish to be proficient.
Statistics: Affliction 1 (HT; Accessibility, Self Only, -50%; Advantage, Master’s Touch, +180%; Costs Fatigue, 1 FP, -5%; Fixed Duration, +0%; Magical, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%) [20]. Note: “Master’s Touch” is Cosmic Power 4 (Accessibility, Only for one specific item, -10%; Limited, One Weapon or Shield Skill, -30%; Magical, -10%; Nuisance Effect, Cannot make the skill higher than the controlling attribute, -5%) [18].
Shadow Form
Keywords: Buff.
Full Cost (Self): 27 points.
Casting Roll: Skill.
Components: V, S.
Cost: 2 FP.
Casting Time: 2 seconds.
Range: Self.
Duration: 3 minutes; see text.
You call forth the power of shadow, enveloping yourself in a clinging, concealing shroud of darkness. While this spell is in effect, you gain a number of benefits. This spell gives a -3 penalty to Vision rolls to see you with normal vision, Infravision, and Ultravision and -3 penalty to attacks against you that rely on these senses. In addition, you get +1 on all ST, DX, and Escape rolls to slip restraints, break free in close combat, or squeeze through narrow openings. Finally, you can slip through a solid object or barrier up to 1 foot thick. However, once you do that, the spell ends.
All these benefits do not function in areas of bright light (illumination penalty 0).
Statistics: Affliction 1 (HT; Accessibility, Self Only, -50%; Advantage, Shadow Form, +290%; Costs Fatigue, 2 FP, -10%; Fixed Duration, +0%; Magical, -10%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Takes Extra Time 1, -10%; Terminal Condition, Permeation Used, -10%) [27]. Note: “Shadow Form” is Obscure 3 (Vision; Accessibility, Not in bright light, -10%; Defensive, +50%; Extended, Infravision and Ultravision, +40%; Magical, -10%; No Area of Effect, -50%; Stealthy, +100%) [14] + Permeation (Everything; Accessibility, Not in bright light, -10%; Finite Thickness, 1 foot, -15%; Magical, -10%; Single Use, x1/2) [11] + Slippery 2 (Accessibility, Not in bright light, -10%; Magical, -10%) [4].
Sniper’s Eye
Keywords: Buff.
Full Cost (Self): 15 points.
Casting Roll: Skill.
Components: V, S.
Cost: 2 FP.
Casting Time: 2 seconds.
Range: Self.
Duration: 3 minutes.
This spell magically enhances your sense of vision, letting you ignore -3 in range penalties to Vision rolls at all times, or -6 in range penalties if you take an Aim maneuver to zoom in on a particular target. In addition, if you take Aim maneuvers for three seconds, you get +3 to Accuracy with ranged attacks. None of these benefits stack with those of technological aids, such as scopes or binoculars.
Statistics: Affliction 1 (HT; Accessibility, Self Only, -50%; Advantage, Sniper’s Eye, +140%; Costs Fatigue, 1 FP, -5%; Fixed Duration, +0%; Magical, -10%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%) [15]. Note: “Sniper’s Eye” is Telescopic Vision 3 (Magical, -10%) [14].
Sonic Weapon
Keywords: Weapon Buff.
Full Cost: 20 points.
Casting Roll: Skill.
Components: V, S.
Cost: 1 FP.
Casting Time: 1 second.
Range: Touch.
Duration: 3 minutes.
This spell temporarily sheathes a weapon in sonic energy. The weapon deals an additional 1d of follow-up (p. B105) non-incendiary burning damage due to intense vibrations. The weapon hums while this spell is in effect, with a base Hearing range of 2 yards.
Statistics: Affliction 1 (HT; Accessibility, Only on weapons, -20%; Advantage, Sonic Weapon, +40%; Based on IQ, Own Roll, +20%; Costs Fatigue, 1 FP, -5%; Fixed Duration, +0%; Magical, -10%; Malediction 1, +100%, Melee Attack, Reach C, -30%; No Signature, +20%; Requires Gestures, -10%; Requires Magic Words, -10%) [20]. Note: “Sonic Weapon” is Burning Attack 1d (Follow-Up, This weapon, +0%; Magical, -10%; No Incendiary Effect, -10%; Visible, -10%) [4].
Spectral Weapon
Keywords: None.
Full Cost: 40 points.
Casting Roll: Skill.
Components: V, S.
Cost: 2 FP.
Casting Time: 10 seconds.
Range: Touch.
Duration: Indefinite.
Using material from the Plane of Shadow, you can fashion a quasi-real melee weapon of any type that weight no more than 5 lbs. with which you are familiar with. This spectral weapon appears in your hand and behaves as a normal weapon of its type, with one exception. If you strike somebody with this weapon, roll a Quick Contest of casting skill against the subject’s Perception. You may substitute Artist (Illusion) for skill, if it is higher. If the subject resists, he disbelieves the shadowy illusion and is affected at 25% of its power, which most of the time means that damage is quartered. If he fails to resist, then he is affected fully. Likewise, when you parry using your Spectral Weapon, roll another Quick Contest. If you lose, the weapon is considered to have 75% less weight for the purpose of weapon breakage.
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 weapon lasts indefinitely. That means, however, that if you want to cast this spell again, the first weapon 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 (Improved, +10%; Magical, -10%; Quasi-Real, -15%; Requires Gestures, -10%; Requires Magic Words, -10%; Specialized, Only melee weapons, -15%) [40]. Note: The Improved enhancement eliminates the auto-fail on 14+.
Wracking Touch
Keywords: Resisted (HT).
Full Cost: 22 points.
Casting Roll: Skill.
Components: V, S.
Cost: 1 FP.
Casting Time: 1 second.
Range: Touch.
Duration: 9 seconds.
Your touch causes agonizing pain in the vital organs of a living creature. The victim is wracked by terrible pain (p. B428) for nine seconds. If you win by 5 or more, or if the victim rolls a critical failure, the victim instead is wracked by agony (p. B428). Creatures with Injury Tolerance (No Vitals) are immune.
Statistics: Affliction 1 (HT; Accessibility, Only on living beings with vitals, -15%; Based on IQ, Own Roll, +20%; Costs Fatigue, 1 FP, -5%; Fixed Duration, +0%; Magical, -10%; Malediction 1, +100%; Melee Attack, Reach C, -30%; No Signature, +20%; Reduced Duration, 1/20, -25%; Requires Gestures, -10%; Requires Magic Words, -10%; Secondary Agony, +20%; Terrible Pain, +60%) [22].
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