Saturday 8 June 2024

Wizardry: Ghostwalk Spells II

Wizardry: Ghostwalk Spells II

Let's have some more spells from Ghostwalk. Perhaps, this time we'll have more spells that actually deal with insubstantiality.

Dispel Possession can force a possessing ghost out of a physical body.
Disrupt Ectoplasm is a beam that deals damage to ectoplasmic creatures. Don't forget that psionic astral constructs also are ectoplasmic creatures - this spell is not limited to ghosts!
Dominate Ghost is a ghost-only variant of Dominate. Much cheaper, but still expensive.
Ectoplasmic Decay is something of an anti-ghost fireball.
Ectoplasmic Web is an improved variant of Web that also affects insubstantial beings.
Ethereal Alarm is an ethereal-only variant of Alarm.
Forced Incorporeality forces a creature that can shift between being insubstantial and substantial to stay insubstantial.
Forced Manifestation solidifies an insubstantial creature. A must-have for ghost busters!
Ghost Bane Weapon lets a weapon affect incorporeal beings and deal additional damage to ghosts.
Hail of Ectoplasm is an area attack that is effective both against ghosts and material creatures.
 
Dispel Possession
Keywords: Resisted (Will or spell).
Full Cost: 10 points.
Casting Roll: Skill.
Components: V, S.
Cost: 1 FP.
Casting Time: 1 second.
Range: Unlimited (standard).
Duration: Instantaneous.
 
Attempts to reverse the effects of all magical possession on the subject, such as a ghost’s Malevolence ability. Treat the resistance roll as for Dispel Magic.
Statistics: Neutralize Magic (Accessibility, Must target subject, not caster, -10%; Based on IQ, Own Roll, +20%; Costs Fatigue, 1 FP, -5%; Interruption, -50%; Magical, -10%; One Power, Possession, -50%; Ranged, +40%; Requires Gestures, -10%; Requires Magic Words, -10%) [10].
  
Disrupt Ectoplasm
Keywords: Missile, Obvious.
Full Cost: 2 points.
Casting Roll: Skill. Use Innate Attack (Beam) to hit.
Components: V, S.
Cost: 1 FP.
Casting Time: 1 second.
Range: 10 yards.
Duration: Instantaneous.
 
You fire an energy beam that damages ectoplasmic creatures, such as ghosts and astral constructs. This attack deals 2d non-incendiary burning damage. This beam has no 1/2D range and can affect insubstantial beings.
Statistics: Burning Attack 2d (Accessibility, Ectoplasm only, -60%; Affects Insubstantial, +20%; Costs Fatigue, 1 FP, -5%; Increased 1/2D, 10x, +15%; Magical, -10%; No Incendiary Effect, -10%; Reduced Range, 1/10, -30%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%) [2].
  
Dominate Ghost
Keywords: Resisted (Will).
Full Cost: 70 points.
Casting Roll: Skill.
Components: V, S.
Cost: 2 FP.
Casting Time: 4 seconds.
Range: Unlimited (standard).
Duration: 6 days.
 
You can send telepathic commands to a sapient ghost. If the subject fails to resist, it will obey your every command to the exclusion of everything else. In effect, the subject temporarily acquires Slave Mentality (p. B154). Any order that goes against the subject’s values or sense of self-preservation triggers another resistance roll, possibly at a bonus.
If you tie or lose, the subject can sense coercion coming from you. In addition, you cannot try to affect it again within 24 hours.
Statistics: Mind Control (Accessibility, Only on sapient ghosts, -70%; Costs Fatigue, 2 FP, -10%; Extended Duration, 3,000x, +140%; Fixed Duration, +0%; Independent, +70%; Magical, -10%; Puppet, -40%; Requires Gestures, -10%; Requires Magic Words, -10%; Takes Extra Time 2, -20%) [70].
  
Ectoplasmic Decay
Keywords: Area (Fixed), Obvious.
Full Cost: 5 points/level.
Casting Roll: Skill. Use Innate Attack (Gaze) to aim.
Components: V, S.
Cost: 2 FP.
Casting Time: 2 seconds.
Range: 100 yards.
Duration: Instantaneous.
 
You create a barely visible (Per-4 to notice) spread of energy that is harmful to ectoplasm but harmless to everything else. Use Innate Attack (Gaze) to aim, applying normal range penalties, but at +4 for targeting an area. Every ectoplasmic creature or object, including insubstantial ones, within four yards of that spot takes dice of non-incendiary burning damage equal to your level of this spell. The GM must determine what the maximum level available in the campaign is.
Statistics: Burning Attack (Accessibility, Ectoplasm only, -60%; Affects Insubstantial, +20%; Area Effect, 4 yards, +100%; Costs Fatigue, 2 FP, -10%; Low Signature, +10%; Magical, -10%; No Incendiary Effect, -10%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Takes Extra Time 1, -10%) [5/level].
  
Ectoplasmic Web
Keywords: Area (Fixed).
Full Cost: 58 points.
Casting Roll: Skill. Use Innate Attack (Gaze) to aim.
Components: V, S.
Cost: 2 FP.
Casting Time: 1 second.
Range: 50 yards.
Duration: 5 minutes.
 
You conjure a sticky ectoplasmic web in a 4-yard-radius area. Anyone covered by the web, including incorporeal creatures, is grappled with ST 10 and rooted in place. They cannot select the Move or Change Posture maneuvers or change facing, and are at -4 to DX. Each additional Web cast over the area increases the ST by 1. The Ectoplasmic Web stays in the area for 10 seconds.
Anyone who touches a victim grappled by the Ectoplasmic Web within 10 seconds of the casting sticks to him, becoming grappled as well!
To break free, the victim must win a Quick Contest of ST or Escape skill against the ST of the Ectoplasmic Web. 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 Ectoplasmic Web. Innate Attacks hit automatically; other attacks are at -4. External attacks on the Ectoplasmic Web take no penalty, but risk hitting the victim on a miss (see Striking Into a Close Combat, p. B392). The Ectoplasmic Web has DR 3. Each point of damage reduces ST by one. At ST 0, the Ectoplasmic Web is destroyed and the victims are freed. The Ectoplasmic Web can only be damaged by cutting and burning attacks.
Statistics: Binding 10 (Affects Insubstantial, +20%; Area Effect, 4 yards, +100%; Costs Fatigue, 2 FP, -10%; Extended Duration, 30x, +60%; Magical, -10%; Only Damaged By Cutting and Burning, +20%; Persistent, +40%; Reduced Range, 1/2, -10%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Sticky, +20%; Takes Extra Time 1, -10%) [58].
  
Ethereal Alarm
Keywords: Area (Leveled).
Full Cost: 54 points for level 1 + 7.5 points/additional level*.
Casting Roll: Skill. Per to notice threats.
Components: V, S.
Cost: 2 FP.
Casting Time: 10 minutes.
Range: 10 yards.
Duration: Eight hours.
 
Ethereal Alarm sounds a mental or audible alarm each time n ethereal creature of SM-3 or larger or any ethereal creature with a hostile intent enters the warded area or touches it. A creature that speaks the password (determined by you at the time of casting) does not set off the alarm. You decide at the time of casting whether the alarm will be mental or audible.
Mental Alarm: A mental alarm alerts you (and only you) so long as you remain within 1 mile of the warded area, but you have to succeed on an unpenalized Perception (plus Talent) roll. You note a single mental “ping” that awakens you from normal sleep but does not otherwise disturb concentration. You wake up without being stunned. A Silence spell has no effect on a mental alarm.
Audible Alarm: An audible alarm produces the sound of a hand bell that lasts for 5 seconds. The base hearing distance is 16 yards. Creatures within a Silence spell cannot hear the ringing.
Statistics: Danger Sense (Area Effect, 2 yards, +50%; Can be audible, +20%; Can extend to non-hostile intent, +30%; Costs Fatigue, 2 FP, -10%; Extended Duration, 3,000x, +140%; Immediate Preparation Required, 10 minutes, -45%; Magical, -10%; Nuisance Effect, Range limit, -5%; Persistent, +40%; Plane-Spanning, Ethereal Only, +40%; Ranged, +40%; Reduced Range, 1/10, -30%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Selective Effect, +20%; Variable, Area, +5%; Wakes the caster instantly, +5%) [54]. Additional levels add Area Effect (+50%) [+7.5].
* Calculate the total cost and then round up. Level 2 costs 62 points, level 3 costs 69 points, level 4 costs 77 points, level 5 costs 84 points, and so on.
  
Forced Incorporeality
Keywords: Resisted (Will).
Full Cost (Short-Range): 24 points.
Full Cost (Ranged): 29 points.
Casting Roll: Skill.
Components: V, S.
Cost: 1 FP.
Casting Time: 1 second.
Range: Unlimited (-1/yard) - Unlimited (standard).
Duration: 18 seconds.
 
The target substantial creature is enveloped in an orange haze that forces it to be insubstantial fully for the duration of the spell, if it is has the Insubstantiality advantage.
Statistics: Affliction 1 (Will; Based on IQ, Own Roll, +20%; Based on Will, +20%; Costs Fatigue, 1 FP, -5%; Disadvantage, Adds Always On to Insubstantiality, +40%; Fixed Duration, +0%; Magical, -10%; Malediction 1, +100%; No Signature, +20%; Reduced Duration, 1/10, -20%; Requires Gestures, -10%; Requires Magic Words, -10%; Substantial Only, -10%) [24]. The Ranged version replaces Malediction 1, +100% with Malediction 2, +150% [+5].
 
Forced Manifestation
Keywords: Resisted (Will).
Full Cost (Short-Range): 25 points.
Full Cost (Ranged): 30 points.
Casting Roll: Skill.
Components: V, S.
Cost: 2 FP.
Casting Time: 1 second.
Range: Unlimited (-1/yard) - Unlimited (standard).
Duration: 18 seconds.
 
The target insubstantial creature is enveloped in a violet haze that forces it to manifest fully for the duration of the spell, becoming tangible.
Statistics: Affliction 1 (Will; Based on IQ, Own Roll, +20%; Based on Will, +20%; Costs Fatigue, 2 FP, -10%; Fixed Duration, +0%; Insubstantial Only, -30%; Magical, -10%; Malediction 1, +100%; Negated Advantage, Insubstantiality, +80%; No Signature, +20%; Reduced Duration, 1/10, -20%; Requires Gestures, -10%; Requires Magic Words, -10%) [25]. The Ranged version replaces Malediction 1, +100% with Malediction 2, +150% [+5].
  
Ghost Bane Weapon
Keywords: Weapon Buff.
Full Cost: 35 points.
Casting Roll: Skill.
Components: V, S.
Cost: 2 FP.
Casting Time: 2 seconds.
Range: Touch.
Duration: 30 minutes.
 
Once cast upon a weapon, this spell makes it able to strike insubstantial beings and do an additional 2d of follow-up (p. B105) non-incendiary burning damage to ghosts. The weapon glows with a pale red, orange, green, blue, or violet light equivalent to a candle.
Statistics: Affliction 1 (HT; Accessibility, Only on weapons, -20%; Advantage, Ghost Bane Weapon, +170%; Based on IQ, Own Roll, +20%; Costs Fatigue, 2 FP, -10%; Extended Duration, 10x, +40%; 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 1, -10%) [35]. Note: “Ghost Bane Weapon” is Blessed (Ghost Weapon; Magical, -0%) [15] + Burning Attack 2d (Accessibility, Ghosts only, -60%; Follow-Up, This weapon, +0%; Magical, -10%; No Incendiary Effect, -10%; Visible, -10%) [2].
  
Hail of Ectoplasm
Keywords: Area (Fixed).
Full Cost: 8 points.
Casting Roll: Skill. Use Innate Attack (Gaze) to aim.
Components: V, S.
Cost: 1 FP.
Casting Time: 2 seconds.
Range: 20 yards.
Duration: Instantaneous.
 
An explosion of spheres of hardened ectoplasm occurs from a point you designate in a 4-yard-radius area. Use Innate Attack (Gaze), at +4, to center the area; see Scatter (p. B414) if you miss. Everyone, including incorporeal creatures, in the area is attacked with an effective skill of 12, modified only for their SM. Each sphere of ectoplasm deals 1d large piercing damage. The spheres can be dodged or blocked, but not parried.
Statistics: Large Piercing Attack 1d (Affects Insubstantial, +20%; Area Effect, 4 yards, +100%; Blockable, -5%; Bombardment, Skill-12, -10%; Costs Fatigue, 1 FP, -5%; Magical, -10%; Reduced Range, 1/5, -20%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Takes Extra Time 1, -10%) [8].
 



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