Sunday 9 June 2024

Wizardry: Ghostwalk Spells III

Wizardry: Ghostwalk Spells III

Even more Ghostwalk spells!
Candlelight is a weaker Light spell. Since the Illumination perk already provides torch-level illumination, I had to include an arbitrary limitation for Affliction to represent a weaker effect.
Fetid Breath is a cone variant of Stinking Cloud.
Incorporeal Disharmonics is an anti-ghost attack spell in a surprising college - Sound. I really like it.
Iron Bones and Stone Bones toughen the skeleton of... a skeleton.
Leech Ghost Skill is a very complex spell that binds a ghost to another creature and "borrows" some of its skills. In the Ghostwalk setting, this spell is used as a punishment for ghost criminals.
Pleasant Visage makes a ghost less repulsive.
Preserve Ectoplasm is, let's say, situational. Definitely not something you take as a learned spell. It only requires 1 level of control instead of 10 because I said so. Even this way, it's too expensive for what it does.
Protection from Possession is a useful buff when fighting ghosts and telepaths.
Repel Ectoplasm moves ghosts away from you.
Shroud of Undeath makes most undead creatures treat you as undead. However, spells also treat you as undead, so stay away from clerics.
Undead Torch is similar to Fire Shield that can only be applied to undead creatures and that deals toxic damage.
Wall of Ectoplasm creates a wall blocks both substantial and ghostly beings.

And that's all the wizard/sorcerer spells from Ghostwalk that I wanted to convert. I may return later for Demonic Blood Infusion, but that'll have to wait. I have to say, that it feels great being able to work on this stuff after being too busy for so long.
 
Candlelight
Keywords: Buff.
Full Cost: 15 points.
Casting Roll: Skill.
Components: V.
Cost: 1 FP.
Casting Time: 4 seconds.
Range: Touch.
Duration: 30 minutes.
 
When cast on a small object (up to fist-sized or 1 pound) or a small part of a larger object, this spell makes that object glow with white light equivalent to a candle. Light taken into an area of magical darkness stops functioning.
Statistics: Affliction 1 (HT; Accessibility, Objects Only, -10%; Advantage, Candlelight, +10%; Based on IQ, Own Roll, +20%; Costs Fatigue, 1 FP, -5%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Magical, -10%; Malediction 1, +100%; Melee Attack, Reach C, -30%; No Signature, +20%; Requires Magic Words, -10%; Takes Extra Time 2, -20%; Terminal Condition, Magical Darkness, -5%; Weaker Effect, -50%) [15]. Note: “Candlelight” is Illumination (Magical, -10%) [1].
 
Fetid Breath
Keywords: Cone, Obvious.
Full Cost: 38 points.
Casting Roll: Skill. Use Innate Attack (Breath) to aim.
Components: V, S.
Cost: 1 FP.
Casting Time: 1 second.
Range: 10 yards.
Duration: 10 seconds.
 
You exhale a cone of bad smelling smoke. This gives -3 to all vision rolls made through it. This is a 5-yard-wide cone attack that uses the rules for Cone Attacks (p. B413). The caster targets a hex right in front of him, at +4, and the cone extends out from there. It is possible to make the cone wider by using the All-Out Attack (Cone) maneuver (GURPS Dungeon Fantasy Monsters 4: Dragons, p. 10). This spell has no 1/2D range. The initial attack roll places the effect. It then drifts from that point with the wind.
Additionally, every creature that inhales the smoke, begins to cough (is at -3 to DX and -1 to IQ, and cannot use Stealth) for 3 minutes, if it fails a HT roll.
Statistics: Affliction 1 (HT; Cone 5, +100%; Costs Fatigue, 1 FP, -5%; Coughing, +20%; Drifting, +20%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; Link, +10%; Magical, -10%; Persistent, +40%; Reduced Range, 1/10, -30%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Respiratory Agent, +50%) [28] + Obscure Vision 3 (Cone 5, +50%; Drifting, +20%; Link, +10%; Magical, -10%; Ranged, +50%; Reduced Range, 1/10, -30%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%) [10].
 
 
Incorporeal Disharmonics
Keywords: Cone, Obvious.
Full Cost: 4 points/level.
Casting Roll: Skill. Use Innate Attack (Beam) to hit.
Components: V, S, F.
Cost: 1 FP.
Casting Time: 1 second.
Range: 20 yards.
Duration: Instantaneous.
 
You create a wave of sonic energy that deals 1d non-incendiary burning damage per level to insubstantial creatures. The spell behaves identically in air and underwater, but is blocked by Silence and similar effects. This attack has the 1/2D range of 10 yards.
This is a 1-yard-wide cone attack that uses the rules for Cone Attacks (p. B413). On the battle map, it is a 1x20 row of hexes. This cone is too tight to affect many targets, but gets better chances to hit. The caster targets a hex right in front of him, at +4, and the cone extends out from there. It is possible to make the cone wider by using the All-Out Attack (Cone) maneuver (GURPS Dungeon Fantasy Monsters 4: Dragons, p. 10).
Even though a one-hex creature is big enough to block the cone, everyone in the hex where the cone stops is fully affected. If a cone passes between two adjacent creatures, then both are hit. The cone cannot be parried or blocked, but it can be dodged by diving for cover or retreating out of the affected area. If a creature does that, then those behind it may get affected by the cone normally.
Focus: A silver tuning fork ($400, 0.05 lb.)
Statistics: Burning Attack 1d (Cone 1, +60%; Costs Fatigue, 1 FP, -5%; Environmental, Sound-transmitting mediums, -10%; Increased 1/2D, 5x, +10%; Increased Range, 10x (Accessibility, Underwater only, 50%), +15%; Insubstantial Only, -30%; Magical, -10%; No Incendiary Effect, -10%; Reduced Range, 1/5, -20%; Requires Focus, -10%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Underwater, +20%) [4/level].
   
Iron Bones
Keywords: Buff.
Full Cost: 43 points.
Casting Roll: Skill.
Components: V, S, F.
Cost: 1 FP.
Casting Time: 2 seconds.
Range: Touch.
Duration: 30 minutes.
 
When cast on a skeletal undead being, such as an animated skeleton or a lich, this spell changes its bones to iron. This gives the target additional DR 4, but it cannot increase the target’s DR to higher than 6. In addition, if the target had Brittle, it loses this disadvantage for the duration. As a side effect, the target becomes vulnerable to rust and magnetism. This spell does not work on living creatures and animated exoskeletons.
Focus: A miniature skull made out of iron or steel ($80, 0.1 lb.)
StatisticsAffliction 1 (HT; Accessibility, Only nonvolitional or non-resisting subjects, -20%; Accessibility, Skeletons Only, -70%; Advantage, Iron Bones, +180%; Based on IQ, Own Roll, +20%; Costs Fatigue, 1 FP, -5%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Magical, -10%; Malediction 1, +100%; Melee Attack, Reach C, -30%; Negated Disadvantage, Brittle, +150%; No Signature, +20%; Nuisance Effect, Cannot bring DR higher than 6, -5%; Requires Focus, -10%; Requires Gestures, -10%; Requires Magic Words, -10%; Takes Extra Time 1, -10%) [43]. Note: “Iron Bones” is DR 4 (Magical, -10%; Temporary Disadvantage, Affected by Magnetism and Affected by Rust, -2%) [18].

 
Leech Ghost Skill
Keywords: Buff, Resisted (Will).
Full Cost (Self): 50 points for level 1 + 5 points/additional level.
Full Cost (Touch): 65 points for level 1 + 5 points/additional level.
Casting Roll: Skill.
Components: V, S.
Cost: 5 FP.
Casting Time: 10 minutes.
Range: Self – Touch, see text.
Duration: 6 days.
 
You bind the ectoplasmic form of the target touched ghost onto another creature (hereafter called the “bearer”). The ghost clings to the bearer’s back or chest in the form of a tattoo for the duration of the spell. Leech ghost skill binds only the ghost, not any of its equipment. When casting this spell, the caster assigns a number of character points equal to the spell level to any skills possessed by the bound ghost to be imparted to the bearer. While this ghostly tattoo is in place, the bearer may has access to these skills. For any skill, the maximum number of points spent on it is equal to the highest point value for this skill of the ghost and the bearer.
Example: The bearer has Diplomacy (H) IQ+1 [8] and Expert Skill (Psionics) (H) IQ-2 [1], and the ghost has Diplomacy (H) IQ [4] and Expert Skill (Psionics) (H) IQ+1 [8]. The ghost is bound with Leech Ghost Skill 4, which allows “borrowing” four character points spent on skills from the ghost. The bearer cannot “borrow” four points spent on Diplomacy to increase his own Diplomacy to IQ+2 [12], but he can borrow three points from Expert Skill (Psionics) to increase his own Expert Skill (Psionics) to IQ [4] and one character point from some other skill.
The bearer does not have access to any of the ghost’s other abilities or to any knowledge that is not related to skills (such as advantage-based spells, memories, mental advantages, and so on), nor does he gain the ability to speak or understand any languages that the ghost knows.
The ghost cannot be attacked or harmed while bound to the target. The ghost remains completely aware of its surroundings, though it cannot speak or use any abilities (including mental communication). When the spell ends, the ghost is immediately freed and appears in an area adjacent to the bearer mentally stunned. If the bearer is killed by any means (even by an effect that destroys his body), the ghost is immediately freed and appears in the bearer’s square mentally stunned.
Statistics: Affliction 1 (Will; Accessibility, Ghosts Only, -60%; Based on IQ, Own Roll, +20%; Based on Will, +20%; Costs Fatigue, 1 FP, -5%; Extended Duration, 3,000x, +140%; Fixed Duration, +0%; Immediate Preparation Required, 10 minutes, -45%; Insubstantial Only, -30%; Link, +10%; Magical, -10%; Malediction 1, +100%; Melee Attack, Reach C, -30%; No Signature, +20%; Paralysis, Variant, +150%; Requires Gestures, -10%; Requires Magic Words, -10%) [36] + Affliction 1 (HT; Accessibility, Self Only, -50%; Advantage, Leech Ghost Skill 1, +50%; Costs Fatigue, 4 FP, -20%; Extended Duration, 3,000x, +140%; Fixed Duration, +0%; Immediate Preparation Required, 10 minutes, -45%; Link, +10%; Magical, -10%; Nuisance Effect, Visible Tattoo, -5%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%) [14]. Notes: Each level of “Leech Ghost Skill” is Cosmic Power 1 (Skills Known by the Captured Ghost, -40%; Magical, -10%) [5]. Additional levels add more Leech Ghost Skill (+50%) [+5]. The Touch version removes Accessibility, Self Only, -50% and Requires IQ Roll, -10% and adds Accessibility, Only nonvolitional or non-resisting subjects, -20%, Based on IQ, Own Roll, +20%, Malediction 1, +100%, Melee Attack, Reach C, -30%, and No Signature, +20% [+15].
  
Pleasant Visage
Keywords: Buff.
Full Cost: 43 points.
Casting Roll: Skill.
Components: V, S.
Cost: 3 FP.
Casting Time: 10 minutes.
Range: Touch.
Duration: 1 day.
 
You disguise the wounds of a ghost who has a disturbing, repulsive, or gruesome appearance (up to Horrific with Universal), making it appear completely normal (although still a ghost), with Average appearance. The spell does not change the ghost’s features or disguise it in any way; it conceals the manner of the ghost’s death so that it can walk about in polite society.
Statistics: Affliction 1 (HT; Accessibility, Only nonvolitional or non-resisting subjects, -20%; Accessibility, Ghosts Only, -60%; Based on IQ, Own Roll, +20%; Costs Fatigue, 3 FP, -15%; Extended Duration, 1,000x, +120%; Fixed Duration, +0%; Immediate Preparation Required, 10 minutes, -45%; Insubstantial Only, -30%; Magical, -10%; Malediction 1, +100%; Melee Attack, Reach C, -30%; Negated Disadvantage, Horrific with Universal, +300%; No Signature, +20%; Requires Gestures, -10%; Requires Magic Words, -10%) [43].
  
Preserve Ectoplasm
Keywords: None.
Full Cost: 15 points.
Casting Roll: Skill.
Components: V, S.
Cost: 1 FP.
Casting Time: 1 minute.
Range: Touch.
Duration: Permanent.
 
You may preserve up to 10 pounds of inert ectoplasm, preventing it from dissipating. This effect is permanent, but it can be dispelled.
Statistics: Control Ectoplasm 1 (Accessibility, Only to prevent rot, -80%; Costs Fatigue, 1 FP, -5%; Extended Duration, Permanent, +150%; Immediate Preparation Required, 1 minute, -30%; Magical, -10%; Persistent, +40%; Requires Gestures, -10%; Requires Magic Words, -10%) [15].
  
Protection from Possession
Keywords: Buff.
Full Cost (Self): 10 points.
Full Cost (Touch): 25 points.
Casting Roll: Skill.
Components: V, S.
Cost: 2 FP.
Casting Time: 4 seconds.
Range: Self – Touch.
Duration: 30 minutes.
 
The spell blocks any attempt to mentally or spiritually possess the warded creature (as by a Magic Jar spell or certain ghost abilities), but does not block parasitic possession (for example, by a tsochar).
Statistics: Affliction 1 (HT; Accessibility, Self Only, -50%; Advantage, Protection from Possession, +80%; 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%) [10]. Note: “Protection from Possession” is Immunity to Possession (Accessibility, Not against parasitic, -10%; Magical, -10%) [8]. The Touch version removes Accessibility, Self Only, -50% and Requires IQ Roll, -10% and adds Accessibility, Only nonvolitional or non-resisting subjects, -20%, Based on IQ, Own Roll, +20%; Malediction 1, +100%, Melee Attack, Reach C, -30%, and No Signature, +20% [+15].
 
Repel Ectoplasm
Keywords: Area (Leveled).
Full Cost: 18 points for level 1 + 7.5 points/additional level* (or more).
Casting Roll: Skill.
Components: V, S.
Cost: 1 FP.
Casting Time: 1 second.
Range: Self.
Duration: 10 seconds.
 
An invisible, mobile field surrounds you and forcefully repels ectoplasmic creatures and objects, including insubstantial ones, away from you. Attacks made with ectoplasmic melee or ranged weapons directed at anyone in the area take a -1 penalty regardless of whether they originate outside or inside the area. Ectoplasmic creatures and objects in the area take 2d crushing damage every second. This damage only deals knockback; it deals no injury or blunt trauma. Worn and carried ectoplasmic objects remain on the creature in question, but the wearer’s or carrier’s HP is used for knockback calculations. Ectoplasmic objects held in hands, such as weapons, may get dislodged. The holder of the item must make a ST roll modified as follows: +2 for a two-handed weapon or object held in two hands; +2 if the holder knows that his item is being targeted by this spell; -1 per 4 points of damage that the caster rolled. On a failure, he drops his weapon or other item he is holding! On success by 02, his weapon or item becomes unready. Success by 3+ causes him no ill effects.
Damage dealt by this spell and attack penalties imposed by it can be improved. For an additional +100% to cost (including any increased area), rounded up, the damage can be upgraded to 4d or more, and penalties increased to -2 or more. This is summarized in the table below.

Dmg/Penalty

2 yards

4 yards

8 yards

16 yards

32 yards

64 yards

128 yards

2d/-1

18 points

26 points

33 points

41 points

48 points

56 points

63 points

4d/-2

36 points

51 points

66 points

81 points

96 points

111 points

126 points

6d/-3

54 points

76 points

99 points

121 points

144 points

166 points

189 points

8d/-4

71 points

101 points

131 points

161 points

191 points

221 points

251 points

Statistics: Crushing Attack 1d (Accessibility, Ectoplasm Only, -60%; Affects Insubstantial, +20%; Area Effect, 2 yards, +50%; Double Knockback, +20%; Emanation, -20%; Link, +10%; Magical, -10%; No Blunt Trauma, -20%; No Wounding, -50%; Persistent, +40%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Variable, Area, +5%) [3] + Hit Penalty 1 (Area Effect, 2 yards, +50%; Affects Others 1, +50%; Costs Fatigue, 1 FP, -5%; Force Field, +20%; Limited, Ectoplasm, -80%; Link, +10%; Magical, -10%; Persistent, +40%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Variable, Area, +5%) [15]. Additional levels add more Area Effect (+50%) to both advantages [+7.5*].
* Calculate the total cost, then round up.
  
Shroud of Undeath
Keywords: Buff.
Full Cost (Self): 12 points.
Casting Roll: Skill.
Components: V, S.
Cost: 2 FP.
Casting Time: 4 seconds.
Range: Self.
Duration: 30 minutes.
 
You shroud yourself with invisible negative energy so that non-sapient undead and undead with Slave Mentality perceive you as a fellow undead creature, reacting to you at +3, which means that they usually simply ignore you. Your appearance does not change, and while intelligent undead do not immediately recognize you as alive and still react to you at +3, they are likely to question whether you are actually undead. If used in conjunction with a disguise or illusion to appear undead, this spell gives you a +4 bonus on your Disguise roll.
When you are using this spell, you are treated as undead for the purpose of supernatural abilities, both negative and beneficial.
If you attack an undead creature while this spell is in effect, the spell immediately ends.
Statistics: Affliction 1 (HT; Accessibility, Self Only, -50%; Advantage, Shroud of Undeath, +110%; 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%; Terminal Condition, Attack an undead, -10%) [12]. Note: “Shroud of Undeath” is Alternate Identity (Legal; Magical, -10%) [5] + Social Regard 3 (Respected; Accessibility, Only to undead, -50%; Magical, -10%) [6].
 
Stone Bones
Keywords: Buff.
Full Cost: 33 points.
Casting Roll: Skill.
Components: V, S, F.
Cost: 1 FP.
Casting Time: 4 seconds.
Range: Touch.
Duration: 30 minutes.
 
When cast on a skeletal undead being, such as an animated skeleton or a lich, this spell causes its bones to become thicker and as strong as stone. This gives the target additional DR 2, but it cannot increase the target’s DR to higher than 4. In addition, if the target had Brittle, it loses this disadvantage for the duration. This spell does not work on living creatures and animated exoskeletons.
Focus: A miniature skull carved of granite ($60, 0.1 lb.)
Statistics: Affliction 1 (HT; Accessibility, Only nonvolitional or non-resisting subjects, -20%; Accessibility, Skeletons Only, -70%; Advantage, Stone Bones, +90%; Based on IQ, Own Roll, +20%; Costs Fatigue, 1 FP, -5%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Magical, -10%; Malediction 1, +100%; Melee Attack, Reach C, -30%; Negated Disadvantage, Brittle, +150%; No Signature, +20%; Nuisance Effect, Cannot bring DR higher than 4, -5%; Requires Focus, -10%; Requires Gestures, -10%; Requires Magic Words, -10%; Takes Extra Time 2, -20%) [33]. Note: “Stone Bones” is DR 2 (Magical, -10%) [9].
  
Undead Torch
Keywords: Buff.
Full Cost: 11 points.
Casting Roll: Skill.
Components: V, S.
Cost: 1 FP.
Casting Time: 1 second.
Range: Touch.
Duration: 18 seconds.
 
When cast on a corporeal undead being, this spell causes it to give off cold blue energy that disrupts the life force of living creatures, but has no effect on objects or undead. Any living creature touching the subject takes 1d-2 toxic damage per second. This damage does not ignore DR.
Statistics: Affliction 1 (HT; Accessibility, Only nonvolitional or non-resisting subjects, -20%; Accessibility, Corporeal Undead Only, -60%; Advantage, Undead Torch, +30%; 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, 1/10, -20%; Requires Gestures, -10%; Requires Magic Words, -10%) [11]. Note: “Undead Torch” is Toxic Attack 1d-2 (Aura, +80%; Magical, -10%; Melee Attack, Reach C, -30%) [3].
  
Wall of Ectoplasm
Keywords: Area (Leveled), Obvious.
Full Cost: 25 points for level 1 + 5 points/additional level.
Casting Roll: Skill. Use Innate Attack (Gaze) to aim.
Components: V, S.
Cost: 1 FP.
Casting Time: 2 seconds.
Range: 50 yards.
Duration: Five minutes.
 
This spell conjures an anchored wall of white-green ectoplasm. A wall of ectoplasm cannot form in an area occupied by physical objects or creatures. Its surface must be smooth and unbroken when created. The ectoplasm is semisolid (not raw)—about the consistency of packed snow—and retains its shape rather than collapsing into a formless mass. Because ectoplasm is a ghost touch material, it is an impenetrable barrier to incorporeal creatures (although they may attack the wall or go around it). The ectoplasm is opaque and blocks line of effect. You can shape the wall into any shape you wish. Each yard of the wall has DR 6 and 1 HP. The wall does no damage itself, but beings that crash into it may take damage from the collision.
To find the maximum square yardage available, look up the level of this spell on the Leveled Area Table (GURPS Thaumatology: Sorcery, p. 9) and multiply the given radius by 3. Alternatively, know that Wall of Ectoplasm 1 has a maximum area of six square yards, with each additional level doubling that cumulatively. For example, Wall of Ice 3 has a limit of 24 square yards, allowing the caster to conjure a wall six yards long by four yards high, 12 yards long by two yards high, or any other valid combination. The caster may form this into any shape he wishes.
Statistics: Crushing Attack 2d (Affects Insubstantial, +20%; Area Effect, 2 yards, +50%; Costs Fatigue, 1 FP, -5%; Environmental, Anchored, -20%; Extended Duration, 30x, +60%; Magical, -10%; Persistent, +40%; Reduced Range, 1/2, -10%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Takes Extra Time 1, -10%; Variable, Area, +5%; Wall, Shapeable, +60%) [25]. Additional levels increase Area Effect (+50%) [+5].




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