Tuesday, 23 July 2024

Wizardry: Stormwrack Spells II

Wizardry: Stormwrack Spells II

    Let's have some more spells from Stormwrack.
    Detect Ship is an interesting sensory spell with a complex build.
    Disguise Ship cloaks a ship in illusion.
    Favorable Wind... man, this is one of those complicated spells. GURPS Basic Set and GURPS Low-Tech say that a craft's speed depends on the wind, but doesn't provide any details. How strong should the wind be? How strong of a wind risks tearing the sails? Fortunately, GURPS Vehicles 3e answers this question by providing a motive force formula that depends on the craft's weight, sail area, and wind force on the Beaufort scale. It also says that typical water move of a vessel is calculated as for a light breeze (Beaufort Degree 2), and sail breakage may occur on Beaufort Scale 6 (strong breeze). GURPS Magic has the Beaufort Scale table on page 194, and we can see that Beaufort Degree 2 (light breeze) equals to wind speed of 4-7 mph and Beaufort Degree 6 (strong breeze) equals to wind speed 25-31 mph. Multiply those speeds by 2 to get wind Move in yards per second. The spell as it is written in Stormwrack produces a 30 mph wind, whic is definitely not favorable wind, as it would tear sails. I will decrease it to a light breeze of 4 mph. The spell produces a line of 20 hexes, and Control 3 lets you affect 19 hexes. As a kind GM, I will round it up to 20. To get the speed of 4 mph (Move 8), I'll have to add five more levels of Control that do not increase the area of effect.
    Fins to Feet is a spell from the Little Mermaid.
    Kuo-Toa Skin would've been a boring buff if it simply granted Slippery, but the granted immunity to webs makes it more interesting.
    Maelstrom is a spell based on Whirlpool from Sorcery.
    Mordenkainen's Capable Caravel creates an entire caravel with a spectral crew. I tried hard to make it not character point-powered, but I just couldn't do it without discarding the spectral crew.
 
Detect Ship
Keywords: Buff, Information.
Full Cost: 37 points.
Casting Roll: Skill.
Components: V, S, F.
Cost: 2 FP.
Casting Time: 10 minutes.
Range: Self.
Duration: 1 day.
 
You gain the ability to discern the presence of ships around you. When this buff is active, the GM will roll against your Perception (plus Talent), minus the long-distance penalty to the ship, and inform you if you succeed. These Perception rolls are in addition to the casting roll and do not cost any FP. You need not be seeking them to become aware that they are there—this spell will alert you to the presence of a ship if you are below decks or asleep (you may set the spell to wake you up if a new ship is detected). Exactly what can be ascertained depends on whether the ships in question are within sight or not yet visible.
Not Visible: You sense only the presence of ships. A successful Perception roll allows you to determine the number, direction, and range to each new ship you sense. You cannot target a ship via this spell – you have to rely on your own senses. If you sense a ship’s direction and range, you continue to be aware of this information until the long-distance penalty to the ship increases – after that, you have to make a new detection roll.
Within Sight: If a ship is actually within sight, you can gain additional information by studying the vessel for 4 seconds. You need not be able to see the vessel clearly—a spot on the horizon is sufficient. A Seamanship roll gives you information about the ship or ships:

Margin of Success

Information

0

Type of ship

1-2

Course, speed, and time to intercept (if possible)

3-4

What kind of weaponry the ship is carrying

5-6

Ship’s name

7-8

Any signs of allegiance (pirate flags, symbols of nation of origin, etc.)

9+

Port of call of the sighted ship

This spell cannot penetrate illusions.
Focus: A small disk of ground glass, hung on a golden chain and worn about the neck while the spell is in effect. This focus is worth $4,000 and weighs 0.1 lb.
Statistics: Affliction 1 (HT; Accessibility, Self Only, -50%; Advantage, Detect Ship, +310%; Costs Fatigue, 2 FP, -10%; Extended Duration, 1,000x, +120%; Fixed Duration, +0%; Immediate Preparation Required, 10 minutes, -45%; Magical, -10%; Requires Focus, -15%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%) [37]. Note: “Detect Ship” is Detect (Ships; Either/Or (Cannot Analyze, -10% or Vision-Based, -20%), -2%; Long-Range 1, +50%; Magical, -10%; Nuisance Effect, Fooled by illusions, -5%; Precise, Nontargeting, +90%; Reflexive, +40%; Selective Effect, +20%; Wakes Up, +20%) [31].
  
Disguise Ship
Keywords: Area (Leveled), Buff.
Full Cost (Touch): 34 points for level 1 + 12.5 points/additional level.
Casting Roll: Skill.
Components: V, S.
Cost: 2 FP.
Casting Time: 4 seconds.
Range: Touch.
Duration: 90 minutes.
 
You cloak a ship in illusion, making it appear to normal vision as a ship of another type of your choice. You can choose what it appears as down to small details such as what weaponry it bears and what flags it is flying. You can make the ship to be any other water-going vessel, though it cannot seem to be more than 10% smaller or larger.
The ship must be wholly covered by the spell’s hemispherical area of effect.
You must win a Quick Contest of IQ – or Artist (Illusion), if better – against the Per of anyone you want to fool; otherwise they notice something “off.” Do not apply range penalties to your roll. Their roll is at +4 if they have reason to be alert for illusions or +10 if you made it appear from out of nowhere. However, even if they successfully “disbelieve,” your illusion doesn’t disappear. Thus, even an obvious illusion can be useful to disguise the ship.
Statistics: Affliction 1 (HT; Accessibility, Only ships, -50%; Advantage, Disguise Ship, +180%; Based on IQ, Own Roll, +20%; Costs Fatigue, 2 FP, -10%; Extended Duration, 30x, +60%; 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%) [34]. Note: “Disguise Ship” is Illusion (Independence, +40%; Magical, -10%; Only similar shapes, -30%; Visual Only, -30%) [18]. Additional levels add Area Effect (+50%) to the Disguise Ship advantage [+12.5].
 
Favorable Wind
Keywords: None.
Full Cost: 44 points.
Casting Roll: Skill.
Components: V, S.
Cost: 2 FP to cast, 1 FP to per 10 minutes to maintain.
Casting Time: 4 seconds.
Range: 20 yards.
Duration: Indefinite.
 
This spell produces a stream of wind that can fill a ship’s sails and disperse vapors and gases. The wind force is equivalent to a light breeze (Beaufort Degree 2), with a speed of about 5 mph. It begins where you stand and blows directly away from you as a line of 20 hexes; you can easily propel a sailing vessel by standing astern of the mast and directing the wind forward to fill the sails by taking a Concentrate maneuver every second. The wind’s speed is not high enough to have any effect on creatures that are heavier than air.
The wind automatically extinguishes candles, torches, and similar unprotected flames.
In addition to the above-noted effects, Favorable Wind can do anything that a natural wind could do. It can fan a large fire, disperse gases and vapors to the limit of its range in 4 seconds, produce waves up to 1 foot high, and make sailing difficult for small craft nearby.
Statistics: Control Air 3 (Accessibility, Only to create a 20-yard line of wind from the caster, -40%; Costs Fatigue, 2 FP, -10%; Extended Duration, 10x, +40%; Magical, -10%; Requires Gestures, -10%; Requires Magic Words, -10%; Takes Extra Time 2, -20%) [24] + Control Air 5 (Accessibility, Only to create a 20-yard line of wind from the caster, -40%; Costs Fatigue, 2 FP, -10%; Does not increase area of effect, -50%; Extended Duration, 10x, +40%; Magical, -10%; Requires Gestures, -10%; Requires Magic Words, -10%; Takes Extra Time 2, -20%) [20].
 
Fins to Feet
Keywords: Buff.
Full Cost (Self): 20 points.
Full Cost (Touch): 35 points.
Casting Roll: Skill.
Components: V, S.
Cost: 2 FP.
Casting Time: 4 seconds.
Range: Self – Touch.
Duration: 5 hours.
 
This spell transforms tails, tentacles, or finned extremities into humanoid legs and feet. In effect, this spell removes No Legs (Aquatic) or No Legs (Semi-Aquatic). Natural attacks based on the subject’s tail or tentacles are likewise removed.
Statistics: Affliction 1 (HT; Accessibility, Self Only, -50%; Advantage, Fins to Feet, +140%; Costs Fatigue, 2 FP, -10%; Extended Duration, 100x, +80%; Fixed Duration, +0%; Magical, -10%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Takes Extra Time 2, -20%) [20]. Note: “Fins to Feet” is Alternate Form (Same form without No Legs (Aquatic), No Legs (Semi-Aquatic), and natural attacks based on fins, tentacles, and tails; Magical, -10%) [14]. If turned into a “usually on” magical item (GURPS Thaumatology: Sorcery, pp. 27-28), the wearer can shift at will but it takes 10 seconds to do so. 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].
  
Kuo-Toa Skin
Keywords: Buff.
Full Cost (Self): 20 points.
Full Cost (Touch): 35 points.
Casting Roll: Skill.
Components: V, S.
Cost: 1 FP.
Casting Time: 1 second.
Range: Self – Touch.
Duration: 30 minutes.
 
The subject’s skin, as well as clothing, armor, and other personal effects, take on an oily sheen like the slippery skin of kuo-toas. For the duration of the spell, the subject gains a +4 bonus on all ST, DX, and Escape rolls to slip restraints, break free in close combat, or squeeze through narrow openings, and cannot be snared by webs (magical or otherwise).
Statistics: Affliction 1 (HT; Accessibility, Self Only, -50%; Advantage, Kuo-Toa Skin, +150%; Costs Fatigue, 1 FP, -5%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Magical, -10%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%) [20]. Note: “Kuo-Toa Skin” is Immunity to Webs (Force Field, +20%; Magical, -10%) [6] + Slippery 4 (Force Field, +20%; Magical, -10%) [9]. 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].
  
Maelstrom
Keywords: Area (Fixed).
Full Cost: 60 points.
Casting Roll: Skill.
Components: V, S.
Cost: 1 FP to cast, 1 FP to maintain.
Casting Time: 1 second.
Range: 100 yards.
Duration: Indefinite.
 
This spell causes a deadly vortex to form in water. A body of water at least 40 yards wide and 20 yards deep must be present, or the spell is wasted. The funnel at the center of this 20-yard-radius maelstrom has a funnel with a radius of 5 yards.
Swimming and boating in the maelstrom are difficult, taking a penalty equal in size to 20 minus the distance in yards from the center. Those within the maelstrom must make such a roll each turn; a failed roll pulls the person or boat one yard closer to the center (if possible). Those in the funnel are also pulled one yard down, below the water’s surface! The maelstrom is 20 yards deep.
The maelstrom does not form instantly – it takes seconds equal to its radius in yards to form, growing one yard in radius each second. A proper funnel does not form until the whirlpool is complete. Those in the area can easily see what’s happening and may be able to escape before it achieves full strength. Once the caster stops maintaining this spell, its funnel collapses and it shrinks at the same rate at which it grew.
Statistics: Control Bodies of Water 20 (Accessibility, Only to create a whirlpool, -30%; Costs Fatigue, 1 FP, -5%; Dissipation, -50%; Magical, -10%; Nuisance Effect, Takes several seconds to form and vanish, -5%; Ranged, +40%; Requires Gestures, -10%; Requires Magic Words, -10%) [60].
  
Mordenkainen’s Capable Caravel
Keywords: None.
Full Cost: 45 points.
Casting Roll: Skill.
Components: V, S, F.
Cost: 4 FP + 1 character point.
Casting Time: 1 hour.
Range: Touch.
Duration: Indefinite.
 
You conjure into existence a fine, seaworthy ship to carry you and your companions safely and comfortably. Use the stats for the caravel from page 38 of GURPS Low-Tech Companion 2: Weapons and Warriors. You can create any deck plan you desire within the limit of the caravel’s size. The cabins are furnished.
The ship is crewed by a minimum complement of invisible spectral deckhands, which perform the basic tasks of maintenance. The spectral deckhands respond to the direction of the helmsman, reducing the number of crew necessary to control the caravel to 1. If you do not provide a real helmsman, the ship will steer itself on the last course a living helmsman provided but will not be able to avoid collisions or hazards or adjust to changing conditions. Spectral deckhands have ST 10 and Seamanship skill of the caster. Giving mental orders to the spectral deckhands requires a Concentrate maneuver for the caster. Spectral deckhands cannot perform anything but maintaining and operating the vessel – they cannot attack or be attacked.
If you fail your casting roll, you can try again, but repeated attempts cost 6 FP (instead of the usual 4 FP) and take a cumulative -1 to the skill roll, until you succeed or wait an hour.
A created caravel lasts indefinitely. That means, however, that if you want to cast this spell again, the first caravel 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.
Focus: A miniature ship carved from mahogany, rigged with silk sails and gold thread, with a total value of $4,000 and weight of 0.5 lb.
Statistics: Snatcher (Accessibility, Only caravel, -70%; Character point-powered, x1/5; Costs Fatigue, 2 FP, -10%; Immediate Preparation Required, 1 hour, -75%; Improved, +10%; Large Items, +50%; Link, +10%; Magical, -10%; More Weight 22, +110%; Requires Focus, -15%; Requires Gestures, -10%; Requires Magic Words, -10%) [13] + Telekinesis 10 (Accessibility, Only on the caravel summoned via this spell, -40%; Area Effect, 64 yards, +300%; Character point-powered, x1/5; Emanation, -20%; Independent, +40%; Link, +10%; Magical, -10%; One Task, Crewmate Tasks, -40%; Requires Gestures, -10%; Requires Magic Words, -10%) [32].
 

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