Wednesday 24 July 2024

Wizardry: Stormwrack Spells III

Wizardry: Stormwrack Spells III

    Stormwrack sure is a book that makes your noggin' going.
    Part the Waters is an epic spell that ended up being less expensive than I thought it would. The build was borrowed from GURPS Powers: Divine Favor and changed up a bit.
    Planar Navigation is a plane shift spell that transports an entire ship to a different plane. I decided to apply some of the limitations to Jumper instead of Affliction because... because I just did, okay? Also, two rolls were combined into one, yet again because I said so.
    Pressure Sphere is an underwater pressure-based area damaging spell.
    Quickswim makes the caster swim faster.
    Red Tide creates a circular surging wave that may wash others away and also poison them.
    Sink makes the subject lose buoyancy.
  
Part the Waters
Keywords: Obvious.
Full Cost: 113 points.
Casting Roll: Skill.
Components: V, S.
Cost: 2 FP to cast, 1 FP to maintain.
Casting Time: 1 hour.
Range: Touch.
Duration: Indefinite.
 
You can form a path through any body of water, from a river to a deep ocean. Once the water parts, you may begin walking across the bed, continuing to Concentrate as you do so. If anything interrupts your concentration (see p. B366), the spell ends! You may choose the length and width of the path, and may even adjust it as you walk; it can extend from you anywhere from a few yards up to a full mile in all directions.
When using this to travel across a large body of water (one that exceeds your maximum two-mile diameter), it will appear as a “hole in the water” to ships – as if a ring of waterfalls were all emptying onto a dry patch of land beneath the surface.
Statistics: Control Waves 10 (Costs Fatigue, 2 FP, -10%; Immediate Preparation Required, 1 hour, -75%; Magical, -10%; Natural Phenomena, +100%; Only to clear a path, -50%; Requires Gestures, -10%; Requires Magic Words, -10%) [53] + Control Waves 20 (Costs Fatigue, 2 FP, -10%; Does not increase area of effect, -50%; Immediate Preparation Required, 1 hour, -75%; Magical, -10%; Natural Phenomena, +100%; Only to clear a path, -50%; Requires Gestures, -10%; Requires Magic Words, -10%) [60].

Planar Navigation
Keywords: Obvious.
Full Cost: 85 points.
Casting Roll: Skill-3 or Plane Skill (see text).
Components: V, S, F.
Cost: 4 FP or more (see text).
Casting Time: 10 seconds.
Range: Touch.
Duration: Instantaneous.
 
You move yourself and the contents of an entire ship to another plane of existence. When you begin casting the spell, a fog descends about the vessel, and clears within a ten seconds. This fog imposes no mechanical penalties. You must visualize your desired destination when casting this spell (you must have visited that place before). The casting roll depends on your familiarity with the plane of destination. Once you have visited a plane via a naturally occurring portal, a critical failure, or by “hitching a ride” with another planeswalker, you can memorize its “feel” by concentrating and spending character points to "learn" that plane as an IQ/Easy skill (the so-called Plane Skill). This process takes one hour per point you wish to spend. Use this skill when shifting to that plane in the future. Memorization is optional, but if you choose not to memorize a plane, you must roll against your normal casting skill at -3 to attempt to shift to that plane. Coexisting planes, such as the Ethereal Plane or the Plane of Shadow do not require memorization and require a roll against the skill without the -3 penalty.
If successful, the ship will arrive at your intended destination. However, if you fail, the ship will not be transported anywhere. In the case of a critical failure, the ship will end up in an unintended location chosen by the GM.
When shifting to a plane coexisting with the one you are currently on, you will appear in the same physical location as where you left your previous plane, but on a parallel world. If there is no safe corresponding location within 100 yards of your intended destination, the spell will fail. This does not guarantee protection from other forms of danger, such as radiation or wild animals. If you possess Danger Sense, the GM may roll before a hazardous jump to provide a warning on a successful result. When shifting to a coterminous or a separate plane, you arrive with a deviation of 1dx100 miles. If you shift to a place that has no body of water deep enough to hold the ship, the ship materializes right side up, lying on the ground.
The FP cost of this spell depends on the “planar distance.” To shift between two different layers of the same plane, spend 4 FP. To shift between two bordering planes (such as the Prime Material Plane and the Astral Plane), spend 5 FP. Spend one additional FP per each additional degree of “removal.” Certain very distant planes, such as the Far Realm, may require you to spend 14 FP.
If you wish to visit planes that you have not been to before, you must discover a natural portal, critically fail, or "hitch a ride" with another planeswalker. If you are in physical contact with another character that is traveling between planes, you can "hitch a ride" even if the character initiating the shift does not want company. Only the person initiating the shift makes a casting roll; wherever they end up, you do too.
Focus: A quadrant ($35, 3 lbs.).
Statistics: Affliction 1 (HT; Accessibility, Only on ships, -50%; Advantage, Planar Navigation, +750%; Costs Fatigue, 4 FP, -20%; Malediction 1, +100%; Melee Attack, Reach C, -30%) [85]. Note: “Planar Navigation” is Jumper (World; Drift, Variant, -40%; Extra Carrying Capacity, Extra-Heavy, +50%; Improved, +10%; Magical, -10%; Nuisance Effect, Cannot hurry the jump, -5%; Requires Focus, -10%; Requires Gestures, -10%; Requires Magic Words, -10%) [75].
 
Pressure Sphere
Keywords: Area (Fixed).
Full Cost: 15 points.
Casting Roll: Skill. Use Innate Attack (Gaze) to aim.
Components: V, S.
Cost: 1 FP.
Casting Time: 2 seconds.
Range: 50 yards.
Duration: Instantaneous.
 
This spell suddenly causes the water in a spherical area to take on the terrible, bone-crushing pressure of the deepest ocean trenches. Use Innate Attack (Gaze) to place the effect, applying normal range penalties, but at +4 for targeting an area. Water must be at least five feet deep for this spell to have any effect, and the spell must be centered at or below the surface of the water. This extreme pressure deals 2d crushing damage as large-area injury, but a successful HT roll can halve this damage. Pressure Support 1 gives +2 to this HT roll, Pressure Support 2 gives +4 to this HT roll, and Pressure Support 3 grants immunity to this spell.
Statistics: Crushing Attack 2d (Area Effect, 4 yards, Spherical, +115%; Costs Fatigue, 1 FP, -5%; Environmental, Underwater, -30%; Increased Range, 5x, +20%; Magical, -10%; Nuisance Effect, Water has to be at least 5 feet deep, -5%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Resisted, HT, Half, -15%; Takes Extra Time 1, -10%; Underwater, +20%) [15].
  
Quickswim
Keywords: Buff.
Full Cost: 25 points.
Casting Roll: Skill.
Components: V, S.
Cost: 2 FP.
Casting Time: 2 seconds.
Range: Self.
Duration: 5 hours.
 
This spell grants the caster Enhanced Move 1 (Water) (p. B52).
Statistics: Affliction 1 (HT; Accessibility, Self Only, -50%; Advantage, Quickswim, +180%; 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 1, -10%) [25]. Note: “Quickswim” is Enhanced Move 1 (Water; Magical, -10%) [18].
 
Red Tide
Keywords: Area (Fixed), Obvious.
Full Cost: 50 points.
Casting Roll: Skill. Use Innate Attack (Gaze) to aim.
Components: V, S.
Cost: 2 FP.
Casting Time: 2 seconds.
Range: 50 yards.
Duration: Instantaneous, nausea lasts for 3 minutes.
 
This visually impressive spell causes a surging, frothing wave of thick, red seawater appear and rush outwards, washing over everything in the area that is on the ground or within 1 yard of it. Use Innate Attack (Gaze) to place the effect, applying normal range penalties, but at +4 for targeting an area. This wave deals 4d crushing damage only for the purpose of knockback that is directed outwards from the center. In addition, every creature in the area whose bare skin contacted the wave must roll against HT or become nauseated for 3 minutes. Those with Immunity to Poison are immune to this part of the spell.
Statistics: Affliction 1 (HT; Area Effect, 8 yards, +150%; Contact Agent, +150%; Environmental, Within 1 yard of the ground, -10%; Fixed Duration, +0%; Link, +10%; Magical, -10%; Nauseated, +30%; Reduced Range, 1/2, -10%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Takes Extra Time 1, -10%) [37] + Crushing Attack 2d (Area Effect, 8 yards, +150%; Costs Fatigue, 2 FP, -10%; Double Knockback, +20%; Environmental, Within 1 yard of the ground, -10%; Link, +10%; Magical, -10%; No Blunt Trauma, -20%; No Wounding, -50%; Reduced Range, 1/2, -10%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Takes Extra Time 1, -10%) [13].
 
Sink
Keywords: Resisted (HT).
Full Cost (Touch): 17 points.
Full Cost (Short-Range): 20 points.
Full Cost (Ranged): 25 points.
Casting Roll: Skill.
Components: V, S.
Cost: 1 FP.
Casting Time: 2 seconds.
Range: Touch – Unlimited (-1/yard) - Unlimited (standard).
Duration: 3 minutes.
 
If the subject fails to resist, he loses his natural buoyancy and automatically sinks in water.
Statistics: Affliction 1 (HT; Based on IQ, Own Roll, +20%; Costs Fatigue, 1 FP, -5%; Disadvantage, Cannot Float, +1%; 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%) [17]. The Short-Range version removes Melee Attack, Reach C, -30% [+3]. The Ranged version replaces Malediction 1, +100% with Malediction 2, +150% [+5].
 

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