Thursday 25 July 2024

Wizardry: Stormwrack Spells IV

Wizardry: Stormwrack Spells IV

    I'm not done yet.
    Stormrunner's Ward makes a ship more stable during storms.
    Stormwalk is a very flashy way to teleport.
    Swim is a simple buff that grants Amphibious.
    Thalassemia thins the subject's blood, dealing toxic damage.
    Turbidity is something akin to Obscuring Mist but for underwater use.
    Urchin's Spines is a fun buff that covers the subject in poisonous spines.
    Water to Acid is self-explanatory.
    Waterspout is something like a reverse Maelstrom and uses a very similar build.
    Wave Blessing is a naval variant of Feather Fall that can be cast reflexively. At first, I wanted to do this ability as Walk on Liquid with a made up Passive limitation, but then decided to make things simple. After all, Fat and Very Fat increase buoyancy and give bonuses to Swimming, so why not do it this way?
    And now I'm done. I didn't convert all the spells from Stormwrack - I only did it with those that I would allow in my games.
 
Stormrunner’s Ward
Keywords: Buff.
Full Cost: 38 points.
Casting Roll: Skill.
Components: V, S.
Cost: 2 FP.
Casting Time: 4 seconds.
Range: Touch.
Duration: 5 hours.
 
You ward a single ship against foundering and storm damage, making it easier to sail in dangerous weather. The ship’s SR for the purpose of storm hazards is increased by 1.
Statistics: Affliction 1 (HT; Accessibility, Only on ships, -50%; Advantage, Stormrunner’s Ward, +200%; Based on IQ, Own Roll, +20%; Costs Fatigue, 2 FP, -10%; Extended Duration, 100x, +80%; 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%) [38]. Note: “Stormrunner’s Ward” is Imbue 1 (Limited Skill Access, One Skill, -80%) [2] + Unusual Training [1] + Stable Vehicle (VH) DX [8] modified with Accessibility, Only storm-related hazards, -30%; Cosmic, No die roll required, +100%; Magical, -10%; Reduced Fatigue Cost 1, +20% for a final cost of 20 points.
 
Stormwalk
Keywords: None.
Full Cost: 65 points.
Casting Roll: Skill.
Components: V, S.
Cost: 1 FP or more, see text.
Casting Time: 8 seconds or more, see text.
Range: 1,000 miles.
Duration: Instantaneous.
 
You draw upon the power of a storm to teleport yourself and a number of others from one place to another. Interplanar travel is not possible. You must be able to see the destination with your own eyes, view it remotely, or visualize it clearly (which is only possible if you have visited it previously in person). This spell can only be cast outdoors, and the destination must be outdoors.
Upon casting the spell, the storm suddenly intensifies in the area where the spell was cast, obscuring sight of those affected—whether because of a thickening of fog. This fog fills a 8-yard-radius 4-yard-high cylindrical area around the caster and gathers gradually. Penalties to normal Vision imposed by the fog increase by -1 for every second up to the maximum of -7. After the casting is over, it disperses gradually, losing -1 in Vision penalties every second. The casting culminates in a lightning bolt striking the area and the teleporting subjects disappearing. This is merely a visual and auditory effect, the bolt deals no damage.
Though the targets of the spell disappear instantaneously once the spell is cast, they do not immediately reappear at the spell’s destination. Instead, 10 minutes elapse during which a storm quickly develops in the target location. This is plainly not a natural occurrence to anyone who witnesses it, unless there is already a storm in progress. Fog gathers at the destination point in the same way, with the subjects arriving when the fog reaches -7 in Vision penalties accompanied by another lightning strike, and then disperses, losing -1 in penalties every second.
Fire attacks become weaker in fog. Flaming weapons and missiles lose their extra power in fog. Scorching Rays and similar fire missile effects lose 1 point of damage per yard of fog they must traverse. Fire explosions treat each yard of fog as two yards of distance from the blast for the purpose of damage. However, no amount of fog will extinguish a fire.
If you are carrying equipment heavier than your Basic Lift, then you make your casting roll at a penalty equal to twice your Encumbrance level. On a failed roll, you leave excess cargo behind; on a critical failure, you lose 1 point of IQ for each Encumbrance level you attempted as you “burned out” that part of your brain temporarily. This temporarily lost IQ recovers after you sleep.
Teleportation distance also penalizes your casting roll. Distance penalties appear on the table below. If actual distance falls between two values, use the higher.

Distance

Skill Penalty

10 yards

0

20 yards

-1

100 yards

-2

500 yards

-3

2 miles

-4

10 miles

-5

100 miles

-6

1,000 miles

-7

This table is not open-ended - the spell has a range limit of 1,000 miles.
The amount of time taken to cast Teleport affects the skill roll, as follows:

Preparation Time

Skill Modifier

8 seconds

+0

15 seconds

+1

30 seconds

+2

1 minute

+3

2 minutes

+4

4 minutes

+5

8 minutes

+6

15 minutes

+7

30 minutes

+8

1 hour

+9

2 hours

+10

4 hours

+11

8 hours

+12

This table is not open-ended; +12 is the maximum possible bonus.
If you have a “second-hand” view of the destination, you are at -2 per level of removal. For instance, seeing it through a crystal ball of scrying or through someone else’s eyes would give -2, while seeing it through a crystal ball of scrying that you are viewing through someone else’s eyes would give -4. There is an additional -2 to teleport to a place you have visited but cannot see.
Apply a bonus of +1 per additional FP spent. You must declare this before you roll, and you lose the FP whether you succeed or fail.
On a success, you appear at a random location somewhere in a circle with a radius equal to 1% of the distance you teleported (minimum one yard); e.g., if you teleported 10 miles, you’d materialize somewhere in a 0.1-mile circle around your target. The better your casting roll, the closer you’ll be to your target, but it’s up to the GM exactly where you appear. After you teleport, you are disoriented – you may take no action other than defense for one turn, unless you make a Body Sense roll. On a failure, you go nowhere and strain your teleporting ability: you are at -5 to cast this spell again in the next 10 minutes. On a critical failure, you’re likely to appear high in the air or underground. In addition, your spell temporarily “burns out” and will not function again for 1d hours.
Optionally, you may overload this spell to transport other willing beings in physical contact with you. Your casting roll will be at -5 per additional target, and your casting will cost an additional 2 FP. A critical failure strains your spellcasting ability; the spell automatically fails, you lose 1d FP, and all your magical powers shut down for 1d seconds.
Statistics: Obscure 7 (Vision; Area Effect, 8 yards, +100%; Environmental, Outdoors, -20%; Link, +10%; Magical, -10%; Nuisance Effect, Gathers and disperses gradually, -20%; Requires Gestures, -10%; Requires Magic Words, -10%) [20] + Warp (Costs Fatigue, 1 FP, -5%; Drift, -15%; Environmental, Outdoors, -20%; Link, +10%; Magical, -10%; Nuisance Effect, Delay, -5%; Nuisance Effect, Preparation no shorter than 8 seconds, -10%; Range Limit, 1,000 miles, -15%; Reliable 2, +10%; Requires Gestures, -10%; Requires Magic Words, -10%; Uncertain Encumbrance, +25%) [45].
  
Swim
Keywords: Buff.
Full Cost (Self): 12 points.
Full Cost (Touch): 27 points.
Full Cost (Short-Range): 30 points.
Full Cost (Ranged): 35 points.
Casting Roll: Skill.
Components: V, S.
Cost: 2 FP.
Casting Time: 2 seconds.
Range: Self – Touch – Unlimited (-1/yard) – Unlimited (standard).
Duration: 30 minutes.
 
This spell lets the subject swim at his full Basic Move and avoid skill penalties for working underwater.
Statistics: Affliction 1 (HT; Accessibility, Self Only, -50%; Advantage, Swim, +90%; 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 1, -10%) [12]. Note: “Swim” is Amphibious (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]. The Short-Range version removes Melee Attack, Reach C, -30% [+3]. The Ranged version replaces Malediction 1, +100% with Malediction 2, +150% [+5].
  
Thalassemia
Keywords: Resisted (HT).
Full Cost (Touch): 7 points.
Full Cost (Short-Range): 9 points.
Full Cost (Ranged): 11 points.
Casting Roll: Skill.
Components: V, S.
Cost: 1 FP.
Casting Time: 1 second.
Range: Touch – Unlimited (-1/yard) - Unlimited (standard).
Duration: 3 minutes.
 
This spell thins the target creature’s blood to little more than seawater, dealing 1d toxic damage, if the target fails to resist. This spell ignores DR. Only living creatures with a circulatory system and blood can be affected by this spell; it does not harm creatures with Injury Tolerance (No Blood).
Statistics: Toxic Attack 1d (Accessibility, Only living creatures with a circulatory system and blood, -20%; Based on HT, +20%; Based on IQ, Own Roll, +20%; Costs Fatigue, 1 FP, -5%; Magical, -10%; Malediction 1, +100%; Melee Attack, Reach C, -30%; No Signature, +20%; Requires Gestures, -10%; Requires Magic Words, -10%) [7]. The Short-Range version removes Melee Attack, Reach C, -30% [+2]. The Ranged version replaces Malediction 1, +100% with Malediction 2, +150% [+2].
 
Turbidity
Keywords: Area (Leveled).
Full Cost: 26 points for level 1 + 12 points/additional level.
Casting Roll: Skill.
Components: V, S.
Cost: 1 FP.
Casting Time: 1 second.
Range: Self.
Duration: 30 seconds.
 
You cause the water surrounding you to swirl and fill with suspended sediments, decreasing visibility and making it harder for foes to see and attack you. This roiling spherical cloud obscures normal Vision, Ultravision, Infravision, and Dark Vision imposing a -8 penalty to rolls and tasks based on these senses. The effect does not move with you, but drifts with the current. A current of 1-3 knots disperses the clouded water in 20 seconds, and a current of 4 or more knots disperses it within 5 seconds.
Statistics: Obscure 8 (Vision; Area Effect, Spherical, -10%; Accessibility, Only underwater, -30%; Costs Fatigue, 1 FP, -5%; Drifting, +20%; Extended, Infravision, Ultravision, Dark Vision, +60%; Extended Duration, 3x, +20%; Magical, -10%; Persistent, +40%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Variable, Area, +5%) [26]. Further levels add Area Effect, Spherical (+75%) [+12/level].
  
Urchin’s Spines
Keywords: Buff.
Full Cost (Self): 9 points.
Full Cost (Touch): 24 points.
Casting Roll: Skill.
Components: V, S.
Cost: 1 FP.
Casting Time: 1 second.
Range: Self – Touch.
Duration: 3 minutes.
 
The transmuted creature’s skin is covered by 2-inch spines. When they grow, they pierce normal clothing, but any armor stops their grows, causing the coverage to be uneven. The subject get a DX-4 roll to hit each foe in close combat with him once per turn with these spines, as a free action. Those who grapple or slam the subject are hit immediately and automatically – and those who slam him take maximum damage!
The spines deal 1d-2 impaling damage and are mildly poisonous. Anyone injured by the spines must make a HT roll or take a -3 to DX for margin of failure minutes due to terrible itching and burning sensation.
Statistics: Affliction 1 (HT; Accessibility, Self Only, -50%; Advantage, Urchin’s Spines, +80%; Costs Fatigue, 1 FP, -5%; Fixed Duration, +0%; Magical, -10%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%) [9]. Note: “Urchin’s Spines” is Affliction 1 (HT; Attribute Penalty, -3 DX, +30%; Follow-Up, Spines, -50%; Magical, -10%) [7] + Short Spines (Can’t Wear Armor, -40%; Magical, -10%) [1]. 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].
  
Water to Acid
Keywords: None.
Full Cost: 3 points/level.
Casting Roll: Skill. Use Innate Attack (Gaze) to aim.
Components: V, S.
Cost: 1 FP.
Casting Time: 2 seconds.
Range: 50 yards.
Duration: 10 seconds or permanent; see text.
 
You transform a volume of water into an equal volume of acid, which deals damage to creatures that come into contact with it. You cannot transform water inside a creature’s body, but you can affect water surrounding it. Being splashed with acid deals 1d-3 corrosion damage. Immersion in acid deals 1d-1 corrosion damage per second. Swallowing acid deals 3d corrosion damage at the rate of 1 HP per 15 minutes. See Acid, p. B428 for more details.
One casting transforms water weighing up to 10 x (level squared) lbs. – 10 lbs. at level 1, 40 lbs. at level 2, 90 lbs. at level 3, and so on. A foot-deep hex of water weighs 486 pounds and Water to Acid 7 to transform in a single casting. A yard-high hex of water weighs 1460 pounds and Water to Acid 12 to transform in a single casting.
Created acid is unstable. It reverts back in 10 seconds unless you use character points to “stabilize” it. Each point spent stabilizes a quantity worth 10% of the campaign’s average starting wealth. Alternatively, you can use Permanency Points. Each pound of acid costs $20.
Statistics: Create (Magical, -10%; Ranged, +40%; Reduced Range, 1/2, -10%; Requires Gestures, -10%; Requires Magic Words, -10%; Takes Extra Time 1, -10%; Transmutation Only, -100%; Transmute Liquid Water to Acid, +70%) [3/level].
  
Waterspout
Keywords: Area (Fixed).
Full Cost: 72 points.
Casting Roll: Skill.
Components: V, S.
Cost: 3 FP to cast, 1 FP to maintain.
Casting Time: 1 second.
Range: 50 yards.
Duration: Indefinite.
 
Waterspout causes water to rise up into a whirling, cylindrical column 4 yards wide and 24 yards tall that looks exactly like a tornado made of water. A body of water at least 4 yards wide and 6 yards deep must be present, or the spell is wasted. If the waterspout encounters insufficient depth after it has formed, it collapses. When concentrating, you may move the waterspout along the surface of water at Move 1.
The waterspout does not form instantly – it takes four seconds to form, growing one yard in radius and six yards in height each second. 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, the waterspout shrinks at the same rate at which it grew.
Swimming and boating around the waterspout are difficult, taking a penalty equal in size to 12 minus the distance in yards from the center. Those within the turbulent water area of 12 yards from the center 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 column are also pulled one yard up. When they reach the top, they are ejected into a random direction, falling 3d yards away from the center and taking fall damage for a fall from 24 yards (fall velocity is 23 yards/second).
Statistics: Control Bodies of Water 12 (Accessibility, Only to create a waterspout, -30%; Costs Fatigue, 3 FP, -15%; Dissipation, -50%; Magical, -10%; Mobile 1, +40%; Nuisance Effect, Takes several seconds to form and vanish, -5%; Ranged, +40%; Reduced Range, 1/2, -10%; Requires Gestures, -10%; Requires Magic Words, -10%) [72].
  
Wave Blessing
Keywords: Buff, Reflexive.
Full Cost (Self): 19 points.
Full Cost (Touch): 34 points.
Full Cost (Short-Range): 37 points.
Full Cost (Ranged): 42 points.
Casting Roll: Skill (at -4 when used reflexively).
Components: V.
Cost: 1 FP.
Casting Time: 1 second (or free action when used reflexively).
Range: Self – Touch – Unlimited (-1/yard) – Unlimited (standard)
Duration: 30 minutes.
 
The subject becomes buoyant, gaining a +5 bonus to Swimming. This is a defensive spell that can be used to help somebody thrown overboard stay afloat. As such, it can be cast as a free action even when it’s not the caster’s turn, but no more than once per turn. If this spell is part of an alternative ability array, then it must be in an active slot to be used reflexively. When used this way, the casting roll is at -4.
Statistics: Affliction 1 (HT; Accessibility, Self Only, -50%; Advantage, Wave Blessing, +90%; Costs Fatigue, 1 FP, -5%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Magical, -10%; Reflexive, +40%; Requires IQ Roll, -10%; Requires Magic Words, -10%) [19]. Notes: “Wave Blessing” is +5 to Swimming (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]. 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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