Tuesday, 8 October 2024

Wizardry: Cityscape Spells

Wizardry: Cityscape Spells

I've forgotten Cancel Spells, so let's fix that. In addition, let's convert the few spells from the Cityscape splatbook.
Cancel Spells is not a D&D spell, but a GURPS Sorcery spell that is nonetheless very much necessary, so here it is. It's unique in that it's a universal spell that doesn't belong to any college.
Peacebond is a spell the locks a weapon to its sheath. This is not an offensive spell, but something cast by magical law enforcement who hate fun.
False Peacebond is the same, except that one individual chosen at the time of casting can draw the weapon freely.
Detect Weaponry is another spell for the fun police in impolite societies.
Impeding Stones creates an area of unstable terrain on rocky surfaces.
Leomund's Spacious Carriage creates a carriage and a pair of horses to pull it.
Secret Weapon gives a big Holdout bonus to hide the enchanted weapon.
Zone of Peace is an area of no-fun-allowed.
Summon Pest Swarm is a cool spell for urban druids.

 
Cancel Spells
Keywords: None.
Full Cost: 10 points.
Casting Roll: Skill of the spell to be cancelled.
Components: V.
Cost: 1 FP.
Casting Time: 1 second.
Range: Self.
Duration: Instantaneous.
 
You may immediately terminate one or more ongoing spells that you had cast. They do not resist; they immediately end. Don’t apply any range penalties; you are always the subject of Cancel Spells, even for spells that were not cast upon your mind or body. Cancel Spells works on spells that are immune to Dispel Magic – but only if they’re your spells.
Statistics: Neutralize Magic (Accessibility, Own spells only, -50%; Based on IQ, Own Roll, +20%; Costs Fatigue, 1 FP, -5%; Interruption, -50%; Magical, -10%; Precise, +20%; Requires Magic Words, -10%) [10].
  
Detect Weaponry
Keywords: Information.
Full Cost: 33 points.
Casting Roll: Skill.
Components: V, S.
Cost: 1 FP.
Casting Time: 2 seconds.
Range: Unlimited (standard).
Duration: Instantaneous.
 
You can detect the presence of weapons in a cone emanating out from you in whatever direction you face. A “weapon” is generally defined as any manufactured weapon. The spell detects improvised weapons such as bottles or pitchforks only if the wielder actively intends to use such an item as a weapon.
The GM rolls against the caster’s skill (plus Talent), applying range penalties to the nearest weapon. The caster may exclude any specific weapons he wishes. Success reveals the exact location of the weapon, allowing follow-up spells to be cast on it.
The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
Statistics: Detect (Weaponry; Based on IQ, Own Roll, +20%; Blockable, -20%; Cannot Analyze, -10%; Costs Fatigue, 1 FP, -5%; Magical, -10%; Precise, +100%; Requires Gestures, -10%; Requires Magic Words, -10%; Selective Effect, +20%; Takes Extra Time 1, -10%) [33].
 
False Peacebond
Keywords: Weapon Buff.
Full Cost: 35 points.
Casting Roll: Skill.
Components: V, S.
Cost: 1 FP.
Casting Time: 1 minute.
Range: Touch.
Duration: 5 hours.
 
The caster must touch a manufactured weapon in its sheath, holder, quiver, or whatever object is used to hold it when not in use. This spell makes the weapon stuck in its holder. No amount of physical effort can draw it forth before the spell expires or is dispelled. The precise nature of the holder doesn’t matter; it can be an ornate sheath, or simply a belt through which the weapon has been stuck.
If the bearer of the targeted weapon is attacked, he is immediately entitled to a Will roll to overcome the effect and draw the weapon. The bearer can repeat this save in every second that the assault continues.
The caster can choose a single individual who can draw the weapon freely. This individual might be himself, or anyone else present at the time of casting. Once this individual draws the weapon, the false peacebond effect ends; resheathing the weapon does not reactivate the spell.
Statistics: Affliction 1 (HT; Accessibility, Only on sheathed weapons, -30%; Based on IQ, Own Roll, +20%; Costs Fatigue, 1 FP, -5%; Extended Duration, 100x, +80%; Fixed Duration, +0%; Immediate Preparation Required, 1 minute, -30%; Magical, -10%; Malediction 1, +100%, Melee Attack, Reach C, -30%; No Signature, +20%; Nuisance Effect, Only a single individual can draw the weapon, -5%; Paralysis, Variant, +150%; Requires Gestures, -10%; Requires Magic Words, -10%; Selective Effect, +20%; Terminal Condition, Being attacked, -5%; Terminal Condition, Drawing the weapon, -5%) [35].
 
Impeding Stones
Keywords: Area (Special).
Full Cost: 14 points for level 1 + 3 points/additional level.
Casting Roll: Skill.
Components: V, S.
Cost: 1 FP.
Casting Time: 1 second.
Range: 10 yards.
Duration: 20 seconds.
 
Stones, bricks, hard dirt, or any similar surface cracks and shifts in its foundations, rendering footing treacherous in the area. Impeding Stones count as bad terrain (+1 movement point/hex, bad footing penalties). This affects an area with a radius equal to spell level yards.
Statistics: Control Ground Friction 1 (Accessibility, Only to increase friction, -25%; Cannot concentrate to extend duration, -10%; Costs Fatigue, 1 FP, -5%; Environmental, Rocky surfaces, -20%; Extended Duration, 2x, +10%; Magical, -10%; Persistent, +40%; Ranged, +40%; Reduced Range, 1/10, -30%; Requires Gestures, -10%; Requires Magic Words, -10%) [11] + Control Ground Friction 1 (Accessibility, Only to increase friction, -25%; Cannot concentrate to extend duration, -10%; Costs Fatigue, 1 FP, -5%; Does not increase area, -50%; Environmental, Rocky surfaces, -20%; Extended Duration, 2x, +10%; Magical, -10%; Only to increase area, -50%; Persistent, +40%; Ranged, +40%; Reduced Range, 1/10, -30%; Requires Gestures, -10%; Requires Magic Words, -10%) [3]. Further levels add Control Ground Friction +1 (Accessibility, Only to increase friction, -25%; Cannot concentrate to extend duration, -10%; Costs Fatigue, 1 FP, -5%; Environmental, Rocky surfaces, -20%; Extended Duration, 2x, +10%; Magical, -10%; Only to increase area, -50%; Persistent, +40%; Ranged, +40%; Reduced Range, 1/10, -30%; Requires Gestures, -10%; Requires Magic Words, -10%) [+3].
 
Leomund’s Spacious Carriage
Keywords: None.
Full Cost: 63 points.
Casting Roll: Skill.
Components: V, S.
Cost: 6 FP.
Casting Time: 10 minutes.
Range: Touch.
Duration: Indefinite.
 
You conjure into existence a carriage (GURPS Low-Tech, p. 137) and two phantom horses to pull it according to your mental commands. These horses use the stats for draft horses (p. B459). The interior contains lush, cushioned seats.
If you fail your casting roll, you can try again, but repeated attempts cost 8 FP (instead of the usual 6 FP) and take a cumulative -1 to the skill roll, until you succeed or wait an hour.
A created carriage lasts indefinitely. That means, however, that if you want to cast this spell again, the first carriage 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.
Statistics: Ally (Phantom Horses; Built on 15%; Constantly Available; Group of 2; Conjured, +100%; Minion, +0%; Immediate Preparation Required, 10 minutes, -45%; Link, +10%; Magical, -10%; Requires Gestures, -10%; Requires Magic Words, -10%) [7] + Snatcher (Accessibility, Only carriage, -70%; Costs Fatigue, 4 FP, -20%; Immediate Preparation Required, 10 minutes, -45%; Improved, +10%; Large Items, +50%; Link, +10%; Magical, -10%; More Weight 13, +65%; Requires Gestures, -10%; Requires Magic Words, -10%) [56].


Peacebond
Keywords: Weapon Buff.
Full Cost: 35 points.
Casting Roll: Skill.
Components: V, S.
Cost: 1 FP.
Casting Time: 4 seconds.
Range: Touch.
Duration: 5 hours.
 
The caster must touch a manufactured weapon in its sheath, holder, quiver, or whatever object is used to hold it when not in use. This spell makes the weapon stuck in its holder. No amount of physical effort can draw it forth before the spell expires or is dispelled. The precise nature of the holder doesn’t matter; it can be an ornate sheath, or simply a belt through which the weapon has been stuck.
If the bearer of the targeted weapon is attacked, he is immediately entitled to a Will roll to overcome the effect and draw the weapon. The bearer can repeat this save in every second that the assault continues.
Statistics: Affliction 1 (HT; Accessibility, Only on sheathed weapons, -30%; Based on IQ, Own Roll, +20%; Costs Fatigue, 1 FP, -5%; Extended Duration, 100x, +80%; Fixed Duration, +0%; Magical, -10%; Malediction 1, +100%, Melee Attack, Reach C, -30%; No Signature, +20%; Paralysis, Variant, +150%; Requires Gestures, -10%; Requires Magic Words, -10%; Takes Extra Time 2, -20%; Terminal Condition, Being attacked, -5%) [35].
 
Secret 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.
 
You enable someone to hide a weapon on his person. The weapon does not become truly invisible so much as easily overlooked. When hiding this weapon, the person receives a +6 bonus to Holdout. This is an illusion effect that is penetrated by True Seeing.
Statistics: Affliction 1 (HT; Accessibility, Only on weapons, -20%; Advantage, Secret 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: “Secret Weapon” is Obscure Search 6 (Magical, -10%; No Area Effect, -50%; Stealthy, +100%) [17].
 
Zone of Peace
Keywords: Area (Fixed), Weapon Buff.
Full Cost: 43 points.
Casting Roll: Skill.
Components: V, S.
Cost: 2 FP to cast, 1 FP to maintain.
Casting Time: 2 seconds.
Range: Self.
Duration: Indefinite.
 
This spell creates an 4-yard-radius spherical aura around the caster that binds all manufactured weapons, including the caster’s, to their sheaths, holders, quivers, or whatever objects are used to hold them when not in use. All such weapons become stuck in their holders. For each weapon that is brought into the area, make a casting roll every second. If you succeed, the weapon becomes stuck in its holder as well. Weapons that leave the area for at least three seconds become unstuck. No amount of physical effort can draw a stuck weapon forth before the spell’s effect expires or is dispelled. The precise nature of the holder doesn’t matter; it can be an ornate sheath, or simply a belt through which the weapon has been stuck.
If a bearer of an affected weapon is attacked, he is immediately entitled to a Will roll to overcome the effect and draw the weapon. The bearer can repeat this save in every second that the assault continues. If he does so successfully, all his weapons cannot be affects by this particular casting of Zone of Peace again.
Statistics: Affliction 1 (HT; Accessibility, Only on sheathed weapons, -30%; Area Effect, 4 yards, Spherical, +115%; Aura, +80%; Based on IQ, Own Roll, +20%; Costs Fatigue, 2 FP, -10%; Fixed Duration, +0%; Magical, -10%; Malediction 1, +100%; Melee Attack, Reach C, -30%; No Signature, +20%; Nuisance Effect, Caster is not exempt, -10%; Paralysis, Variant, +150%; Reduced Duration, 1/60, Only after the subject leaves the area, -30%; Requires Gestures, -10%; Requires Magic Words, -10%; Takes Extra Time 1, -10%; Terminal Condition, Being attacked, -5%) [43].

DIVINE SPELLS

  
Cancel Spells
Keywords: None.
Full Cost: 10 points.
Casting Roll: Skill of the spell to be cancelled.
Components: V.
Cost: 1 FP.
Casting Time: 1 second.
Range: Self.
Duration: Instantaneous.
 
You may immediately terminate one or more ongoing spells that you had cast. They do not resist; they immediately end. Don’t apply any range penalties; you are always the subject of Cancel Spells, even for spells that were not cast upon your mind or body. Cancel Spells works on spells that are immune to Dispel Magic – but only if they’re your spells.
Statistics: Neutralize Divine (Accessibility, Own spells only, -50%; Based on IQ, Own Roll, +20%; Costs Fatigue, 1 FP, -5%; Divine, -10%; Interruption, -50%; Precise, +20%; Requires Magic Words, -10%) [10]. Note: By rules-as-written, dispelling divine effects is illegal, but this is an exception because it dispels your own effects only – this is not a countermeasure.

 
Impeding Stones
Keywords: Area (Special).
Full Cost: 12 points for level 1 + 3 points/additional level.
Casting Roll: Skill.
Components: V, S, DF.
Cost: 1 FP.
Casting Time: 1 second.
Range: 10 yards.
Duration: 20 seconds.
 
Stones, bricks, hard dirt, or any similar surface cracks and shifts in its foundations, rendering footing treacherous in the area. Impeding Stones count as bad terrain (+1 movement point/hex, bad footing penalties). This affects an area with a radius equal to spell level yards.
Statistics: Control Ground Friction 1 (Accessibility, Only to increase friction, -25%; Cannot concentrate to extend duration, -10%; Costs Fatigue, 1 FP, -5%; Divine, -10%; Environmental, Rocky surfaces, -20%; Extended Duration, 2x, +10%; Persistent, +40%; Ranged, +40%; Reduced Range, 1/10, -30%; Requires Gestures, -10%; Requires Holy Symbol, -10%; Requires Magic Words, -10%) [9] + Control Ground Friction 1 (Accessibility, Only to increase friction, -25%; Cannot concentrate to extend duration, -10%; Costs Fatigue, 1 FP, -5%; Divine, -10%; Does not increase area, -50%; Environmental, Rocky surfaces, -20%; Extended Duration, 2x, +10%; Only to increase area, -50%; Persistent, +40%; Ranged, +40%; Reduced Range, 1/10, -30%; Requires Gestures, -10%; Requires Holy Symbol, -10%; Requires Magic Words, -10%) [3]. Further levels add Control Ground Friction +1 (Accessibility, Only to increase friction, -25%; Cannot concentrate to extend duration, -10%; Costs Fatigue, 1 FP, -5%; Divine, -10%; Environmental, Rocky surfaces, -20%; Extended Duration, 2x, +10%; Only to increase area, -50%; Persistent, +40%; Ranged, +40%; Reduced Range, 1/10, -30%; Requires Gestures, -10%; Requires Holy Symbol, -10%; Requires Magic Words, -10%) [+3].
  
Summon Pest Swarm
Keywords: None.
Full Cost: 20 points.
Casting Roll: Skill.
Components: V, S, DF.
Cost: 1 FP to cast, 1 FP per 10 seconds to maintain.
Casting Time: 2 seconds.
Range: 10 yards.
Duration: Indefinite.
 
Summons a pest swarm, a horde of small mammals, birds, and vermin, that does your mental bidding while it exists. The swarm does not appear instantly but takes 5 seconds to gather. If the swarm is killed, the summoner must wait a full day to call replacements. Dismissing the swarm is a free action, but it may only be dismissed if it is physically present. This spell can only be cast if the pest swarm’s point total is equal or lower than 75% of the summoner’s point total and only in areas where such pests dwell (usually urban or rural settlements).
Statistics: Ally (Pest Swarm; Built on 75%; Constantly, No roll required; Conjured, +100%; Costs Fatigue, 1 FP, -5%; Delay, 5 seconds, -0%; Divine, -10%; Environmental, Pest-infested areas, -20%; Minion, +50%; Ranged, +40%; Reduced Duration, 1/6, -15%; Reduced Range, 1/10, -30%; Requires Gestures, -10%; Requires Holy Symbol, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Takes Extra Time 1, -10%) [20].

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