Wizardry: Cityscape 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 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].
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.
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].
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.
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].
Keywords: Area (Fixed), Weapon Buff.
Casting Roll: Skill.
Components: V, S.
Cost: 2 FP to cast, 1 FP to
maintain.
Casting Time: 2 seconds.
Range: Self.
Duration: Indefinite.
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].
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.
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).
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