Tuesday 15 October 2024

Wizardry: Complete Arcane Spells I

Wizardry: Complete Arcane Spells I

The next book on the list will be Complete Arcane. This one has a long list of new spells because it introduces three new spellcasting classes. There's going to be plenty of combat spells (this book introduced the wargame class, after all), but many of them probably are going to be redundant. We'll see!
Absorption is a self-only buff that lets you absorb other spells.
Anticipate Teleportation is a pretty cool spell that delays all teleportation effects in the area and reveals their destination.
Arc of Lightning is a unique lightning attack spell that causes a lightning bolt to run between two distant targets.
Arrow of Bone turns an arrow or a crossbow bolt into a deadly necromantic projectile.
Backbiter - now that's what I call a fun spell. I remember it being used in my D&D games of the past. It has a very unintuitive build under the hood.
Bands of Steel is a spell that conjures metal hoops that pin the victim's limbs to the torso.
Blackfire is an interesting necromantic spell with contagious effects.
Blades of Fire is a slightly unusual weapon buff spell that may affect two weapons at once and does not require gestures. Thus, you can use it when dual-wielding.
Blast of Flame is quite boring - just a wider and longer version of Burning Hands. But why not? I made it take longer to cast to prevent this spell from making its shorter version redundant.
 
Absorption
Keywords: Buff.
Full Cost: 23 points for level 1 + 9 points/additional level.
Casting Roll: Skill.
Components: V, S.
Cost: 1 FP.
Casting Time: 1 second.
Range: Self.
Duration: 30 minutes.
 
This spell lets you absorb magical energies from spells cast directly on you or your gear and use that energy to power your own spells. Subtract the level of this spell from the skill of anyone casting a spell on you, and if the spell fails to affect you, you gain a point of temporary Energy Reserve (Magic) for each point of FP cost of the spell absorbed. This Energy Reserve has a cap of 10 points and it drains away completely when this spell ends. You can use it to cast your own spells or use other magic abilities. You cannot absorb your own spells.
Statistics: Affliction 1 (HT; Accessibility, Self Only, -50%; Advantage, Absorption 1, +180%; 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%) [23]. Note: “Absorption 1” is Magic Resistance 1 (Cosmic, Triple FP Cost, +200%; Improved, +150%; Limited, Only ER, -30%; Magical, -10%; Nuisance Effect, Must absorb, -10%; Spell Absorption, +50%) [9] + ER 10 (Magic; Special Recharge, -70%) [9]. Each additional level adds more Magic Resistance [+9/level].
 
Anticipate Teleportation
Keywords: Area (Special).
Full Cost: 30 points for level 1 + 7.5 points/additional level.
Casting Roll: Skill.
Components: V, S.
Cost: 2 FP.
Casting Time: 4 seconds.
Range: 10 yards.
Duration: 30 minutes.
 
This spell creates an invisible energy field that anticipates and delays the teleportation of any creature or object into the spell’s area. The area has a radius of spell level yards. Any teleportation effect regardless of power source is anticipated, and the exact destination is revealed as a yellow glow. The teleportation is delayed by 3 seconds, but the teleportee does not become aware of this delay. If a creature teleports from the area of Anticipate Teleportation to another place within the area, it disappears instantly, but arrives with the delay.
Statistics: Control Teleportation 1 (Accessibility, Only to anticipate teleportation, -70%; Cannot concentrate to extend duration, -10%; Costs Fatigue, 2 FP, -10%; Extended Duration, 200x, +90%; Magical, -10%; Persistent, +40%; Ranged, +40%; Reduced Range, 1/10, -30%; Requires Gestures, -10%; Requires Magic Words, -10%; Takes Extra Time 2, -20%) [15] + Control Teleportation 2 (Accessibility, Only to anticipate teleportation, -70%; Cannot concentrate to extend duration, -10%; Costs Fatigue, 2 FP, -10%; Doesn’t increase area, -50%; Extended Duration, 200x, +90%; Magical, -10%; Persistent, +40%; Ranged, +40%; Reduced Range, 1/10, -30%; Requires Gestures, -10%; Requires Magic Words, -10%; Takes Extra Time 2, -20%) [15]. Additional levels add Control Teleportation 1 (Accessibility, Only to anticipate teleportation, -70%; Cannot concentrate to extend duration, -10%; Costs Fatigue, 2 FP, -10%; Extended Duration, 200x, +90%; Magical, -10%; Persistent, +40%; Only increases area, -50%; Ranged, +40%; Reduced Range, 1/10, -30%; Requires Gestures, -10%; Requires Magic Words, -10%; Takes Extra Time 2, -20%) [7.5].
 
Arc of Lightning
Keywords: Cone, Obvious.
Full Cost: 22 points/level.
Casting Roll: Skill.
Components: V, S.
Cost: 2 FP.
Casting Time: 1 second.
Range: 10 yards.
Duration: Instantaneous.
 
You create natural conductivity between two creatures, and a bolt of electricity arcs between them. Both creatures must be in range, and you must be able to target them (as if this spell had them as its targets). This is a 1-yard-wide cone attack that uses the rules for Cone Attacks (p. B413). On the battle map, it is a 1x10 row of hexes. This cone is too tight to affect many targets, but gets better chances to hit. The caster doesn’t have to roll to hit.
The arc does 1d burning surge damage per level. Metallic armor counts as DR 1 against this attack, but nonmetallic armor protects normally. Targets stuck by this attack must make an HT roll, at -1 per 2 points of injury, or be physically stunned. On subsequent turns, they can roll HT to recover. Lightning behaves unpredictably around conductors; see Lightning (GURPS Magic, p. 196) for more details. This attack has no 1/2D range.
Even though a one-hex creature between the targets is big enough to block the cone, everyone in the hexes where the cone stops and starts is fully affected. If a cone passes between two adjacent creatures, then both are hit. The cone cannot be parried or blocked, but it can be dodged by diving for cover or retreating out of the affected area. If a creature does that, then those behind it may get affected by the cone normally. Both of the primary targets may dodge the arc.
Statistics: Burning Attack 1d (Cone 1, +60%; Cosmic, No die roll required, +100%; Cosmic, Originates from the first target, +100%; Costs Fatigue, 2 FP, -10%; Increased 1/2D, 10x, +15%; Magical, -10%; Nuisance Effect, Behaves erratically around conductors, -5%; Reduced Range, 1/10, -30%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Surge, Arcing, +100%; Side Effect, Stunning, +50%) [22/level].
  
Arrow of Bone
Keywords: Weapon Buff.
Full Cost: 18 points.
Casting Roll: Skill.
Components: V, S, M
Cost: 1 FP.
Casting Time: 10 minutes.
Range: Touch.
Duration: 5 hours or until fired.
 
You scribe runes of dire power on a single arrow or crossbow bolt, changing the projectile into a sinister missile of cold, enhanced bone. Any living creature injured by an arrow of bone must make a successful HT-5 roll or take 5d follow-up toxic damage.
Material Component: A tiny sliver of bone and a vial of blood mixed with powdered precious gems worth $100, used to paint the runes on the projectile.
Statistics: Affliction 1 (HT; Accessibility, Only on arrows or bolts, -40%; Advantage, Arrow of Bone, +30%; Based on IQ, Own Roll, +20%; Costs Fatigue, 1 FP, -5%; Extended Duration, 100x, +80%; Fixed Duration, +0%; Immediate Preparation Required, 10 minutes, -45%; Magical, -10%; Malediction 1, +100%, Melee Attack, Reach C, -30%; No Signature, +20%; Requires Gestures, -10%; Requires Magic Words, -10%; Trigger, Material component, -20%) [18]. Note: “Arrow of Bone” is Toxic Attack 5d (Follow-Up, This weapon, +0%; Magical, -10%; Resistible, HT-5, -5%; Single Use, x1/2; Visible, -10%) [3].
 
Backbiter
Keywords: Resisted (HT).
Full Cost (Touch): 20 points.
Full Cost (Short-Range): 23 points.
Full Cost (Ranged): 28 points.
Casting Roll: Skill.
Components: V, S.
Cost: 1 FP.
Casting Time: 1 second.
Range: Touch - Unlimited (-1/yard) – Unlimited (standard).
Duration: 18 seconds.
 
You can cast this spell on any melee weapon with Reach 1 or longer. The next time that weapon is used to make a melee attack, its shaft twists around so that the weapon strikes its wielder instead. Use the same result of the skill roll to hit with the same hit location and other options, such as Deceptive Attack or Telegraphic Attack. The attacker gets no active defense the first time this happens, but defends normally thereafter if he becomes aware of this spell’s effect.
Statistics: Affliction 1 (HT; Accessibility, Only weapons with Reach 1 or longer, -35%; Advantage, Backbiter, +80%; Based on IQ, Own Roll, +20%; Costs Fatigue, 1 FP, -5%; Fixed Duration, +0%; Magical, -10%; Malediction 1, +100%; Melee Attack, Reach C, -30%; No Signature, +20%; Reduced Duration, 1/10, -20%; Requires Gestures, -10%; Requires Magic Words, -10%) [20]. Notes: “Backbiter” is Imbue 3 (Limited Skill Access, One Skill, ‑80%) [8] + Unusual Training [1] + Vengeful Defense (Variant) (VH) DX [8] modified with Cosmic, No die roll required, +100%; Magical, -10%; Reduced Fatigue Cost 1, +20%; and Single-Use, x0.2 for a total of 8 points. The Short-Range version removes Melee Attack, Reach C, -30% [+3]. The Ranged version replaces Malediction 1, +100% with Malediction 2, +150% [+5].
 
Bands of Steel
Keywords: Obvious.
Full Cost: 24 points.
Casting Roll: Skill.
Components: V, S.
Cost: 2 FP.
Casting Time: 1 second.
Range: Touch.
Duration: Permanent, until destroyed, or until the victim breaks free.
 
You conjure bands of steel that bind the victim, pinning his arms to his torso, and tying the legs together. An additional steel band covers his mouth, preventing him from speaking. On a hit, your victim is pinned (see p. B370) and rooted in place. He cannot move his limbs or speak; his only options are to use purely mental abilities, to attack the bands with an Innate Attack, or to try to break free using ST. The ST of this effect is equal 15, but you can layer additional attacks on a successfully bound victim. Each extra layer gives +1 to ST.
To break free, the victim must win a Quick Contest of ST against the ST of this spell. Each attempt takes one second. If he tries to break free and fails, he loses 1 FP and is only allowed a repeated attempt every 10 seconds – and on a 17 or 18, he becomes so entangled that he cannot escape on his own! Alternatively, he may try to destroy the bands with an Innate Attack (they hit automatically). External attacks on the bands of steel take no penalty, but risk hitting the victim on a miss (see Striking Into a Close Combat, p. B392).
Victims also can roll thrust damage once every 10 seconds against Bands of Steel as a free action. If this destroys the bands, they may ignore its impediment at once. If it doesn’t, they’re affected normally but may still use their turn for a standard attempt to break free, and the bands are not damaged by this free “attack.”
The bands of steel have DR 5. Each point of damage reduces ST by one. At ST 0, the bands are destroyed and the victim is freed.
When bound by Bands of Steel, the victim may be affected by magnetism.
Statistics: Binding 15 (Costs Fatigue, 2 FP, -10%; Engulfing, +60%; Magical, -10%; Makes the subject affected by magnetism, +5%; Melee Attack, Reach C, Cannot Parry, -35%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%) [24].
  
Blackfire
Keywords: Missile, Obvious.
Full Cost: 19 points.
Casting Roll: Skill. Use Innate Attack (Beam) to hit.
Components: V, S.
Cost: 2 FP.
Casting Time: 1 second.
Range: 50 yards.
Duration: 30 seconds.
 
A ray of necromantic black energy springs from your hand, and on a successful hit, a living target is engulfed in chill black flames that feed on the fuel of the victim’s life force. A creature engulfed in blackfire must make a HT roll every second or take 1 point of toxic damage, ignoring DR. In addition to its effects on the target, blackfire can spread rapidly, and any living creature that touches a creature engulfed in blackfire must make a HT roll or become engulfed itself. A creature can only become engulfed by a specific casting of this spell once. Thus, two creatures cannot pass the effect of this spell back and forth between each other.
Any creature that dies while engulfed in blackfire is reduced to a pile of black ash and cannot be returned to life with resurrection effects that require a body.
Statistics: Toxic Attack 1 point (Cosmic, Irresistible Attack, +300%; Cosmic, Turns victims to ash, +50%; Costs Fatigue, 2 FP, -10%; Cyclic, 29 cycles, 1 second intervals, Resistible, Highly Contagious, +1,500%; Increased 1/2D, 10x, +15%; Magical, -10%; Reduced Range, 1/2, -10%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Resistible, HT, -30%) [19].
 
Blades of Fire
Keywords: Weapon Buff.
Full Cost: 22 points.
Casting Roll: Skill.
Components: V.
Cost: 1 FP.
Casting Time: 1 second.
Range: Touch.
Duration: 6 seconds.
 
Flames sheathe up to two of your melee weapons, harming neither you nor the weapons but possibly burning your opponents. Affected weapons shed light like torches and deal 1d follow-up burning damage.
Statistics: Affliction 1 (HT; Accessibility, Only on melee weapons, -30%; Advantage, Blades of Fire, +50%; Based on IQ, Own Roll, +20%; Costs Fatigue, 1 FP, -5%; Fixed Duration, +0%; Magical, -10%; Malediction 1, +100%, Melee Attack, Reach C, -30%; No Signature, +20%; Rapid Fire, Variant, RoF 2, +40%; Reduced Duration, 1/30, -30%; Requires Magic Words, -10%) [22]. Note: “Blades of Fire” is Burning Attack 1d (Follow-Up, This weapon, +0%; Magical, -10%; Visible, -10%) [4] + Illumination (Magical, -10%) [1].
 
Blast of Flame
Keywords: Cone, Obvious.
Full Cost: 9 points/level.
Casting Roll: Skill. Use Innate Attack (Beam) to hit.
Components: V, S.
Cost: 2 FP.
Casting Time: 2 seconds.
Range: 20 yards.
Duration: Instantaneous.
 
You fire a cone of flame that does 1d burning damage per level. This is a 10-yard-wide cone attack that uses the rules for Cone Attacks (p. B413). The caster targets a hex right in front of him, at +4, and the cone extends out from there. It is possible to make the cone wider by using the All-Out Attack (Cone) maneuver (GURPS Dungeon Fantasy Monsters 4: Dragons, p. 10). This spell has the 1/2D range of 10 yards.
Statistics: Burning Attack 1d (Cone 10, +150%; Costs Fatigue, 2 FP, -10%; Increased 1/2D, 5x, +10%; Magical, -10%; Reduced Range, 1/5, -20%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Takes Extra Time 1, -10%) [9/level].

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