Wednesday, 16 October 2024

Wizardry: Complete Arcane Spells II

Wizardry: Complete Arcane Spells II

Accuracy is difficult. I already adapted Exacting Shot from Complete Adventurer to give +2 to attack rolls with a ranged weapons, and increased Accuracy would be worse despite the underlying advantage having the same cost due to hitting the -80% cap. Thus, I decided to make this one last longer, but provide a +3 bonus to Acc to compensate. Now the two spells should be competitive.
Body Outside Body is an interesting spell just because it uses an advantage that you barely ever see in use - Duplication. This is a powerful spell, but it has an appropriately high cost.
Chameleon is a simple illusion that lets the subject blend into the surroundings.
Cloud Chariot is a costly spell that lets you travel really fast but requires character point expenditure.
Cobra's Breath is a cone poison attack and the first time I'm using Blood Agent as an enhancement.
Commune with Spirit is mostly intended for the oriental wu jen class and shamans, but I see nothing wrong with adding it to the variant Spirit College that I'm using. This is the first time I'm using the Medium advantage.
Corpse Candle is a spooky spell with a janky build. Illuminates the area and outlines invisible and ethereal creatures.
Creeping Darkness is a mobile and shapeable variant of Deeper Darkness. In the original version, it also blocks sound, but I found it inappropriate.
Dancing Blade is a simple spell in concept, but not in execution. I tried to write something of a flowchart for how it is supposed to operate.
Mass Darkvision is just a mass version of Darkvision.
 
Accuracy
Keywords: Weapon Buff.
Full Cost: 28 points.
Casting Roll: Skill.
Components: V, S.
Cost: 2 FP.
Casting Time: 4 seconds.
Range: Touch.
Duration: 30 minutes.
 
This spell gives a ranged weapon +3 to Acc.
Statistics: Affliction 1 (HT; Accessibility, Only on ranged weapons, -30%; Advantage, Accuracy, +120%; 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 2, -20%) [28]. Note: “Accuracy” is DX 3 (Accessibility, Only attacks with this weapon, -80%; Magical, -10%; Takes Extra Time 1, -10%) [12].
  
Body Outside Body
Keywords: Buff.
Full Cost: 80 points.
Casting Roll: Skill.
Components: V, S.
Cost: 4 FP.
Casting Time: 4 seconds.
Range: Self.
Duration: 1 minute.
 
This spell creates one indistinguishable duplicate of you. The double possesses your full knowledge and mundane powers (it cannot cast spells, use psionics, use magical abilities, etc.), and all mundane gear (enchanted gear that is duplicated loses all enchantments). The double is under your total mental control. If you die, the double dies as well, but the reverse is not true. Should the double die, the next casting of this spell will cost extra 10 FP.
Statistics: Affliction 1 (HT; Accessibility, Self Only, -50%; Advantage, Body Outside Body, +840%; Costs Fatigue, 4 FP, -20%; Fixed Duration, +0%; Magical, -10%; Reduced Duration, 1/3, -10%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Takes Extra Time 2, -20%) [80]. Note: “Body Outside Body” is Duplication 1 (Accessibility, Mundane abilities, -10%; Construct, +60%; Duplicated Gear, Variant, +100%; Magical, -10%) [84].
  
Chameleon
Keywords: Buff.
Full Cost (Self): 25 points.
Full Cost (Touch): 40 points.
Casting Roll: Skill.
Components: V, S.
Cost: 2 FP.
Casting Time: 1 minute.
Range: Self – Touch.
Duration: 3 hours.
 
This spell alters the coloration of the recipient’s body and carried and worn gear up to Medium Encumbrance so as to blend in with the surrounding background. This gives the subject +6 to Stealth when perfectly still, or +3 if moving. This effect only fools normal vision but not Infravision.
Statistics: Affliction 1 (HT; Accessibility, Self Only, -50%; Advantage, Chameleon, +210%; Costs Fatigue, 2 FP, -10%; Extended Duration, 60x, +70%; Fixed Duration, +0%; Immediate Preparation Required, 1 minute, -30%; Magical, -10%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%) [25]. Note: “Chameleon” is Chameleon 3 (Can Carry Objects, Medium Encumbrance, +50%; Magical, -10%) [21]. 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].
  
Cloud Chariot
Keywords: Obvious.
Full Cost: 48 points.
Casting Roll: Skill.
Components: V, S.
Cost: 4 FP + 1 character point to cast, 2 FP + 1 character point per 10 minutes to maintain.
Casting Time: 10 minutes.
Range: Self.
Duration: Indefinite.
 
When the spell is cast, you and up to two other creatures within 2 yards of you lift into the air on a magic chariot formed of cloud, then fly away in the direction you desire. The cloud chariot uses Piloting (Contragrav) skill and cannot fly in trace atmosphere, vacuum, or underwater. Commanded by your thoughts, the cloud chariot has Air Move 10/320. However, it cannot hover – to stay airborne, it must move at a speed of at least 80 yards per second, and it has to reach this speed along the ground to take off. Controlling the cloud chariot requires uninterrupted Concentrate maneuver – as soon as you stop concentrating, the chariot disappears.
Statistics: Enhanced Move 5 (Air; Affects Others 2, +100%; Area Effect, 2 yards, +50%; Character point-powered, x0.2; Costs Fatigue, 4 FP, -20%; Extended Duration, 10x, +40%; Immediate Preparation Required, 10 minutes, -45%; Magical, -10%; Requires Concentrate, -15%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%) [170 / 5 = 34] + Flight (Static; Affects Others 2, +100%; Area Effect, 2 yards, +50%; Cannot Hover, -15%; Character point-powered, x0.2; Environmental, Air, -5%; Extended Duration, 10x, +40%; Immediate Preparation Required, 10 minutes, -45%; Magical, -10%; Requires Concentrate, -15%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%) [68 / 5 = 14].
 
Cobra’s Breath
Keywords: Cone, Obvious.
Full Cost: 9 points/level.
Casting Roll: Skill. Use Innate Attack (Breath) to hit.
Components: S.
Cost: 2 FP.
Casting Time: 1 second.
Range: 10 yards.
Duration: Instantaneous.
 
Your saliva changes into a virulent poison that you then spray forth in a cone. This is a 6-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 no 1/2D range.
To affect targets, the poison must reach a mucous membrane (eyes, open mouth, nose, etc.) or an open wound or be inhaled. If that’s the case, then the victim must roll against HT or take 1d toxic damage per level of this spell, ignoring DR. To be immune to this spell, the target must either have the Sealed advantage or have Doesn’t Breath of Filter Lungs and one of Nictitating Membrane or Protected Vision.
Statistics: Toxic Attack 1d (Blood Agent, +100%; Cone 6, +110%; Costs Fatigue, 2 FP, -10%; Increased 1/2D, 10x, +15%; Magical, -10%; Reduced Range, 1/10, -30%; Requires Gestures, -10%; Requires IQ Roll, -10%; Resistible, HT, -30%) [9/level].
 
Commune with Spirit
Keywords: None.
Full Cost: 2 points.
Casting Roll: Skill.
Components: V, S, M.
Cost: 1 FP to cast, 1 FP to maintain.
Casting Time: 10 minutes.
Range: Self.
Duration: Indefinite.
 
You meditate and present a small offering to the local spirits, if they are present in this location. These cannot be materialized spirits currently residing on the Material Plane, but spirits inhabiting the same place on the Ethereal Plane or the Spirit World. You become able to speak with any such spirit in your presence across the planar boundaries, provided you share a language. This spell does not let you control the behavior of spirits – you merely become able to communicate with them, and their cooperation is not guaranteed.
Material Component: A small offering worth at least $40.
Statistics: Medium (Costs Fatigue, 1 FP, -5%; Immediate Preparation Required, 10 minutes, -45%; Magical, -10%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Trigger, Offering, -10%) [2].
  
Corpse Candle
Keywords: None.
Full Cost: 45 points.
Casting Roll: Skill.
Components: S, M.
Cost: 2 FP.
Casting Time: 1 second.
Range: 10 yards.
Duration: One minute.
 
A ghostly hand bearing a lit candle appears at the spot you choose, shedding light equivalent to a candle (-4 illumination penalty in its hex and adjacent hexes with a -1 penalty for flickering taken into account, and receding as normal further away) and moving as you desire—forward or back, up or down, straight or around corners at Move 1 if you Concentrate on it. The hand and candle are incorporeal and can pass through objects, making them a useful tool for simulating hauntings.
As well, a corpse candle illuminates ethereal and invisible beings and items within 2 yards of it, all of which become faintly visible as wispy outlines (Vision-6 to spot, -6 to hit in combat). Ethereal creatures remain unreachable from the Material Plane (except with effects that can affect ethereal creatures).
The corpse candle can be attacked and destroyed, but only by effects that affect insubstantial beings. It has SM-4, DR 0, and HP 3. If the corpse candle is destroyed, the effect ends, but the spell may be recast.
Material Component: A piece of a corpse untreated by any kind of preservative.
Statistics: Create Visible Light 1 (Accessibility, Limited to one minute of candlelight, -100%; Breakable, DR 0, SM -4, Insubstantial, -15%; Cosmic, Incorporeal, +50%; Link, +10%; Magical, -10%; Mobile 1, +40%; Ranged, +40%; Reduced Range, 1/10, -30%; Requires Gestures, -10%; Trigger, Material component, -20%) [6] + See Invisible (Variant; Area Effect, 2 yards, Spherical, +40%; Breakable, DR 0, SM -4, Insubstantial, -15%; Cosmic, Incorporeal, +50%; Extended Duration, 6x, +30%; Link, +10%; Magical, -10%; Mobile 1, +40%; Persistent, +40%; Ranged, +40%; Reduced Range, 1/10, -30%; Requires Gestures, -10%; Requires IQ Roll, -10%; Trigger, Material component, -20%) [39].
 
Creeping Darkness
Keywords: Area (Leveled).
Full Cost: 50 points for level 1 + 15 points/additional level.
Casting Roll: Skill. Use Innate Attack (Gaze) to aim.
Components: V, S.
Cost: 2 FP.
Casting Time: 1 second.
Range: 20 yards.
Duration: 30 seconds.
 
You create an amorphous spherical cloud of inky blackness that you can shape and move as desired. This roiling cloud completely blocks normal Vision, Ultravision, Infravision, and Dark Vision. The effect does not move by itself, but drifts with the wind. By taking a Concentrate maneuver, you may reshape or move the cloud at Move 1. A moderate wind of 11+ mph disperses the cloud in 20 seconds, and a strong wind of 21+ mph disperses it within 5 seconds.
Statistics: Obscure 10 (Vision; Area Effect, Spherical, -10%; Costs Fatigue, 2 FP, -10%; Drifting, +20%; Extended, Infravision and Ultravision, +40%; Extended Duration, 3x, +20%; Magical, -10%; Mobile 1, +40%; Ranged, +50%; Reduced Range, 1/5, -20%; Persistent, +40%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Selective Area, +20%) [50]. Further levels add Area Effect, Spherical (+75%) [+15/level].
 
Dancing Blade
Keywords: None.
Full Cost: 30 points.
Casting Roll: Skill.
Components: V, S.
Cost: 1 FP.
Casting Time: 1 second.
Range: 10 yards.
Duration: 10 seconds.
 
When you cast this spell, you cause the target sword to hover and attack on its own, aiding a character you designate. If the character moves further than 10 yards away from you, the spell ends. The sword must be either unattended (in which case you choose which creature it will fight for, so long as both creature and weapon are within range) or in the possession of a willing ally who benefits from the spell.
A dancing blade acts at the start of your turn and operates in the following way. Its first priority is to move into the hex occupied by the target it must aid. It flies there at Move 10, avoiding obstacles. If possible, it attacks an enemy of the designated target within reach with the Move and Attack maneuver. If the target to be aided is within a yard of the sword, the sword “steps” into its hex, then attempts to attack any enemy within reach with an Attack maneuver. It prefers targets in the rear of the character it is aiding, then side targets, then frontal targets, and then targets in close combat with the character. If the sword can swing and thrust, determine the mode of attack randomly each time. The sword targets random hit locations. If the character that the sword is aiding is attacked, the sword tries to parry the attack, unless the character decides to parry or block it. In any case, the sword uses your skill and acts as if wielded by a pair of hands with ST 10.
For the purpose of this spell, a sword is a weapon wielded with Broadsword, Force Saber, Force Sword, Rapier, Saber, Shortsword, Smallsword, or Two-Handed Sword.
Even though this is not a spell with an indefinite duration, you cannot have multiple instances of this spell active unless you took multiple copies of this spell or can maintain multiple spells at the same time.
Statistics: Telekinesis 10 (Static; Can attempt a Sacrificial Parry, +15%; Costs Fatigue, 1 FP, -5%; Independent, +40%; Magical, -10%; One Task, Wielding Swords and Assisting a Designated Target, -35%; Reduced Duration, 1/6, -15%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%) [30].
 
Mass Darkvision
Keywords: Area (Leveled), Buff.
Full Cost (Short-Range): 55 points for level 1 + 5 points/additional level.
Full Cost (Ranged): 60 points for level 1 + 5 points/additional level.
Casting Roll: Skill.
Components: V, S.
Cost: 2 FP.
Casting Time: 2 seconds.
Range: Unlimited (-1/yard) – Unlimited (standard).
Duration: 5 hours.
 
The subjects in the area gains the ability to see even in total darkness. Darkvision is black and white only but otherwise like normal sight. The caster may omit any creatures from the effect. The spell’s area is a 4-yard-high cylinder.
Statistics: Affliction 1 (HT; Accessibility, Only nonvolitional or non-resisting subjects, -20%; Advantage, Mass Darkvision, +230%; Area Effect, 2 yards, +50%; Based on IQ, Own Roll, +20%; Costs Fatigue, 2 FP, -10%; Extended Duration, 100x, +80%; Fixed Duration, +0%; Magical, -10%; Malediction 1, +100%; No Signature, +20%; Requires Gestures, -10%; Requires Magic Words, -10%; Selective Area, +20%; Takes Extra Time 1, -10%) [55]. Note: “Mass Darkvision” is Dark Vision (Magical, -10%) [23]. Additional levels add Area Effect (+50%) [+5/level]. The Ranged version replaces Malediction 1, +100% with Malediction 2, +150% [+5].
 

No comments:

Post a Comment