Friday 18 October 2024

Wizardry: Complete Arcane Spells III

Wizardry: Complete Arcane Spells III

Now, let's have som fun spells.
Decapitating Scarf is a wu jen metal spell that lets you flick a silk scarf at enemies to decapitate them. Stylish!
Defenestrating Sphere is one of my favorite spells ever. What can be better than throwing enemies into windows?
Discern Shapechanger could've been built using Detect, but I think a variant of See Invisible works better and is more simple.
Duelward is an active defense spell that nullified any spell that directly affects the caster. At first, I wanted to make this a self-only buff that afflicts a single-use Static, but this is much more fun and interactive.
Earthbolt is an earth spell that strikes in a line along the ground. Very cool. I remember this spell being used in one of my D&D games in the past.
Earthen Grasp calls an arm made of earth to grapple the victim.
Elemental Ward is an elemental-specific variant of Antilife Shell with some extra rules.
Emerald Flame Fist is a complex spell that lets you illuminate an area for a short time or set an enemy ablaze with a touch.
Enhance Familiar imbues your familiar with Luck just in case you don't want to lose it due to a poor die roll.
Entangling Scarf is another spell that turns a silk scarf into a metallic lariat.
 
Decapitating Scarf
Keywords: Obvious.
Full Cost: 5 points.
Casting Roll: Skill. Use Whip to hit.
Components: V, F.
Cost: 1 FP.
Casting Time: 1 second.
Range: 4 yards.
Duration: Instantaneous.
 
When you cast this spell, you flick a silk scarf at one creature, magically propelling it toward the target. This is a swung Reach 1-4 melee attack that uses the Whip skill and must target the neck using the normal hit location penalty. It can be blocked, dodged, and parried, but attempts to block are at -2, and attempts to parry are at -4. Fencing weapons cannot parry this attack at all, unless held in Defensive Grip. The scarf assumes an ironlike hardness on the way, and then wraps around the creature’s neck, dealing 3d cutting damage. This is not treated as a grapple or entanglement, as the scarf loses its ironlike composition a moment later. If the scarf hits anything other than neck, it deals no damage.
Optionally, you may use the Crack technique (p. MA70) to increase damage and turn the attack from a swung one into a thrusting one.
Focus: A silk scarf.
Statistics: Cutting Attack 3d (Accessibility, Only on neck hits, -15%; Blockable, -5%; Can be parried, -5%; Costs Fatigue, 1 FP, -5%; Magical, -10%; Melee Attack, Reach 1-4, Cannot Parry, -20%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Requires Silk Scarf, -10%) [5].
 
Defenestrating Sphere
Keywords: Area (Fixed), Missile, Obvious.
Full Cost: 30 points/level.
Casting Roll: Skill. Use Innate Attack (Projectile) to hit.
Components: V, S.
Cost: 2 FP.
Casting Time: 1 second.
Range: 50 yards.
Duration: 10 seconds.
 
You launch a cloudy gray sphere of whirling air and howling wind, targeting a hex at +4. The sphere is about two feet in diameter, and each second it attacks everyone in its hex with an effective skill 14 modified only for the target’s Size Modifier. This attack can be dodged but not blocked or parried (technically speaking, it can be blocked, but a blocked attack still triggers the sphere’s effect, so blocking is useless). A successful hit deals 4d crushing damage per level only for the purpose of knockback – this deals no injury or blunt trauma. Knockback is directed towards the closest window that is large enough for the target to be flung into. Windows leading outdoors take priority before windows leading to other rooms. If no window is available, then the target is flung into a random direction. By taking a Concentrate maneuver, you may move the sphere at Move 5 in any direction, including vertically, and the sphere will attempt to strike anyone in its path.
Statistics: Crushing Attack 2d (Area Effect, 1 yard, +25%; Bombardment, Skill 14, -5%; Cosmic, Knockback directed towards the closest window, +50%; Double Knockback, +20%; Costs Fatigue, 2 FP, -10%; Magical, -10%; Mobile 5, +200%; No Blunt Trauma, -20%; No Wounding, -50%; Persistent, +40%; Reduced Range, 1/2, -10%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%) [30/level].
 
Discern Shapechanger
Keywords: Information.
Full Cost: 14 points.
Casting Roll: Skill.
Components: V, S.
Cost: 1 FP to cast, 1 FP per 10 seconds to maintain.
Casting Time: 1 second.
Range: Self.
Duration: Indefinite.
 
When this spell is active, you can see the true forms of polymorphed, disguised, or transmuted creatures. This spell does not let you spot shapechangers that are currently in their true form.
Statistics: See Invisible (Shapechanging; Costs Fatigue, 1 FP, -5%; Magical, -10%; Reduced Duration, 1/6, -15%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; True Sight, +50%) [14].
 
Duelward
Keywords: Obvious.
Full Cost: 39 points.
Casting Roll: Skill/2 + 3.
Components: V, S.
Cost: 1 FP.
Casting Time: Free action (active defense).
Range: Self.
Duration: Instantaneous.
 
When this spell is active, the caster can attempt to cast this spell as an active defense, when somebody casts a spell that affects them or their personal equipment directly. Thus, Duelward does not protect against missile spells. A successful casting nullifies the effects of the spell on the caster.
The casting roll is modified by Combat Reflexes. If the caster tries to cast Duelward more than once in a turn, the casting roll takes a cumulative -4 penalty per attempt after the first. The caster rolls at -4 if stunned and cannot cast Duelward in situations where they would not get an active defense. If the casting fails, all future castings cost an additional 1 FP until the next successful casting. If the caster drops to 3 FP or less from casting Duelward, he cannot cast this spell until all FP are replenished. This spell does not count as an active defense for the purpose of cumulative defense penalties.
Statistics: Static (Magic; Active Defense, -40%; Costs Fatigue, 1 FP, -5%; Magical, -10%; Requires Gestures, -10%; Requires Magic Words, -10%; Switchable, +100%) [38] + Rules Exemption (Magical abilities can coexist with anti-magical Static) [1]. Note: Active Defense being IQ-based is a special feature.
 
Earthbolt
Keywords: Cone, Obvious.
Full Cost: 4 points/level.
Casting Roll: Skill. Use Innate Attack (Beam) to hit.
Components: V, S.
Cost: 2 FP.
Casting Time: 1 second.
Range: 10 yards.
Duration: Instantaneous.
 
With a shout, you strike the ground at your feet and create a bolt of seismic force that causes earth, rock, and sand to fly into the air. This spell deals 1d crushing damage per level as large-area injury to anyone standing along its path. Earthbolt strikes from below, bypassing cover. This attack has 1/2D range of 5 yards.
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 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 functions only if you are standing on dirt, clay, sand, or stone (including stone floors), not on wooden floors or other surfaces.
Statistics: Crushing Attack 1d (Cone 1, +60%; Costs Fatigue, 2 FP, -10%; Environmental, Rocky Floor, -40%; Increased 1/2D, 5x, +10%; Magical, -10%; Overhead, +30%; Reduced Range, 1/10, -30%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%) [4/level].
  
Earthen Grasp
Keywords: None.
Full Cost: 8 points.
Casting Roll: Skill. Use Innate Attack (Gaze) to aim.
Components: V, S.
Cost: 2 FP.
Casting Time: 1 second.
Range: 20 yards.
Duration: Instantaneous.
 
You bring forth from the ground an arm made of dense, compacted earth or soil that can grapple your foes. Since the arm rises from the ground, it bypasses cover. You can cause the arm to rise out of only earth, mud, or sand, and the spell fails if you attempt to cast it in an area with the wrong materials (including stone). If the victim fails to dodge the arm, he becomes grappled with ST 12 and rooted in place. He cannot select the Move or Change Posture maneuvers or change facing, and is at -4 to DX.
To break free, the victim must win a Quick Contest of ST or Escape skill against the ST of the Earthen Grasp. Each attempt takes one second. If the victim fails to break free, he loses 1 FP but may try again. Alternatively, he may try to destroy the Earthen Grasp. Innate Attacks hit automatically; other attacks are at -4. External attacks on the Earthen Grasp take no penalty, but risk hitting the victim on a miss (see Striking Into a Close Combat, p. B392). The Earthen Grasp has DR 4. Each point of damage reduces ST by one. At ST 0, the Earthen Grasp is destroyed and the victims are freed.
Victims also can roll thrust damage once per turn against the Earthen Grasp as a free action. If this destroys the binding, 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 binding is not damaged by this free “attack.”
Statistics: Binding 12 (Costs Fatigue, 2 FP, -10%; Environmental, Earthen surfaces, -20%; Magical, -10%; One-Shot, -10%; Overhead, +30%; Reduced Range, 1/5, -20%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%) [8].
 
Elemental Ward
Keywords: Area (Fixed), Resisted (Will).
Full Cost: 38 points.
Casting Roll: Skill, see text.
Components: V, S.
Cost: 1 FP to cast, 1 FP to maintain.
Casting Time: 1 second.
Range: Self.
Duration: Indefinite.
 
You bring into being a mobile, 8-yard-radius, spherical energy field that prevents the entrance of elementals of a specific type chosen during the casting. Whenever an elemental of the chosen type enters the area, it must resist with a Quick Contest of Will versus your skill. If you win, then the elemental must immediately leave the area. It becomes unable to reenter it for margin of victory seconds. If you lose, the elemental may stay within the area for its margin of victory seconds, after which it must roll to resist again.
This spell may be used only defensively, not aggressively. If you move in a way that forces an elemental to be in the area of this spell, then the elemental does not have to resist until it leaves the area and reenters it again.
This spell belongs to all elemental colleges, but the skill used depends on the chosen elemental type. If you are driving off air elementals, the casting skill is College of Earth; if you are driving off earth elementals, the casting skill is College of Air; if you are driving off fire elementals, the casting skill is College of Water; if you are driving off water elementals, the casting skill is College of Fire. Consult the GM about what counts as an “opposing” element for elementals of other types.
Statistics: Affliction 1 (Will; Accessibility, Adjustable type of elementals, -40%; Area Effect, 8 yards, Spherical, +190%; Aura, +80%; Based on IQ, Own Roll, +20%; Based on Will, +20%; Costs Fatigue, 1 FP, -5%; Disadvantage, Dread with Cannot Be Trapped, +15%; Magical, -10%; Malediction 1, +100%; Melee Attack, Reach C, -30%; Reduced Duration, 1/60, Only after target leaves the area, -30%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%) [38].
 
Emerald Flame Fist
Keywords: Buff, Obvious.
Full Cost: 3 points.
Casting Roll: Skill.
Components: V, S.
Cost: 1 FP, see text.
Casting Time: 1 second.
Range: Self.
Duration: 9 seconds, see text.
 
One of your hands bursts into an aura of brilliant emerald flame, shedding light equal to that of a torch. You take no damage or penalties from the flames, but you may touch a target to set it aflame. The touched target (be it inanimate object or living creature) is engulfed in fire, taking 1d-1 burning damage every second for five seconds. The flame can be doused as normal fire (p. B434). Your flaming hand goes out regardless of the success of your attempt to touch the target – you only get one try per casting.
This spell does not function underwater. This spell requires an open hand; if you pick something up or grab something, it stops functioning.
Statistics: Affliction 1 (HT; Accessibility, Self Only, -50%; Advantage, Emerald Flame Fist, +50%; Costs Fatigue, 1 FP, -5%; Fixed Duration, +0%; Magical, -10%; Reduced Duration, 1/20, -25%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%) [3]. Note: “Emerald Flame Fist” is Burning Attack 1d-1 (Cyclic, 5 cycles total, 1 second intervals, Doused by submersion in water or rolling, +400%; Environmental, Air, -5%; Follow-Up, Punch, +0%; Magical, -10%; Nuisance Effect, Requires a free hand, -10%; Single-Use, x0.2) [4] + Illumination (Accessibility, Only until discharged, -5%; Environmental, Air, -5%; Magical, -10%; Requires a free hand, -10%) [1].
  
Enhance Familiar
Keywords: Buff.
Full Cost (Touch): 25 points.
Full Cost (Short-Range): 28 points.
Full Cost (Ranged): 33 points.
Casting Roll: Skill.
Components: V, S.
Cost: 2 FP.
Casting Time: 4 seconds.
Range: Self – Touch.
Duration: 90 minutes or until discharged.
 
This spell imbued your familiar with supernatural luck; it cannot affect anyone else. Once during the spell’s duration, your familiar may reroll a single bad die roll twice and take the best of the three rolls! It must declare that it is using its Enhance Familiar immediately after it rolls the dice. Once it or anyone else has made another die roll, it is too late to use this effect. If the GM is rolling in secret (e.g., to see if the familiar notices something), the familiar may tell him it is using its Enhance Familiar ahead of time, and he must roll three times and give the familiar the best result. This does not require an action and can be done even when it’s not the familiar’s turn.
Enhance Familiar is a Luck effect – a subject cannot use such effects more than once per game day regardless of the source of the effect.
Statistics: Affliction 1 (HT; Accessibility, Familiar Only, -80%; Accessibility, Only nonvolitional or non-resisting subjects, -20%; Advantage, Enhance Familiar, +140%; Based on IQ, Own Roll, +20%; Costs Fatigue, 2 FP, -10%; Extended Duration, 30x, +60%; 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%) [25]. Note: “Enhance Familiar” is Luck (Game Time, +0%; Magical, -10%) [14]. The Short-Range version removes Melee Attack, Reach C, -30% [+3]. The Ranged version replaces Malediction 1, +100% with Malediction 2, +150% [+5].
  
Entangling Scarf
Keywords: Obvious.
Full Cost: 24 points.
Casting Roll: Skill. Use Whip to hit.
Components: V, F.
Cost: 1 FP.
Casting Time: 1 second.
Range: 4 yards.
Duration: Instantaneous.
 
When you cast this spell, you flick a silk scarf at one creature, magically propelling it toward the target. This is a swung Reach 1-4 melee attack that uses the Whip skill. It can be blocked, dodged, and parried, but attempts to block are at -2, and attempts to parry are at -4. Fencing weapons cannot parry this attack at all, unless held in Defensive Grip. If the scarf is parried, you may attempt to disarm the opponent as if you were wielding a kusari (p. B406).
The scarf assumes an ironlike hardness on the way, and then wraps around the target. On a hit, the victim is grappled (see p. B370) with ST 12 and rooted in place. He cannot select the Move or Change Posture maneuvers or change facing, and is at -4 to DX. To break free, the victim must win a Quick Contest of ST or Escape skill against ST 12. Each attempt takes one second. If the victim fails to break free, he loses 1 FP but may try again. Alternatively, he may try to destroy the scarf. Innate Attacks hit automatically; other attacks are at -4. External attacks on the scarf take no penalty, but risk hitting the victim on a miss (see Striking Into a Close Combat, p. B392). The scarf has DR 4. Each point of damage reduces ST by one. At ST 0, the scarf is destroyed and the victim is freed.
The scarf does not grapple the victim passively – you have to take continuous Ready maneuvers to keep it taut. If you do not take a Ready maneuver, the victim may throw the scarf off with a DX roll. You may release the scarf as a free action on your turn, but this immediately ends the effect. Alternatively, you may pull the victim with the scarf. Treat this as shove (p. B372) without a roll to hit. Knockback from such shove is directed toward you, not the other way around.
If you hit the neck, use the same rules, but your victim is at -5 in the Contest. If the victim fails to break free, the scarf cuts off the victim’s breathing – see Suffocation (p. B436). If you hit the foot, the target must make a DX roll to remain standing (this is instead of the Contest above). He rolls at -4 if he was running. If he falls, he takes 1d-4 damage – or 1d-2 if he was running. On subsequent turns, use the rules above to keep him grappled.
Focus: A silk scarf.
Statistics: Binding 12 (Blockable, -5%; Can be parried, -5%; Costs Fatigue, 1 FP, -5%; Magical, -10%; Melee Attack, Reach 1-4, Cannot Parry, -20%; Nuisance Effect, Ends as soon as you release it, -5%; One-Shot, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Requires Ready, -10%; Requires Silk Scarf, -10%; Retractable, +100%) [24].


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