Saturday 19 October 2024

Wizardry: Complete Arcane Spells IV

Wizardry: Complete Arcane Spells IV

Familiar Pocket is a situational spell for those wizards that have small and vulnerable familiars.
Fiendform lets you transform into a demon, devil, or another fiend.
Fiery Eyes is a spell that lets you set objects ablaze with your gaze.
Fire Breath is a very simple jet spell.
Fire Shuriken is a 1-point spell that, however, requires Thrown Weapon (Shuriken) skill and doesn't have scaling damage.
Fireburst is another simple fire spell that is basically a fireball centered on you. No, it doesn't harm you.
Fist of Stone transforms one of your hands into stone. The effect is quite weak, so I included a limited form of Cumulative for free just so you could transform both of your hands with two castings and a limited for of Injury Tolerance (Homogenous) for free, because come on!
Flensing is a gruesome spell that required some rules-bending to work properly. It is quite expensive as a result, but appropriately so.
Force Whip (it actually got renamed to Sonic Whip in Spell Comendium) got reworked significantly compared to its original form. Now it's a proper weapon without the fancy sonic fear effects. I like it more this way, and it's nice that now you have an excuse to use the Force Whip skill. This spell also required some RAW-stretching, but who cares?
Mass Fly is a mass version of Fly. Expensive, but this is a very powerful effect, so it's okay.
 
Familiar Pocket
Keywords: Buff.
Full Cost: 30 points.
Casting Roll: Skill.
Components: V, S.
Cost: 2 FP.
Casting Time: 2 seconds.
Range: Touch.
Duration: 5 hours.
 
When you cast this spell, a garment or container becomes a safe haven for a SM-5 or smaller familiar. The spell turns the target item or pocket into a comfortable extradimensional space (about 1 cubic foot). The familiar can fit inside the space without creating any noticeable bulge in the item. Whenever the familiar is touching you, you can whisk it inside the space as a Ready maneuver by speaking a command word chosen by you when the spell is cast. If the familiar can speak, it can command itself inside. As a Ready maneuver, you can call the familiar forth or it can leave the space on its own.
The familiar inside the extradimensional pocket does not count as encumbrance or carried weight. You or the familiar can further seal the space to make it airtight and waterproof. The air supply inside the sealed space lasts for 1 hour, but with the pocket unsealed, the familiar can remain inside indefinitely.
The spell ends if the familiar pocket is placed within or taken into another extradimensional space (such as a portable hole). If your familiar is within the pocket when the spell duration expires or if the spell ends abnormally (as above), it appears in your hex unharmed.
Statistics: Affliction 1 (HT; Accessibility, Only containers or pockets, -50%; Advantage, Familiar Pocket, +110%; Based on IQ, Own Roll, +20%; Costs Fatigue, 2 FP, -10%; Extended Duration, 100x, +80%; 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%) [30]. Note: “Familiar Pocket” is Payload 10 (Static; Accessibility, Only familiar, -80%; Cosmic, Extradimensional, +50%; Cosmic, Summonable, +50%; Magical, -10%; Nuisance Effect, Incompatible with other extradimensional spaces, -5%) [11].
  
Fiendform
Keywords: Buff.
Full Cost: 68 points or more.
Casting Roll: Skill.
Components: V, S.
Cost: 2 FP.
Casting Time: 4 seconds.
Range: Self.
Duration: 3 minutes.
 
You assume the form of a fiend (demon, devil, or other creature native to the Lower Planes). Traits of your racial template are replaced with traits of the racial template of the assumed form. You may freely omit racial mental disadvantages (e.g., Callous or Short Attention Span), and you may always choose to drop the racial IQ modifier from a template and use your own IQ. Unlike Alter Self, this spell lets you assume even supernatural and mental abilities. This spell includes the ability to make cosmetic changes. Thus, if you already are a fiend, you are able to assume a form of another member of your own species. Your gear is not affected.
By default, you may assume any racial template (adjusted by removing undesirable mental disadvantages) worth no more than your native racial template. If you want to assume more powerful forms, you have to pay extra points equal to the difference. Thus, Fiendform (10) costs 10 extra points but allows you to assume any racial template worth no more than 10 points than your native one.
You can always take on the form of a being you can see or touch, provided its racial template meets the requirements outlined earlier. Once you have assumed a form, you can opt to memorize it by concentrating for one minute. This allows you to shapeshift into that form at any time by casting Fiendform. You can memorize a number of forms equal to your casting skill. If all your “slots” are full, you must overwrite a previously memorized form (your choice) to add the new form.
Statistics: Affliction 1 (HT; Accessibility, Self Only, -50%; Advantage, Fiendform, +700%; Costs Fatigue, 2 FP, -10%; Fixed Duration, +0%; Magical, -10%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Takes Extra Time 2, -20%) [68]. Note: “Fiendform” is Morph (Accessibility, Only fiends, -20%; Magical, -10%) [70].
 
Fiery Eyes
Keywords: Buff.
Full Cost: 4 points.
Casting Roll: Skill.
Components: V, S.
Cost: 1 FP.
Casting Time: 1 second.
Range: Self.
Duration: 1 minute.
 
This spell causes your eyes to glow with an unnatural fire whose color you determine (from dull red to brilliant yellow), projecting 2-yard-long and 1-yard-wide beam of bright light that removed illumination penalties in that area.
By fixing your sight on one spot within 20 yards, you can cause combustible materials to burst into flames. This counts as an attack using the Innate Attack (Gaze) skill that, in theory, can be dodged, but the target must have some way of knowing that it is coming. Consult Making Things Burn (p. B433) – a target rated from Super-Flammable to Resistant ignites immediately. Anything more resistant to fire may catch if this ability is used repeatedly and continuously. Roll 3d after every 10 seconds of uninterrupted use (do not roll to hit every time against immobile objects – one time is enough); Highly Resistant materials (including flesh) catch on a 16 or less, while Nonflammable ones catch only on a 6 or less. This ability does no actual damage to the target, though it will likely take damage from the resultant fire.
Statistics: Affliction 1 (HT; Accessibility, Self Only, -50%; Advantage, Fiery Eyes, +40%; Costs Fatigue, 1 FP, -5%; Fixed Duration, +0%; Magical, -10%; Reduced Duration, 1/3, -10%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%) [4]. Note: “Fiery Eyes” is Burning Attack 3 points (Incendiary, +10%; Increased 1/2D, 10x, +15%; Magical, -10%; No Signature, +20%; No Wounding, -50%; Reduced Range, 1/5, -20%) [3] + Illumination (Short Beam; Magical, -10%) [1].
 
Fire Breath
Keywords: Jet, Obvious.
Full Cost: 2 points/level.
Casting Roll: Skill. Use Innate Attack (Breath) to hit.
Components: V, S.
Cost: 1 FP.
Casting Time: 1 second.
Range: 5 yards.
Duration: Instantaneous.
 
You breathe a 5-yard-long gout of flame that does burning damage with dice equal to your level of this spell. This is a jet attack that is treated as a very long melee attack rather than a ranged attack – don’t apply range penalties. It has 1/2D range of 2 yards and no Acc. You may use the All-Out Attack (Jet) maneuver (p. HT178) to hit multiple targets.
Statistics: Burning Attack 1d (Blockable, -5%; Costs Fatigue, 1 FP, -5%; Jet, +0%; Magical, -10%; Reduced Range, 1/2, -10%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%) [2/level].
 
Fire Shuriken
Keywords: Missile, Obvious.
Full Cost: 1 point.
Casting Roll: Skill. Use Thrown Weapon (Shuriken) to hit.
Components: V, S.
Cost: 1 FP.
Casting Time: 1 second.
Range: 10 yards.
Duration: Instantaneous.
 
You create and thrown a shuriken made of fire. The shuriken deals 1d burning damage on a successful hit. This attack has Acc 1 and no 1/2D range. Fire shuriken can be dodged, parried at -2, or blocked.
Statistics: Burning Attack 1d (Blockable, -5%; Can be parried, -5%; Costs Fatigue, 1 FP, -5%; Inaccurate 2, -10%; Increased 1/2D, 10x, +15%; Magical, -10%; Reduced Range, 1/10, -30%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%) [1].
 
Fireburst
Keywords: Area (Fixed), Obvious.
Full Cost: 1 points/level.
Casting Roll: Skill.
Components: V, S.
Cost: 2 FP.
Casting Time: 1 second.
Range: Self.
Duration: Instantaneous.
 
Fireburst causes a powerful explosion of flame to burst from you. The blast deals dice of burning damage equal to your level of this spell to everything in your hex. Everything else within 2 yards takes damage divided by 2. The GM must determine what the maximum level available in the campaign is.
Statistics: Burning Attack (Area Effect, 2 yards, Spherical, +40%; Costs Fatigue, 2 FP, -10%; Dissipation, -50%; Emanation, -20%; Magical, -10%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%) [1/level].
 
Fist of Stone
Keywords: Buff.
Full Cost: 5 points.
Casting Roll: Skill.
Components: V, S.
Cost: 1 FP.
Casting Time: 1 second.
Range: Self.
Duration: 1 minute.
 
You transform one of your hands into a mighty fist of living stone. Your fist undergoes no change in size or form, remaining as flexible and responsive as it would normally be while under the spell’s effect. The hand gets DR 4 and +1 to damage with punches, as if you were using brass knuckles, and may ignore rules for Hurting Yourself (p. B379). This doesn’t stack with actual brass knuckles. Your hand also is considered homogenous for the purpose of injury.
Each hand requires a separate casting on this spell.
Statistics: Affliction 1 (HT; Accessibility, Self Only, -50%; Advantage, Fist of Stone, +50%; Costs Fatigue, 1 FP, -5%; Fixed Duration, +0%; Magical, -10%; Reduced Duration, 1/3, -10%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%) [5]. Note: “Fist of Stone” is DR 4 (Magical, -10%; Partial, One Hand, -80%) [4] + Striking Surface (Magical, -10%) [1].
 
Flensing
Keywords: Resisted (HT).
Full Cost (Touch): 57 points.
Full Cost (Short-Range): 59 points.
Full Cost (Ranged): 61 points.
Casting Roll: Skill.
Components: V, S.
Cost: 2 FP.
Casting Time: 1 second.
Range: Touch – Unlimited (-1/yard) - Unlimited (standard).
Duration: 10 seconds.
 
When you cast this spell, you literally strip the flesh from a corporeal creature’s body, inflicting incredible pain and psychological trauma. Each second, the victim takes 1d-1 cutting damage, ignoring DR. Each instance of damage can be negated with an HT roll with a penalty equal to the caster’s margin of victory on his casting roll. A successful resistance roll stops the spell. Once the victim loses 1/3 of his HP to this spell, he begins to experience terrible pain (p. B428) until he heals above this threshold. Once the victim loses 1/2 of his HP to this spell, his Appearance permanently drops by one level and he gains the Wounded disadvantage (p. B162). It is appropriate to have this spell cause a Fright Check on its first successful damage cycle.
Statistics: Cutting Attack 1d-1 (Accessibility, Only on corporeal creatures with flesh, -10%; Based on HT, +20%; Based on IQ, Own Roll, +20%; Cosmic, Truly Permanent Symptoms, +300%; Costs Fatigue, 2 FP, -10%; Cyclic, 9 cycles, 1 second intervals, Resistible, +450%; Magical, -10%; Malediction 1, +100%; Melee Attack, Reach C, -30%; No Signature, +20%; Requires Gestures, -10%; Requires Magic Words, -10%; Symptoms, 1/3 HP, Terrible Pain, +180%; Symptoms, 1/2 HP, Wounded and -1 level of Appearance, +30%) [57]. The Short-Range version removes Melee Attack, Reach C, -30% [+2]. The Ranged version replaces Malediction 1, +100% with Malediction 2, +150% [+2].
 
Force Whip
Keywords: Buff.
Full Cost: 14 points.
Casting Roll: Skill.
Components: V, S.
Cost: 1 FP.
Casting Time: 1 second.
Range: Self.
Duration: 18 seconds.
 
This spell creates a whip of magical force that you wield with the Force Whip skill. Force whip deals swing(0.5) crushing damage at Reach 1-4 without the need for a Ready maneuver to change reach. Since the whip is made of magical force, it can be used to strike even insubstantial enemies. Force whip is a poor defensive weapon – it is unbalanced and hence cannot be used to parry in the same turn you attacked with it, and vice versa, and it parries at -2.
For the purpose of parrying, the whip has a weight of 1 pound. You can release your whip, and your opponents can disarm you – the force whip has DR 5, HP 8, and is considered a Very Fine weapon with HT 14. If it leaves your hand for whatever reason, it disappears, but the spell can be recast as normal.
When you strike to disarm with your force whip, you get +2 in the ensuing Quick Contest; see Knocking a Weapon Away (p. B401). You can use the Crack (p. MA70) and Entangle (p. MA71) techniques based on your Force Whip skill instead of Whip.
Statistics: Affliction 1 (HT; Accessibility, Self Only, -50%; Advantage, Force Whip, +150%; Costs Fatigue, 1 FP, -5%; Fixed Duration, +0%; Magical, -10%; Reduced Duration, 1/10, -20%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%) [14]. Note: “Force Whip” is Natural Weapon (Crushing; Affects Insubstantial, +20%; Armor Divisor, (0.5), -30%; Cosmic, Spell can be recast if the whip is gone, +50%; Disarming, +20%; Extra Reach, 1-4, +150%; Flexible, +30%; Magical, -10%; Poor Defense, -20%; Resilient, Very Fine, +20%; Single, -20%; Swing-Capable, +20%; Unbalanced, -30%) [15].

Mass Fly
Keywords: Buff.
Full Cost (Short-Range): 58 points for level 1 + 5 points/additional level.
Full Cost (Ranged): 63 points for level 1 + 5 points/additional level.
Casting Roll: Skill.
Components: V, S.
Cost: 4 FP.
Casting Time: 4 seconds.
Range: Self – Touch.
Duration: 3 minutes.
 
The subjects in the area become able to fly, as long as they do not do that in a trace atmosphere or vacuum. A subject’s flight Move is Basic Speed x 2 (drop all fractions). They can also “fly” at half-speed underwater. Flight includes the ability to hover at Move 0 as well. 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 Fly, +360%; Area Effect, 2 yards, +50%; Based on IQ, Own Roll, +20%; Costs Fatigue, 4 FP, -20%; Fixed Duration, +0%; Magical, -10%; Malediction 1, +100%; No Signature, +20%; Requires Gestures, -10%; Requires Magic Words, -10%; Selective Area, +20%; Takes Extra Time 2, -20%) [58]. Note: “Mass Fly” is Flight (Magical, -10%) [36]. Additional levels add Area Effect (+50%) [+5/level]. The Ranged version replaces Malediction 1, +100% with Malediction 2, +150% [+5].
 

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