Thursday, 24 October 2024

Wizardry: Complete Arcane Spells IX

Wizardry: Complete Arcane Spells IX

It's time to finish this book.
Transmute Rock to Lava transforms merely one hex of rock to lava. This still has a potential to deal a lot of damage, but the dissipation rate from the center is fast, and the duration is very long.
Curse of Ill Fortune doesn't afflict the target with Unluckiness, but prevents it from using Luck and gives a -3 penalty to most rolls. Temporary attribute penalties in GURPS always felt off to me. You can afflict the target with -4 to DX, but it will not affect parries. And I think that the rules concerning this are inconsistent with other rules that impose penalties. Usually, I ignore the active defense part. Here, I decided to add Task Modifier, Broad Range, -3 to Active Defenses, +60% from GURPS Meta-Tech (it did appear in a very late Pyramid issue before that too). Why is it only +60%? Seems that it should be at least +90% because Defense Bonus costs 30 points, but this doesn't take into account power defenses. Ah well, who cares.
Vitriolic Sphere is an acid variant of Fireball (it actually works a little bit differently in the original source).
Wall of Bones conjures a semi-permeable barrier of sharp bones.
Wall of Gloom is Deeper Darkness in a wall form.
Withering Palm is a necromantic spell that weakens the victim.
 
Transmute Rock to Lava
Keywords: Area (Fixed).
Full Cost: 45 points.
Casting Roll: Skill. Use Innate Attack (Gaze) to aim.
Components: V, S.
Cost: 3 FP.
Casting Time: 2 seconds.
Range: 50 yards.
Duration: 5 minutes.
 
You transform an area of a natural, uncut, or unworked rock of any sort into red-hot molten lava. The resulting pool of lava has a diameter of one yard, taking up a single hex on the battle map, and depth of about one foot. When the duration runs out, lava cools down and reverts to being rock. The lava emanates intense heat, dealing 6d burning damage in the center of the area of effect. For creatures and objects within 12 yards, divide damage by (3 x distance in yards from the center of the effect), rounding down.
If this spell is cast upon the ceiling of a cavern or tunnel, the lava falls to the floor, dealing 2d crushing damage to those in its hex if they fail to move out of the way by using a retreating dodge or diving for cover.
Statistics: Burning Attack 6d (Costs Fatigue, 3 FP, -15%; Environmental, Unworked Rock, -40%; Explosion 1, +50%; Extended Duration, 30x, +60%; Link, +10%; Magical, -10%; Nuisance Effect, No incidental fragmentation or other non-damaging effects of explosion, -5%; Persistent, +40%; Reduced Range, 1/2, -10%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Takes Extra Time 1, -10%) [42] + Crushing Attack 2d (Area Effect, 1 yard, +25%; Costs Fatigue, 3 FP, -15%; Environmental, Unworked Rock Ceiling, -60%; Link, +10%; Magical, -10%; Overhead, +30%; Reduced Range, 1/2, -10%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Takes Extra Time 1, -10%) [3].
 
Vitriolic Sphere
Keywords: Area (Fixed), Missile, Obvious.
Full Cost: 11 points/level.
Casting Roll: Skill. Use Innate Attack (Projectile) to hit.
Components: V, S.
Cost: 1 FP.
Casting Time: 2 seconds.
Range: 100 yards.
Duration: Instantaneous.
 
You throw a sizzling emerald sphere of acid that expands to cover a spherical area. Use Innate Attack (Projectile) to hit, applying normal range penalties, but at +4 for targeting an area. When the projectile hits something, it expands, dealing dice of corrosion damage equal to your level of this spell to everything in its hex. Everything else within 4 yards takes damage divided by the distance in yards from the center of the blast. The GM must determine what the maximum level available in the campaign is.
Statistics: Corrosion Attack (Area Effect, 4 yards, Spherical, +115%; Costs Fatigue, 1 FP, -5%; Dissipation, -50%; Magical, -10%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Takes Extra Time 1, -10%) [11/level].
 
Wall of Bones
Keywords: Area (Leveled), Obvious.
Full Cost: 16 points for level 1 + 2.5 points/additional level.
Casting Roll: Skill. Use Innate Attack (Gaze) to aim.
Components: V, S.
Cost: 1 FP.
Casting Time: 1 second.
Range: 50 yards.
Duration: Five minutes.
 
This spell causes a wall of bones to erupt from the earth. Though solid, the wall has many small openings and gaps, and creatures on either side have partial cover (-2 to attacks) against attacks from the opposite side. A wall of bones can be passed through by SM+0 or smaller creatures, but its sharp spikes and edges deal 1d(0.5) cutting damage to any SM+0 or SM-1 creature that attempts to do so, and such creatures must spend 2 extra movement points per hex of the wall. Smaller creatures can slip and wriggle through the wall without any impediment or damage.
Each hex of the wall has HP 1 and DR 3 and crumbles once those are exceeded (or the duration runs out).
On level 1, this spell lets the caster create a barrier that is six yards long, one yard wide, and four yards high. Each additional level doubles the length. The caster may form this into any shape he wishes as long as its base is solidly on the ground, but he cannot conjured it so that it occupies the same space as a creature or another object.
Statistics: Cutting Attack 1d (Area Effect, 2 yards, +50%; Armor Divisor, (0.5), -30%; Cosmic, Provides cover and impedes movement, +100%; Costs Fatigue, 1 FP, -5%; Extended Duration, 30x, +60%; Magical, -10%; Nuisance Effect, Small creatures ignore the impediment, -10%; Persistent, +40%; Reduced Range, 1/2, -10%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Variable, Area, +5%; Wall, Shapeable, +60%) [16]. Additional levels increase Area Effect (+50%) [+2.5].
 
Wall of Gloom
Keywords: Area (Leveled), Obvious.
Full Cost: 48 points for level 1 + 10 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.
 
This spell conjures a wall of darkness that blocks normal vision, infravision, and ultravision. Creatures with Dark Vision can see through it. On level 1, this spell lets the caster create a barrier that is six yards long, one yard wide, and four yards high. Each additional level doubles the length. The caster may form this into any shape he wishes.
Statistics: Obscure 10 (Vision; Costs Fatigue, 2 FP, -10%; Extended, Infravision and Ultravision, +40%; Extended Duration, 3x, +20%; Magical, -10%; Persistent, +40%; Ranged, +50%; Reduced Range, 1/5, -20%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Wall, Shapeable, +60%) [48]. Further levels add Area Effect (+50%) [+10/level].
 
Water to Poison
Keywords: None.
Full Cost: 2 points/level.
Casting Roll: Skill. Use Innate Attack (Gaze) to aim.
Components: V, S.
Cost: 1 FP.
Casting Time: 2 seconds.
Range: 50 yards.
Duration: 10 seconds or permanent; see text.
 
You transform a volume of water into an equal volume of colorless, tasteless, ingested poison. When an ounce of poison is ingested, the victim must make a HT-2 roll or take 1d toxic damage with a delay of 1 minute. This spell transforms one ounce of water per level.
Created poison is unstable. It reverts back in 10 seconds unless you use character points to “stabilize” it. Each point spent stabilizes a quantity worth 10% of the campaign’s average starting wealth. Alternatively, you can use Permanency Points. Each ounce of poison costs $4.
Statistics: Create (Magical, -10%; Ranged, +40%; Reduced Range, 1/2, -10%; Requires Gestures, -10%; Requires Magic Words, -10%; Takes Extra Time 1, -10%; Transmutation Only, -100%; Transmute Liquid Water to Poison, +50%) [2/level].
 
Withering Palm
Keywords: Obvious, Resisted (HT).
Full Cost: 20 points.
Casting Roll: Skill.
Components: V, S.
Cost: 1 FP.
Casting Time: 1 second.
Range: Touch.
Duration: 1 minute.
 
You cause a living creature to weaken and wither with a touch. If it fails to resist, it suffers temporary ST and HT loss equal to your margin of victory (maximum -10). Lower all skills based on these attributes by a like amount. ST penalties also reduce BL and damage. HP is not otherwise affected. FP and Basic Speed are not affected.
Statistics: Affliction 1 (HT; Accessibility, Living creatures only, -10%; Attribute Penalty, ST-10, HT-10, +100%; Based on IQ, Own Roll, +20%; Cannot exceed margin of victory, -50%; Costs Fatigue, 1 FP, -5%; Fixed Duration, +0%; Magical, -10%; Malediction 1, +100%; Melee Attack, Reach C, -30%; No Signature, +20%; Reduced Duration, 1/3, -10%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%) [20].
 
DIVINE SPELL
 
Curse of Ill Fortune
Keywords: Resisted (Will).
Full Cost (Touch): 52 points.
Full Cost (Short-Range): 55 points.
Full Cost (Ranged): 60 points.
Casting Roll: Skill.
Components: V, S, DF.
Cost: 1 FP.
Casting Time: 2 seconds.
Range: Touch – Unlimited (-1/yard) - Unlimited (standard).
Duration: Permanent.
 
When you cast this spell, you negatively influence the randomness of fortune for the target. In effect, the target gets -3 to DX, IQ, Will, Per, and HT rolls, skill rolls based on these attributes, and active defenses. In addition, the target becomes unable to use any forms of Luck (but still may use Super Luck). This spell can be neutralized with Remove Curse or Break Enchantment.
Statistics: Affliction 1 (Will; Attribute Penalty, -3 to DX, IQ, HT, +75%; Based on IQ, Own Roll, +20%; Based on Will, +20%; Costs Fatigue, 1 FP, -5%; Divine, -10%; Extended Duration, Permanent, +150%; Malediction 1, +100%; Melee Attack, Reach C, -30%; Negated Advantage, Ridiculous Luck, +60%; No Signature, +20%; Requires Gestures, -10%; Requires Holy Symbol, -10%; Requires Magic Words, -10%; Takes Extra Time 1, -10%; Task Modifier, -3 to Active Defenses, +60%) [52]. The Short-Range version removes Melee Attack, Reach C, -30% [+3]. The Ranged version replaces Malediction 1, +100% with Malediction 2, +150% [+5].

 


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