Sunday 20 October 2024

Wizardry: Complete Arcane Spells V

Wizardry: Complete Arcane Spells V

Freezing Fog is a cold variant of Incendiary Cloud.
Ghostform is an expensive spell (both in terms of points and FP), but insubstantiality is a very powerful effect, so that's appropriate.
Hail of Stone is a simple area bombardment spell.
Heart of Stone is an interesting spell. At first, I wanted to include a character point cost, but then saw that it can be dispelled like any other spell, so it shouldn't as overpowered as it may seem at first.
Heart Ripper simply tries to rip the target's heart out of its body.
Ice Blast is a cone breath attack that drains FP. Since this is a contact agent, this is an expensive but powerful spell. Also, we're back to converting ice spells!
Ice Knife is a cheap ice missile spell that may produce fragments. Fun stuff.
Illusory Pit is exacrly that - a specialized illusion spell to create pits. Actually, a pretty powerful effect.
Internal Fire is a spell that burns the target from within. Gruesome.
Iron Scarf is the most simple of the scarf spells - it just gives you a melee cutting attack.
 
Freezing Fog
Keywords: Area (Fixed).
Full Cost: 40 points.
Casting Roll: Skill. Use Innate Attack (Gaze) to aim.
Components: V, S.
Cost: 1 FP.
Casting Time: 1 second.
Range: 50 yards.
Duration: 10 seconds.
 
You may fill a 4-yard-radius 4-yard-high cylindrical area with a cloud of freezing mist. This gives -5 to all vision and Infravision rolls made through it. To place the cloud at a distance, use Innate Attack (Gaze), with normal range penalties, but at +4 for affecting an area. The initial attack roll places the effect. It then drifts from that point with the wind.
Additionally, every creature in the area of effect takes 1d-2 points of fatigue damage per second. This damage ignores DR, unless the creature has Sealed. Treat FP lost to the attack identically to FP lost to cold for all purposes, notably recovery (see Cold, p. B430). Targets that take damage from this spell must make an HT roll, at -1 per 2 points of FP lost, or take a -2 penalty to DX and become Numb (p. B146) for (20-HT) minutes (minimum 1 minute).
Statistics: Fatigue Attack 1d-2 (Area Effect, 4 yards, +100%; Contact Agent, +150%; Drifting, +20%; Freezing, +20%; Link, +10%; Magical, -10%; Persistent, +40%; Reduced Range, 1/2, -10%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Side Effect, DX-2 and Numb, +90%) [20] + Obscure Vision 5 (Area Effect, 4 yards, +50%; Costs Fatigue, 1 FP, -5%; Drifting, +20%; Extended, Infravision, +20%; Link, +10%; Magical, -10%; Ranged, +50%; Reduced Range, 1/2, -10%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%) [20].
 
Ghostform
Keywords: Buff.
Full Cost: 68 points or 148 points.
Casting Roll: Skill.
Components: V, S.
Cost: 4 FP.
Casting Time: 2 seconds.
Range: Self.
Duration: 18 seconds.
 
You become a visible, ghost-like form through a spell that works only if you carry no more than your Light encumbrance. Despite being ethereal, you aren't immune to gravity and must move on flat surfaces or gentle slopes. You weigh nothing, so you leave no footprints and can walk on fragile surfaces like water.
In ghostform, you can pass through solid objects but must stay adjacent to their exterior; you can't traverse fully through objects larger than yourself. While you can pass through solids, you still need to breathe. Treat moving through a solid as swimming underwater to avoid suffocation. If you materialize inside a solid, you're pushed to the nearest empty space, taking 2d injury and becoming mentally stunned. You can roll against IQ to recover by the next turn.
You can observe but not physically affect the material world. Physical and energy attacks without the Affects Insubstantial trait can't harm you, but you remain susceptible to psionic and magical Maledictions. Your physical and energy attacks can't affect physical opponents, but psi abilities and spells based on Malediction can, though with a -3 penalty to skill rolls.
When using the basic (68-point) version of this spell, your abilities with Affect Substantial do not function under the effect of this spell. When using the improved (148-point) version, your abilities with Affect Substantial work properly and without a penalty.
Statistics: Affliction 1 (HT; Accessibility, Self Only, -50%; Advantage, Ghostform, +720%; Costs Fatigue, 4 FP, -20%; Fixed Duration, +0%; Magical, -10%; Reduced Duration, 1/10, -20%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Takes Extra Time 1, -10%) [68]. Note: “Ghostform” is Insubstantiality (Can Carry Objects, Light Encumbrance, +20%; Cannot walk through thick objects, -10%; Magical, -10%; No Vertical Move, -10%) [72]. The improved version adds Affect Substantial, +100% to Insubstantiality [+80].
 
Hail of Stone
Keywords: Area (Fixed), Obvious.
Full Cost: 10 points.
Casting Roll: Skill. Use Innate Attack (Gaze) to aim.
Components: V, S.
Cost: 1 FP.
Casting Time: 1 second.
Range: 50 yards.
Duration: Instantaneous.
 
The caster calls down a rain of stones from the sky that fall in a 4-yard-radius 4-yard-high cylindrical area. This spell can only be cast outdoors. Use Innate Attack (Gaze), at +4, to center the area; see Scatter (p. B414) if you miss. Everyone in the area is attacked with an effective skill of 10, modified only for their SM. Anyone who fails to dodge takes 1d+1 crushing damage. This is an overhead attack – victims may raise their shields as cover, at the risk of damaging them (p. B484).
Statistics: Crushing Attack 1d+1 (Area Effect, 4 yards, +100%; Bombardment, Skill-10, -15%; Costs Fatigue, 1 FP, -5%; Environmental, Outdoors, -20%; Magical, -10%; Overhead, +30%; Reduced Range, 1/2, -10%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%) [10].
  
Heart of Stone
Keywords: Buff.
Full Cost: 37 points.
Casting Roll: Skill.
Components: V, S, F.
Cost: 4 FP.
Casting Time: 1 hour.
Range: Self.
Duration: 1 year.
 
You exchange your own living heart for a finely crafted heart of perfect, unblemished stone, altering the very nature of your body. Your living heart can then be stored or hidden anywhere you like, where it continues to beat for the duration of the spell.
While under the effect of this spell, you are affected by injury normally, but you divide all injury by 3, rounding up. You need never make a HT roll to stay alive. You can survive (and even function, if you remain conscious) down to -10xHP, at which point your body is physically destroyed and you die. As long as you are alive, you heal at a slowed rate – roll against HT to recover HP only once per two days (effectively, you have Slow Healing 1). Crippled limbs do heal, but severed limbs are gone for good unless you have Regrowth. Attacks that target your stone heart are treated as torso hits, and you become immune to heart attacks. Finally, your own living heart is vulnerable to attack; if it is damaged or destroyed, you are instantly slain.
Heart of Stone can be dispelled, in which case your own living heart instantly returns to its proper place while the stone heart is transported to the place where you left your own heart. Your heart and the stone heart likewise switch places if you enter an Antimagic Field (temporarily negating the spell’s effects), but the spell resumes when you leave it. Stone to Flesh can also end the spell.
Focus: A carved stone heart of exceptional quality (jade, obsidian, or gold-veined marble) worth $5,000.
Statistics: Affliction 1 (HT; Accessibility, Self Only, -50%; Advantage, Heart of Stone, +260%; Costs Fatigue, 4 FP, -20%; Extended Duration, 200,000x, +210%; Fixed Duration, +0%; Immediate Preparation Required, 1 hour, -75%; Magical, -10%; Requires Focus, -15%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%) [37]. Note: “Heart of Stone” is Injury Tolerance (Damage Reduction 3; Breakable, DR 0, SM-5, Cannot Repair, -45%; Can Be Stolen, -5%; Magical, -10%; Temporary Disadvantage, Slow Healing 1, -10%; Unique, -25%) [15] + Injury Tolerance (No Vitals; Breakable, DR 0, SM-5, Cannot Repair, -45%; Can Be Stolen, -5%; Magical, -10%; Partial, Heart Only, -20%; Temporary Disadvantage, Slow Healing 1, -10%; Unique, -25%) [1] + Unkillable 1 (Breakable, DR 0, SM-5, Cannot Repair, -45%; Can Be Stolen, -5%; Magical, -10%; Temporary Disadvantage, Slow Healing 1, -10%; Unique, -25%) [10].
 
Heart Ripper
Keywords: Resisted (HT).
Full Cost (Touch): 25 points.
Full Cost (Short-Range): 28 points.
Full Cost (Ranged): 33 points.
Casting Roll: Skill.
Components: V, S.
Cost: 3 FP.
Casting Time: 2 seconds.
Range: Touch – Unlimited (-1/yard) - Unlimited (standard).
Duration: 3 seconds or instantaneous; see text.
 
With a sweep of your hand, an invisible bolt of force slams into your target, attempting to instantly slay it by driving its heart from its body. The victim is wracked by terrible pain (p. B428) for three seconds. If you win by 5 or more, or if the victim rolls a critical failure, the victim instantly dies, as its heart is removed. This spell can only affect creatures with hearts. Those with multiple hearts or with the ability to survive without a heart may not be slain with this spell or may require multiple castings.
Statistics: Affliction 1 (HT; Accessibility, Only on living beings with a heart, -15%; Based on IQ, Own Roll, +20%; Costs Fatigue, 3 FP, -15%; Fixed Duration, +0%; Magical, -10%; Malediction 1, +100%; Melee Attack, Reach C, -30%; No Signature, +20%; Reduced Duration, 1/60, -35%; Requires Gestures, -10%; Requires Magic Words, -10%; Secondary Disadvantage, Enhanced Unnatural, +20%; Secondary Heart Attack, +60%; Takes Extra Time 1, -10%; Terrible Pain, +60%) [25]. The Short-Range version removes Melee Attack, Reach C, -30% [+3]. The Ranged version replaces Malediction 1, +100% with Malediction 2, +150% [+5].
 
Ice Blast
Keywords: Cone, Obvious.
Full Cost: 40 points.
Casting Roll: Skill. Use Innate Attack (Breath) to hit.
Components: V, S.
Cost: 2 FP.
Casting Time: 1 second.
Range: 10 yards.
Duration: Instantaneous.
 
You spit forth a cloud of icy crystals that extends outward in a cone. The cloud does 1d fatigue damage, ignoring DR. Targets with Sealed are unaffected. Treat FP lost to the attack identically to FP lost to cold for all purposes, notably recovery (see Cold, p. B430). Targets affected by this spell must make an HT roll, at -1 per 2 points of FP lost, or take a -2 penalty to DX and become Numb (p. B146) for (20-HT) minutes (minimum 1 minute).
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 the 1/2D range of 5 yards.
Statistics: Fatigue Attack 1d (Cone 6, +110%; Contact Agent, +150%; Costs Fatigue, 2 FP, -10%; Freezing, +20%; Increased 1/2D, 5x, +10%; Magical, -10%; Reduced Range, 1/10, -30%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Side Effect, DX-2 and Numb, +90%) [40].
  
Ice Knife
Keywords: Missile, Obvious.
Full Cost: 2 points.
Casting Roll: Skill. Use Innate Attack (Projectile) to hit.
Components: V, S.
Cost: 1 FP.
Casting Time: 1 second.
Range: 100 yards.
Duration: Instantaneous.
 
A magical shard of ice blasts from your hand and speeds to its target. This is a ranged attack with Acc 2 and 1/2D 20 that deals 1d(0.2) impaling damage. Ice Knife can be dodged, parried at -2, or blocked.
If the ice knife misses, use Scatter (p. B414) to determine the point of impact. If it hits a hard surface with DR 3 or higher, even if it did not miss, it creates a burst of sharp fragments. Everyone within 3 yards of the point of impact is attacked with effective skill 15, modified by range penalties from the point of impact; see Fragmentation Damage (p. B414). The fragments deal 1d-2 impaling damage.
Statistics: Impaling Attack 1d (Armor Divisor, (0.2), -50%; Blockable, -5%; Can be parried, -5%; Costs Fatigue, 1 FP, -5%; Fragmentation, [1d-2 imp], Only when hitting DR 3+, +5%; Inaccurate 1, -5%; Increased 1/2D, 2x, +5%; Magical, -10%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%) [2].
 
Illusory Pit
Keywords: Area (Leveled).
Full Cost: 30 points for level 1 + 12.5 points/additional level*.
Casting Roll: Skill. Use skill or Artist (Illusion) to determine how convincing it is.
Components: V, S.
Cost: 2 FP.
Casting Time: 2 seconds.
Range: 50 yards.
Duration: 30 seconds.
 
You create an illusory pit, and each creature entering or within the area is forced to resist or believe the floor on which it stands has become a bottomless chasm. In reality, it is only 4 yards deep, which may come into play if you need to conceal something. When casting the spell, you may shape the illusion in any way you wish, possibly leaving some areas unaffected. However, you cannot concentrate to change the image once it’s already been cast.
You must win a Quick Contest of skill – or Artist (Illusion), if better – against the Per of anyone you want to fool; otherwise they notice something “off.” Their roll is at +4 if they have reason to be alert for illusions. However, even if they successfully “disbelieve,” your illusion doesn’t disappear. Thus, even an obvious illusion can be useful to block line of sight. Those who fail the roll to disbelieve the illusion fall prone and are unable to take any action (including active defenses) except clawing desperately at the floor in the hopes of stopping their apparent fall. Each second, they may roll the Quick Contest again to stop this effect. As soon as a victim successfully resists, he will not be affected by this Illusory Pit again, but he is mentally stunned. He may roll against Will to recover normally on the next turn.
Creatures flying over an Illusory Pit are not affected.
Statistics: Illusion (Accessibility, Pit only, -50%; Costs Fatigue, 2 FP, -10%; Environmental, Ground, -20%; Extended, Infravision, Touch, +30%; Extended Duration, 3x, +20%; Independence, +40%; Magical, -10%; Nuisance Effect, Cannot concentrate to change the image, -10%; Persistent, +40%; Ranged, +40%; Reduced Range, 1/2, -10%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Takes Extra Time 1, -10%) [30]. Additional levels add Area Effect (+50%) [+12.5*].
* Calculate the total cost and then round up.
 
Internal Fire
Keywords: Resisted (HT).
Full Cost (Touch): 50 points.
Full Cost (Short-Range): 52 points.
Full Cost (Ranged): 54 points.
Casting Roll: Skill.
Components: V, S.
Cost: 2 FP.
Casting Time: 1 second.
Range: Touch – Unlimited (-1/yard) - Unlimited (standard).
Duration: 10 seconds.
 
This spell creates a deadly raging heat in the internal organs of the targets, causing them to burst into flame from within. Each second, the victim takes 1d-1 burning damage, ignoring external 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 does not stop the further cycles. 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. It is appropriate to have this spell cause a Fright Check on its first successful damage cycle. Creatures with Injury Tolerance (No Vitals) are unaffected.
Statistics: Burning Attack 1d-1 (Accessibility, Only on corporeal living creatures with internal organs, -20%; Based on HT, +20%; Based on IQ, Own Roll, +20%; Costs Fatigue, 2 FP, -10%; Cyclic, 9 cycles, 1 second intervals, +900%; 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%) [50]. The Short-Range version removes Melee Attack, Reach C, -30% [+2]. The Ranged version replaces Malediction 1, +100% with Malediction 2, +150% [+2].
 
Iron Scarf
Keywords: Obvious.
Full Cost: 2 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. The scarf momentarily assumes an ironlike hardness on the way dealing 1d cutting damage. Optionally, you may use the Crack technique (p. MA70) to increase damage.
Focus: A silk scarf.
Statistics: Cutting Attack 1d (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%) [2].
 

No comments:

Post a Comment