Monday, 21 October 2024

Wizardry: Complete Arcane Spells VI

Wizardry: Complete Arcane Spells VI

Boy, this book sure has many spells, even if you filter out the ones you don't want.
Kiss of the Toad is a poison touch spell that requires a toad tattoo. This is a limitation because the tattoo can be removed either by mundane means or with the Erase spell.
Leomund's Hidden Lodge is a variant of Leomund's Secure Shelter that is protected by an illusion. Costs a character point to reduce the point cost.
Lightning Blade is a lightning variant of Flame Blade.
Low-Light Vision is a buff that lets the subject see better in the dark.
Magnetism is a magnetic tractor beam. Cool stuff, even though the limitation are deep below the -80% cap even despite my increasing the range tenfold compared to the original.
Melt is a more limited variation of Thaw from Frostburn.
Metal Skin turns the subject's skin into metal, providing DR and reducing DX.
Orb of Acid/Cold/Electricity/Fire/Force/Sound are simple missile spells of different flavors. The original spells also have some... strange additional effects that don't make much sense.
 
Kiss of the Toad
Keywords: None.
Full Cost: 3 points.
Casting Roll: Skill.
Components: V, S, F.
Cost: 1 FP.
Casting Time: 1 second.
Range: Touch.
Duration: 5 minutes.
 
Your touch becomes toxic, poisoning a creature whose bare skin you touch with your hand. Any DR without the Tough Skin limitation stops this effect. Your touch deals 1d toxic damage, ignoring DR, unless the victim resists with an uncontested HT-3 roll. Then, every minute for four more cycles, the damage repeats. Each cycle can be resisted with HT-3, and a successful roll stops any further cycles of damage.
Focus: A tattoo of a toad on your skin.
Statistics: Toxic Attack 1d (Contact Agent, -30%; Costs Fatigue, 1 FP, -5%; Cyclic, 4 cycles, 1 minute intervals, Resistible, +80%; Magical, -10%; Melee Attack, Reach C, Cannot Parry, -35%; No Signature, +20%; Requires Tattoo, -5%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Resistible, HT-3, -15%) [3].
  
Leomund’s Hidden Lodge
Keywords: Area (Fixed), Obvious.
Full Cost: 26 points.
Casting Roll: Skill. Use skill or Artist (Illusion) to determine how convincing it is.
Components: V, S.
Cost: 1 FP + 1 character point.
Casting Time: 1 minute.
Range: Touch.
Duration: 12 hours.
 
You conjure a sturdy cottage or lodge 5-by-5 yards made of material that is common in the area where the spell is cast—stone, timber, or (at worst) sod. The floor is level, clean, and dry. In all respects the lodging resembles a normal cottage, with a sturdy door, two shuttered windows, and a small fireplace.
The hidden lodge is perfectly camouflaged to blend in with whatever terrain or surroundings are appropriate. It might appear as a house-sized boulder in a rocky or mountainous area, as a sand dune in the desert, as a densely tangled thicket, a grassy knoll, or even a mighty tree. The hidden lodge also obscures all telltale signs of habitation, including any smoke, light, or sound coming from within. This illusion affects normal vision, Infravision, taste, smell, normal hearing, and touch. Any observer must win in a Quick Contest of Perception against the caster’s skill or Artist (Illusion) to recognize the illusion.
The lodge has no heating or cooling source (other than natural insulation qualities). Therefore, it must be heated as a normal dwelling, and extreme heat adversely affects it and its occupants. The dwelling does, however, provide considerable security otherwise—it is as strong as a normal stone building, regardless of its material composition. The dwelling resists flames and fire as if it were stone. The door, shutters, and even chimney are secure against intrusion, the former two having warded rotary locks (p. LT121) with Lockpicking modifier of +0 and the latter secured by an iron grate at the top and a narrow flue.
The hidden lodge contains no furnishing. However, if you bring your own furniture, then it will reappear in the shelter next time it is conjured.
After the spell expires, you are unable to cast it again for five minutes.
Statistics: Illusion (Accessibility, Only to blend in with natural terrain, -20%; Area Effect, 4 yards, +50%; Character point-powered, x0.2; Extended Duration, 6,000x, +150%; Extended, Infravision, Taste/Smell, Touch, +50%; Immediate Preparation Required, 1 minute, -30%; Independence, +40%; Link, +10%; Magical, -10%; Persistent, +40%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%) [18] + Jumper (Pocket Dimension; Accessibility, Actually conjures a dwelling instead of an extradimensional place, -50%; Cannot Escort, -10%; Cannot Follow, -20%; Character point-powered, x0.2; Extra Carrying Capacity, Extra-Heavy, +50%; Immediate Preparation Required, 1 minute, -30%; Improved, +10%; Larger Size 2, +20%; Link, +10%; Magical, -10%; Maximum Duration, 12 hours, -5%; Nuisance Effect, Cannot hurry the jump, -5%; Requires Gestures, -10%; Requires Magic Words, -10%) [8].
  
Lightning Blade
Keywords: Buff, Obvious.
Full Cost: 10 points.
Casting Roll: Skill. Use Force Sword to attack or parry with the blade.
Components: V, S.
Cost: 2 FP.
Casting Time: 1 second.
Range: Self.
Duration: 3 minutes.
 
A 3-foot-long, crackling beam of lightning springs forth from your hand. You wield this bladelike beam as if it were a sword. The lightning blade is a melee weapon that occupies one hand. You can attack with it using the Force Sword skill. The blade has Reach 1 and deals 1d-1 burning surge damage. Metallic armor counts as DR 1 against this attack, but nonmetallic armor protects normally. Targets stuck by this attack must make an HT roll, at -1 per 2 points of injury, or be physically stunned. On subsequent turns, they can roll HT to recover. Even though the blade is insubstantial and weapon pass through it, you can still parry with it to deal automatic damage to whatever weapon or body part is used to strike you. In addition, the blade sheds light like a torch.
If you grab something with the hand that is using the lightning blade, or if you put it underwater, the blade disappears, and you have to recast the spell to be able to use it again.
Statistics: Affliction 1 (HT; Accessibility, Self Only, -50%; Advantage, Lightning Blade, +100%; Costs Fatigue, 2 FP, -10%; Fixed Duration, +0%; Magical, -10%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%) [10]. Note: “Lightning Blade” is Burning Attack 1d-1 (Destructive Parry, +10%; Environmental, Air, -5%; Magical, -10%; Melee Attack, Reach 1, Cannot Parry, -30%; Side Effect, Stunning, +50%; Surge, Arcing, +100%) [9] + Illumination (Magical, -10%) [1].
 
Low-Light Vision
Keywords: Buff.
Full Cost (Self): 12 points.
Full Cost (Touch): 27 points.
Full Cost (Short-Range): 30 points.
Full Cost (Ranged): 35 points.
Casting Roll: Skill.
Components: V, S.
Cost: 2 FP.
Casting Time: 2 seconds.
Range: Self – Touch – Unlimited (-1/yard) – Unlimited (standard).
Duration: 5 hours.
 
The subject gains the ability to see better in darkness, ignoring up to -5 in combat or vision penalties due to darkness. This does not let the subject see in total darkness, when the illumination penalty is -10.
Statistics: Affliction 1 (HT; Accessibility, Self Only, -50%; Advantage, Low-Light Vision, +50%; Costs Fatigue, 2 FP, -10%; Extended Duration, 100x, +80%; Fixed Duration, +0%; Magical, -10%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Takes Extra Time 1, -10%) [12]. Note: “Low-Light Vision” is Night Vision 5 (Magical, -10%) [5]. 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]. The Short-Range version removes Melee Attack, Reach C, -30% [+3]. The Ranged version replaces Malediction 1, +100% with Malediction 2, +150% [+5].
 
Magnetism
Keywords: Missile, Obvious.
Full Cost: 10 points for level 1 + 1 point/additional level.
Casting Roll: Skill. Use Innate Attack (Beam) to hit.
Components: V, S.
Cost: 1 FP to cast, 1 FP to maintain.
Casting Time: 1 second.
Range: 100 yards.
Duration: Indefinite.
 
A shimmering magnetic ray springs from your hand and pulls an object made of a ferrous material (iron, steel, nickel, cobalt) to your grasp. Initiating this requires an Attack maneuver to fire the magnetic beam with Innate Attack (Beam) using normal range penalties. This ray may be dodged. If you hit, the object moves towards you at Move 10 modified for encumbrance. You may either make the object end its movement in your hex or catch it safely with the same hand that you used to fire the magnetic ray. If the object is held by someone, you must win in a Quick Contest of Magnetism ST against the subject’s ST.
Magnetism has ST equal to 9 + spell level. The GM should set a maximum level for his campaign.
Statistics: Telekinesis 10 (Attraction, -60%; Costs Fatigue, 1 FP, -5%; Increased Range, 10x, +30%; Magical, -10%; Magnetic, -50%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Short-Range 2, -20%; Visible, -20%) [10]. Further levels add Telekinesis 1 (Attraction, -60%; Costs Fatigue, 1 FP, -5%; Increased Range, 10x, +30%; Lift Only, -20%; Magical, -10%; Magnetic, -50%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Short-Range 2, -20%; Visible, -20%) [1/level].
 
Melt
Keywords: None.
Full Cost: 4 points/level.
Casting Roll: Skill.
Components: V, S.
Cost: 2 FP.
Casting Time: 2 seconds.
Range: 20 yards.
Duration: Instantaneous.
 
This spell allows you to melt ice and snow, producing an equivalent volume of water. This does not let you damage creatures composed of snow or ice. The matter being transmuted can weigh up to 10 x (level squared) lbs. – 10 lbs. at level 1, 40 lbs. at level 2, 90 lbs. at level 3, and so on. On average, a hex of ice weighs 40 pounds per inch of thickness, and a hex of snow weighs 20 pounds per inch of thickness.
Statistics: Create (Magical, -10%; Ranged, +40%; Reduced Range, 1/5, -20%; Requires Gestures, -10%; Requires Magic Words, -10%; Takes Extra Time 1, -10%; Transmute Ice to Liquid Water, +50%; Transmute Snow to Liquid Water, +50%; Transmutation Only, -100%) [4/level].
  
Metal Skin
Keywords: Buff.
Full Cost (Self): 14 points.
Full Cost (Touch): 29 points.
Casting Roll: Skill.
Components: V, S.
Cost: 2 FP.
Casting Time: 1 second.
Range: Self – Touch.
Duration: 3 minutes.
 
When you cast this spell, the recipient’s skin toughens and gleams as if metallic, and it gains a DR 4. The target becomes somewhat slow and stiff, taking a -1 penalty to DX, and becomes vulnerable to rust and magnetism. The DR replaces whatever DR the recipient’s skin used to provide for the duration of this spell.
Statistics: Affliction 1 (HT; Accessibility, Self Only, -50%; Advantage, Metal Skin, +140%; Costs Fatigue, 2 FP, -10%; Fixed Duration, +0%; Magical, -10%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%) [14]. Note: “Metal Skin” is DR 4 (Magical, -10%; Temporary Disadvantage, DX-1, Affected by Magnetism, Affected by Rust, -22%) [14]. 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].
 
Orb of Acid
Keywords: Missile, Obvious.
Full Cost: 4 points/level.
Casting Roll: Skill. Use Innate Attack (Projectile) to hit.
Components: V, S.
Cost: 1 FP.
Casting Time: 1 second.
Range: 20 yards.
Duration: Instantaneous.
 
An orb of acid about 3 inches across shoots from your palm at its target, dealing 1d corrosion damage per level of this spell. This attack has Acc 3 and 1/2D 10. It can be dodged or blocked, but not parried.
Statistics: Corrosion Attack 1d (Blockable, -5%; Costs Fatigue, 1 FP, -5%; Increased 1/2D, 5x, +10%; Magical, -10%; Reduced Range, 1/5, -20%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%) [4/level].
 
Orb of Cold
Keywords: Missile, Obvious.
Full Cost: 6 points/level.
Casting Roll: Skill. Use Innate Attack (Projectile) to hit.
Components: V, S.
Cost: 1 FP.
Casting Time: 1 second.
Range: 20 yards.
Duration: Instantaneous.
 
An orb of cold about 3 inches across shoots from your palm at its target, dealing 1d non-incendiary burning damage per level of this spell. This attack has Acc 3 and 1/2D 10. It can be dodged or blocked, but not parried. Targets injured by this spell must make an HT roll, at -1 per 2 points of injury, or take a -2 penalty to DX and become Numb (p. B146) for (20-HT) minutes (minimum 1 minute).
Statistics: Burning Attack 1d (Blockable, -5%; Costs Fatigue, 1 FP, -5%; Increased 1/2D, 5x, +10%; Magical, -10%; No Incendiary Effect, -10%; Reduced Range, 1/5, -20%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Side Effect, DX-2 and Numb, +90%) [6/level].
 
Orb of Electricity
Keywords: Missile, Obvious.
Full Cost: 9.5 points/level.
Casting Roll: Skill. Use Innate Attack (Projectile) to hit.
Components: V, S.
Cost: 1 FP.
Casting Time: 1 second.
Range: 20 yards.
Duration: Instantaneous.
 
An orb of electricity about 3 inches across shoots from your palm at its target, dealing 1d burning surge damage per level of this spell. This attack has Acc 3 and 1/2D 10. It can be dodged or blocked, but not parried. Metallic armor counts as DR 1 against this attack, but nonmetallic armor protects normally. Targets stuck by this attack must make an HT roll, at -1 per 2 points of injury, or be physically stunned. On subsequent turns, they can roll HT to recover.
Statistics: Burning Attack 1d (Blockable, -5%; Costs Fatigue, 1 FP, -5%; Increased 1/2D, 5x, +10%; Magical, -10%; Reduced Range, 1/5, -20%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Side Effect, Stunning, +50%; Surge, Arcing, +100%) [9.5/level].
 
Orb of Fire
Keywords: Missile, Obvious.
Full Cost: 2 points/level.
Casting Roll: Skill. Use Innate Attack (Projectile) to hit.
Components: V, S.
Cost: 1 FP.
Casting Time: 1 second.
Range: 20 yards.
Duration: Instantaneous.
 
An orb of fire about 3 inches across shoots from your palm at its target, dealing 1d burning damage per level of this spell. This attack has Acc 3 and 1/2D 10. It can be dodged or blocked, but not parried.
Statistics: Burning Attack 1d (Blockable, -5%; Costs Fatigue, 1 FP, -5%; Increased 1/2D, 5x, +10%; Magical, -10%; Reduced Range, 1/5, -20%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%) [2/level].
 
Orb of Force
Keywords: Missile, Obvious.
Full Cost: 6 points/level.
Casting Roll: Skill. Use Innate Attack (Projectile) to hit.
Components: V, S.
Cost: 1 FP.
Casting Time: 1 second.
Range: 20 yards.
Duration: Instantaneous.
 
An orb of force about 3 inches across shoots from your palm at its target, dealing 1d crushing damage per level of this spell. Orb of Force can affect both substantial and insubstantial targets, and it works identically in air and underwater. This damage is doubled for the purpose of knockback calculation. This attack has Acc 4 and 1/2D 10. It can be dodged or blocked, but not parried.
Statistics: Crushing Attack 1d (Accurate 1, +5%; Affects Insubstantial, +20%; Blockable, -5%; Costs Fatigue, 1 FP, -5%; Double Knockback, +20%; Increased 1/2D, 5x, +10%; Increased Range, 10x (Accessibility, Underwater only, ‑50%), +15%; Magical, -10%; Reduced Range, 1/5, -20%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Underwater, +20%) [6/level].
 
Orb of Sound
Keywords: Missile, Obvious.
Full Cost: 6 points/level.
Casting Roll: Skill. Use Innate Attack (Projectile) to hit.
Components: V, S.
Cost: 1 FP.
Casting Time: 1 second.
Range: 20 yards.
Duration: Instantaneous.
 
An orb of sound about 3 inches across shoots from your palm at its target, dealing 1d non-incendiary burning damage per level of this spell. This attack has Acc 2 and 1/2D 10. It can be dodged or blocked, but not parried. Orb of Sound works underwater identically to how it works in air, but it does not function in a vacuum. Targets injured by this spell must make an HT roll, at -1 per 2 points of injury, or become deafened for (20-HT) minutes (minimum 1 minute).
Statistics: Burning Attack 1d (Blockable, -5%; Costs Fatigue, 1 FP, -5%; Environmental, Sound-transmitting mediums, -10%; Inaccurate 1, -5%; Increased 1/2D, 5x, +10%; Increased Range, 10x (Accessibility, Underwater only, 50%), +15%; Magical, -10%; No Incendiary Effect, -10%; Reduced Range, 1/5, -20%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Side Effect, Deafness, +70%; Underwater, +20%) [6/level].
 

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