Tuesday 22 October 2024

Wizardry: Complete Arcane Spells VII

Wizardry: Complete Arcane Spells VII

Otiluke's Dispelling Screen creates a barrier that dispels any magical effect that crosses it.
Pain is a weak and relatively cheap debuff.
Poison Needles is a high RoF spell that deals minor piercing damage and follow-up toxic damage.
Prismatic Ray is a beam attack with a random damage type.
Programmed Amnesia is basically identical to Mental Surgery from GURPS Psionic Powers. In D&D, this is a 9th-level spell, but here it costs only 20 points. Interesting.
Protection from Charm is a buff that protects from compulsion effects.
Rain of Needles is a quite weak area attack spell.
Reciprocal Gyre is an interesting spell that deals damage based on the number of buffs or debuffs affecting the target. In GURPS, you are unlikely to have more than a couple of them, so it shouldn't get out of hand. I had to borrow the Margin-Based enhancement from Affliction and apply it to the entire advantage.
Refusal is a spell that wards an area against spellcasters. No mages allowed!
Repair is a single spell instead of all the Repain Minor/Light/Serious/etc. Damage spells. Healing by RAW cannot work on inanimate objects. I found a forum post that introduces new modifiers to be able to do that, but that leaves out constructs that count as animate beings. Thus, I decided to go for a +50% modifier to cover both of them, I think that works fine.
 
Otiluke’s Dispelling Screen
Keywords: Area (Leveled), Resisted (Will or spell).
Full Cost: 75 points for level 1 + 25 points/additional level.
Casting Roll: Skill. Use Innate Attack (Gaze) to aim.
Components: V, S.
Cost: 2 FP.
Casting Time: 2 seconds.
Range: 10 yards.
Duration: 5 minutes.
 
You create an opaque, immobile, shimmering screen of violet energy. The screen is a plane that can be oriented in any way, but has length of 6 yards, width of 1 yard, and height of 4 yards on level 1. Each additional level doubles the length.
Note how much the caster’s skill roll succeeds by; every spell effect crossing the screen, including missile spells, resists separately with a Quick Contest. Use the spell’s level (if a skill) or the caster’s Will + Talent (if a power); for the latter, the Talent is usually Sorcery Talent or some type of Magery. If the caster of Otiluke’s Dispelling Screen wins, the spell dissipates; but it may be recast normally. Some spells explicitly state that they are unaffected by Dispel Magic – these aren’t affected by the screen either. It also cannot end Truly Permanent effects, such as the magic of enchanted items.
Statistics: Neutralize Magic (Accessibility, Must target subject, not caster, -10%; Area Effect, 2 yards, +50%; Based on IQ, Own Roll, +20%; Costs Fatigue, 2 FP, -10%; Extended Duration, 30x, +60%; Interruption, -50%; Magical, -10%; Persistent, +40%; Ranged, +40%; Reduced Range, 1/10, -30%; Requires Gestures, -10%; Requires Magic Words, -10%; Takes Extra Time 1, -10%; Wall, +30%; Weaponized, -50%) [75]. Additional levels add more Area Effect (+50%) [+25/level].
 
Pain
Keywords: Resisted (HT).
Full Cost (Touch): 17 points.
Full Cost (Short-Range): 20 points.
Full Cost (Ranged): 25 points.
Casting Roll: Skill.
Components: V, S.
Cost: 1 FP.
Casting Time: 1 second.
Range: Touch – Unlimited (-1/yard) - Unlimited (standard).
Duration: 1 minute.
 
This spell causes a corporeal living being to experience moderate pain (p. B428).
Statistics: Affliction 1 (HT; Accessibility, Only corporeal living beings, -15%; Based on IQ, Own Roll, +20%; Costs Fatigue, 1 FP, -5%; Fixed Duration, +0%; Magical, -10%; Malediction 1, +100%; Melee Attack, Reach C, -30%; Moderate Pain, +20%; No Signature, +20%; Reduced Duration, 1/3, -10%; Requires Gestures, -10%; Requires Magic Words, -10%) [17]. The Short-Range version removes Melee Attack, Reach C, -30% [+3]. The Ranged version replaces Malediction 1, +100% with Malediction 2, +150% [+5].
 
Poison Needles
Keywords: Missile, Obvious.
Full Cost: 4 points.
Casting Roll: Skill. Use Innate Attack (Projectile) to hit.
Components: V, S.
Cost: 1 FP.
Casting Time: 1 second.
Range: 20 yards.
Duration: Instantaneous.
 
A hail of poisoned needles shoots from your fingertip. This is a ranged attack with Acc 2, Max 20, 1/2D -, RoF 7, Rcl 2 that deals 1 point of small piercing damage and follow-up 1d-1 toxic damage that can be resisted with a HT roll. Poison Needles can be dodged or blocked.
Statistics: Small Piercing Attack 1 point (Blockable, -5%; Costs Fatigue, 1 FP, -5%; Extra Recoil, Rcl 2, -10%; Inaccurate 1, -5%; Increased 1/2D, 10x, +15%; Magical, -10%; Rapid Fire, RoF 7, +70%; Reduced Range, 1/5, -20%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%) [1] + Toxic Attack 1d-1 (Follow-Up, Small Piercing Attack, +50%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Resistible, HT, -30%) [3].
 
Prismatic Ray
Keywords: Missile, Obvious.
Full Cost: 9 points/level.
Casting Roll: Skill. Use Innate Attack (Beam) to hit.
Components: V, S.
Cost: 1 FP.
Casting Time: 1 second.
Range: 50 yards.
Duration: Instantaneous.
 
You fire a ray of intense multicolored light that does 1d damage per level. This attack has 1/2D range of 10 yards. Roll 1d to determine the damage type.

1d

Damage Type

1

Acid. This attack deals corrosion damage.

2

Cold. This attack deals non-incendiary burning damage. Targets injured by this attack 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).

3

Electricity. This attack deals 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.

4

Fire. This attack deals burning damage.

5

Poison. This attack deals toxic damage.

6

Sound. This attack deals non-incendiary burning damage.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. This attack only works in sound-transmitting mediums and is negated by such effects as Silence or Wall of Silence.

Statistics: Prismatic Attack 1d (Costs Fatigue, 1 FP, -5%; Increased 1/2D, 2x, +5%; Magical, -10%; Reduced Range, 1/2, -10%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%) [9/level].
 
Programmed Amnesia
Keywords: Resisted (Will).
Full Cost: 20 points.
Casting Roll: Skill.
Components: V, S.
Cost: 2 FP.
Casting Time: 10 minutes.
Range: Touch.
Duration: Permanent.
 
You have the ability to reprogram a sapient being's mind, permanently adding or removing any mundane mental disadvantages. This is a gradual process that requires you to have complete control over the individual, meaning they must either be willing or restrained. To proceed, perform a Quick Contest of your casting skill against the subject's Will (if the subject is willing, just roll against your skill). Note that there is a -1 penalty for every full -5 points of disadvantages being changed. You can alter memories by adding Delusions or Amnesia. If you succeed, the changes are permanent, but they can be dispelled or undone by Programmed Amnesia or a similar effect in the future. Player characters who eliminate starting disadvantages in this manner may need to buy them off; be sure to check with the GM.
Statistics: Mind Control (Accessibility, Sapient beings only, -10%; Conditioning Only, -50%; Costs Fatigue, 2 FP, -10%; Magical, -10%; Melee Attack, Reach C, -30%; Requires Gestures, -10%; Requires Magic Words, -10%; Slow and Sure Only, 10 minutes, +70%) [20].
 
Protection from Charm
Keywords: Buff.
Full Cost (Self): 5 points.
Full Cost (Touch): 20 points.
Casting Roll: Skill.
Components: V, S.
Cost: 2 FP.
Casting Time: 1 second.
Range: Self – Touch.
Duration: 18 seconds.
 
The subject gets a +8 bonus to rolls to resist charm effects. Charm effects are Mind Control effects that compel the subject to change his behavior or act in a certain way; this does not include Mind Control spells that cause fear, mental stun, damage, etc.
Statistics: Affliction 1 (HT; Accessibility, Self Only, -50%; Advantage, Protection from Charm, +70%; Costs Fatigue, 2 FP, -10%; Fixed Duration, +0%; Magical, -10%; Reduced Duration, 1/10, -20%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%) [5]. Note: “Protection from Charm” is Resistant to Charm (+8) (Magical, -10%) [7]. 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].
  
Rain of Needles
Keywords: Area (Fixed), Obvious.
Full Cost: 5 points.
Casting Roll: Skill. Use Innate Attack (Gaze) to aim.
Components: V, S.
Cost: 2 FP.
Casting Time: 1 second.
Range: 50 yards.
Duration: Instantaneous.
 
The caster calls down a rain of metal needles 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 14, modified only for their SM. Anyone who fails to dodge takes 1d small piercing damage. This is an overhead attack – victims may raise their shields as cover, at the risk of damaging them (p. B484).
Statistics: Small Piercing Attack 1d (Area Effect, 4 yards, +100%; Bombardment, Skill-14, -5%; Costs Fatigue, 2 FP, -10%; Environmental, Outdoors, -20%; Magical, -10%; Overhead, +30%; Reduced Range, 1/2, -10%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%) [5].
 
Reciprocal Gyre
Keywords: Resisted (Will).
Full Cost (Touch): 15 points.
Full Cost (Short-Range): 17 points.
Full Cost (Ranged): 19 points.
Casting Roll: Skill.
Components: V, S.
Cost: 2 FP.
Casting Time: 1 second.
Range: Touch – Unlimited (-1/yard) - Unlimited (standard).
Duration: Instantaneous.
 
You manipulate the magical aura of a creature or object, creating a damaging feedback reaction of arcane power. The target takes 1d non-incendiary burning damage, ignoring DR, per each ongoing magical effect currently affecting it, up to the maximum of margin of victory effects or ten effects, whichever is lower. For example, if the target is currently affected by Mage Armor, Haste, and Fly, and your margin of victory is 2, you will deal 2d damage. If your margin of victory is 3 or higher, you will deal 3d damage.
Only spells specifically targeted on the creature in question can be used to create the backlash of a Reciprocal Gyre, so spells that affect an area (such as Invisibility Sphere and Solid Fog) can’t be used to deal reciprocal damage to creatures within their area. Likewise, persistent or continuous effects from magic items can’t be used to deal reciprocal damage, but targeted spell effects can be—for example, the magic of a cloak of resistance can’t be used by Reciprocal Gyre, but a spell cast by a Wand of Invisibility could be.
Statistics: Burning Attack 1d (Accessibility, Only on targets with magical buffs, -30%; Based on IQ, Own Roll, +20%; Costs Fatigue, 2 FP, -10%; Magical, -10%; Malediction 1, +100%; Margin-Based, Limited by the number of ongoing effects, +170%; Melee Attack, Reach C, -30%; No Incendiary Effect, -10%; No Signature, +20%; Requires Gestures, -10%; Requires Magic Words, -10%) [15]. The Short-Range version removes Melee Attack, Reach C, -30% [+2]. The Ranged version replaces Malediction 1, +100% with Malediction 2, +150% [+2].
 
Refusal
Keywords: Area (Leveled), Resisted (Will).
Full Cost (Touch): 42 points for level 1 + 5 points/additional level.
Full Cost (Short-Range): 45 points for level 1 + 5 points/additional level.
Full Cost (Ranged): 50 points for level 1 + 5 points/additional level.
Casting Roll: Skill.
Components: V, S.
Cost: 3 FP.
Casting Time: 2 seconds.
Range: Touch – Unlimited (-1/yard) - Unlimited (standard).
Duration: 8 hours, affected creatures cannot reenter for 3 seconds.
 
You create a special ward that prevents unauthorized arcane spellcasters or creatures with magical abilities from entering an area. The spell’s area cannot be higher than 4 yards, but it can be given any shape you want within the limits imposed by the spell level.
You can choose to designate a password or special condition (such as race, possession of a token, or any other observable or detectable characteristic) by which spellcasting characters and creatures can enter the Refusal-warded area.
When casting this spell, note your margin of success. Entering unauthorized arcane spellcasters or creatures with magical abilities will feel an intense unease, an urge to be somewhere else. Each second, they make a Will roll penalized by your margin of success. If the victim loses, he must flee the area as soon as possible and becomes unable to reenter the area for three seconds.
Arcane spellcasters and creatures with magical abilities and that are already within the area you protect when you create the ward are not compelled to leave or restricted in their movement within it. However, if such creatures leave the area, they will become affected by the ward once they attempt to reenter it.
Statistics: Affliction 1 (Will; Accessibility, Only spellcasters and magical creatures, -20%; Area Effect, 2 yards, +50%; Based on IQ, Own Roll, +20%; Based on Will, +20%; Costs Fatigue, 3 FP, -15%; Disadvantage, Dread, +30%; Extended Duration on Persistent, 3,000x, +140%; Fixed Duration, +0%; Magical, -10%; Melee Attack, Reach C, -30%; Malediction 1, +100%; No Signature, +20%; Nuisance Effect, Doesn’t affect creatures already in the area, -5%; Persistent, +40%; Reduced Duration, 1/60, Only after target leaves the area, -30%; Requires Gestures, -10%; Requires Magic Words, -10%; Selective Area, +20%; Selective Effect, +20%; Takes Extra Time 1, -10%) [42]. Additional levels add Area Effect (+50%) [+5]. The Short-Range version removes Melee Attack, Reach C, -30% [+3]. The Ranged version replaces Malediction 1, +100% with Malediction 2, +150% [+5].
  
Repair
Keywords: None.
Full Cost: 20 points.
Casting Roll: Skill.
Components: V, S.
Cost: 2 FP.
Casting Time: 1 second.
Range: Touch.
Duration: Instantaneous.
 
By making physical contact with an inanimate object or construct that hasn’t been destroyed, you may immediately restore it 1d HP. This also automatically stops any bleeding (some constructs can bleed, such as the warforged). You cannot restore crippled limbs of constructs.
Your casting roll is at -2 if the subject is unconscious (some constructs may become unconscious). In addition, if used more than once per day on a given subject, you are at a cumulative -3 per successful repair. Failure costs you 1d FP instead of the usual FP cost!
If you are a construct, you cannot use this spell on yourself.
Statistics: Healing (Affects Inanimate Objects and Constructs, +50%; Cannot restore crippled limbs, -10%; Capped, 2 FP, -25%; Injuries Only, -20%; Magical, -10%; Requires Gestures, -10%; Requires Magic Words, -10%) [20].


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